UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMovieSceneInstancePreAnimatedState Class Reference

#include <MovieScenePreAnimatedState.h>

Public Member Functions

 FMovieSceneInstancePreAnimatedState (UMovieSceneEntitySystemLinker *InLinker, UE::MovieScene::FRootInstanceHandle InInstanceHandle)
 
 FMovieSceneInstancePreAnimatedState (const FMovieSceneInstancePreAnimatedState &)=delete
 
FMovieSceneInstancePreAnimatedStateoperator= (const FMovieSceneInstancePreAnimatedState &)=delete
 
MOVIESCENE_API ~FMovieSceneInstancePreAnimatedState ()
 
MOVIESCENE_API bool IsCapturingGlobalPreAnimatedState () const
 
MOVIESCENE_API void EnableGlobalPreAnimatedStateCapture ()
 
MOVIESCENE_API UMovieSceneEntitySystemLinkerGetLinker () const
 
MOVIESCENE_API void SavePreAnimatedState (UObject &InObject, FMovieSceneAnimTypeID InTokenType, const IMovieScenePreAnimatedTokenProducer &Producer)
 
MOVIESCENE_API void SavePreAnimatedState (FMovieSceneAnimTypeID InTokenType, const IMovieScenePreAnimatedGlobalTokenProducer &Producer)
 
MOVIESCENE_API void RestorePreAnimatedState ()
 
MOVIESCENE_API void RestorePreAnimatedState (UObject &Object)
 
MOVIESCENE_API void RestorePreAnimatedState (UClass *GeneratedClass)
 
MOVIESCENE_API void RestorePreAnimatedState (UObject &Object, TFunctionRef< bool(FMovieSceneAnimTypeID)> InFilter)
 
MOVIESCENE_API void DiscardPreAnimatedState ()
 
MOVIESCENE_API void DiscardEntityTokens ()
 
MOVIESCENE_API void DiscardAndRemoveEntityTokensForObject (UObject &Object)
 
MOVIESCENE_API bool ContainsAnyStateForSequence () const
 

Detailed Description

Class that caches pre-animated state for objects that were manipulated by sequencer

Constructor & Destructor Documentation

◆ FMovieSceneInstancePreAnimatedState() [1/2]

FMovieSceneInstancePreAnimatedState::FMovieSceneInstancePreAnimatedState ( UMovieSceneEntitySystemLinker InLinker,
UE::MovieScene::FRootInstanceHandle  InInstanceHandle 
)

◆ FMovieSceneInstancePreAnimatedState() [2/2]

FMovieSceneInstancePreAnimatedState::FMovieSceneInstancePreAnimatedState ( const FMovieSceneInstancePreAnimatedState )
delete

◆ ~FMovieSceneInstancePreAnimatedState()

FMovieSceneInstancePreAnimatedState::~FMovieSceneInstancePreAnimatedState ( )

Member Function Documentation

◆ ContainsAnyStateForSequence()

bool FMovieSceneInstancePreAnimatedState::ContainsAnyStateForSequence ( ) const

Search the global pre-animated state extension for any captured state that originated from this sequence WARNING: This is a linear search across all state, and so is potentially very slow

◆ DiscardAndRemoveEntityTokensForObject()

void FMovieSceneInstancePreAnimatedState::DiscardAndRemoveEntityTokensForObject ( UObject Object)

Discard any tokens that relate to the requested object (ie sections or tracks) without restoring the values. Any global pre-animated state tokens for this object will be removed.

◆ DiscardEntityTokens()

void FMovieSceneInstancePreAnimatedState::DiscardEntityTokens ( )

Discard any tokens that relate to entity animation (ie sections or tracks) without restoring the values. Any global pre-animated state tokens (that reset the animation when saving a map, for instance) will remain.

◆ DiscardPreAnimatedState()

void FMovieSceneInstancePreAnimatedState::DiscardPreAnimatedState ( )

◆ EnableGlobalPreAnimatedStateCapture()

void FMovieSceneInstancePreAnimatedState::EnableGlobalPreAnimatedStateCapture ( )

Check whether this sequence instance is capturing any and all changes of state so they can be restored later

◆ GetLinker()

UMovieSceneEntitySystemLinker * FMovieSceneInstancePreAnimatedState::GetLinker ( ) const

Retrieve the linker this container is bound to

◆ IsCapturingGlobalPreAnimatedState()

bool FMovieSceneInstancePreAnimatedState::IsCapturingGlobalPreAnimatedState ( ) const

Check whether this sequence instance is capturing any and all changes of state so they can be restored later

◆ operator=()

FMovieSceneInstancePreAnimatedState & FMovieSceneInstancePreAnimatedState::operator= ( const FMovieSceneInstancePreAnimatedState )
delete

◆ RestorePreAnimatedState() [1/4]

void FMovieSceneInstancePreAnimatedState::RestorePreAnimatedState ( )

◆ RestorePreAnimatedState() [2/4]

void FMovieSceneInstancePreAnimatedState::RestorePreAnimatedState ( UClass GeneratedClass)

◆ RestorePreAnimatedState() [3/4]

void FMovieSceneInstancePreAnimatedState::RestorePreAnimatedState ( UObject Object)

◆ RestorePreAnimatedState() [4/4]

void FMovieSceneInstancePreAnimatedState::RestorePreAnimatedState ( UObject Object,
TFunctionRef< bool(FMovieSceneAnimTypeID)>  InFilter 
)

◆ SavePreAnimatedState() [1/2]

void FMovieSceneInstancePreAnimatedState::SavePreAnimatedState ( FMovieSceneAnimTypeID  InTokenType,
const IMovieScenePreAnimatedGlobalTokenProducer Producer 
)

Save the current state of the environment as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source

◆ SavePreAnimatedState() [2/2]

void FMovieSceneInstancePreAnimatedState::SavePreAnimatedState ( UObject InObject,
FMovieSceneAnimTypeID  InTokenType,
const IMovieScenePreAnimatedTokenProducer Producer 
)

Save the current state of an object as defined by the specified token producer, identified by a specific anim type ID This will use the currently evaluating track template, evaluation hook or track instance (and its 'When Finished' property) as the capture source


The documentation for this class was generated from the following files: