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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <LiveLinkSourceSettings.h>
Public Member Functions | |
| UPROPERTY (EditAnywhere, Category="Settings", meta=(ClampMin=1, DisplayName="Buffer Size (Frames)")) int32 MaxNumberOfFrameToBuffered | |
Public Attributes | |
| bool | bValidEngineTimeEnabled = false |
| float | ValidEngineTime = 1.0f |
| float | EngineTimeOffset = 0.0f |
| double | EngineTimeClockOffset = 0.0 |
| double | SmoothEngineTimeOffset = 0.0 |
| bool | bGenerateSubFrame = false |
| FFrameRate | DetectedFrameRate = { 24, 1 } |
| bool | bUseTimecodeSmoothLatest = false |
| FFrameRate | SourceTimecodeFrameRate = { 24, 1 } |
| bool | bValidTimecodeFrameEnabled = false |
| int32 | ValidTimecodeFrame = 30 |
| float | TimecodeFrameOffset = 0.f |
| double | TimecodeClockOffset = 0.0 |
| int32 | LatestOffset = 0 |
| bool | bKeepAtLeastOneFrame = true |
| FLiveLinkSourceBufferManagementSettings::UPROPERTY | ( | EditAnywhere | , |
| Category | = "Settings", |
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| meta | = (ClampMin=1, DisplayName="Buffer Size (Frames)") |
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| ) |
Maximum number of frames to keep in memory.
When cleaning the buffer keep at least one frame, even if the frame doesn't matches the other options.
When evaluating with timecode, align source timecode using a continuous clock offset to do a smooth latest This means that even if engine Timecode and source Timecode are not aligned, the offset between both clocks will be tracked to keep them aligned. With an additionnal offset, 1.5 is a good number, you can evaluate your subject using the latest frame by keeping just enough margin to have a smooth playback and avoid starving.
Enabled the ValidEngineTime setting.
If the frame timecode is older than ValidTimecodeFrame, remove it from the buffer list (in TimecodeFrameRate).
| FFrameRate FLiveLinkSourceBufferManagementSettings::DetectedFrameRate = { 24, 1 } |
FrameRate taken from one of the subjects. It's expected that all subjects have the same FrameRate
| double FLiveLinkSourceBufferManagementSettings::EngineTimeClockOffset = 0.0 |
Continuously updated clock offset estimator between source clock and engine clock (in seconds)
| float FLiveLinkSourceBufferManagementSettings::EngineTimeOffset = 0.0f |
When evaluating with time: how far back from current time should we read the buffer (in seconds)
| int32 FLiveLinkSourceBufferManagementSettings::LatestOffset = 0 |
When evaluating with latest: how far back from latest frame should we read the buffer
| double FLiveLinkSourceBufferManagementSettings::SmoothEngineTimeOffset = 0.0 |
Continuously updated offset to achieve a smooth evaluation time (in seconds)
| FFrameRate FLiveLinkSourceBufferManagementSettings::SourceTimecodeFrameRate = { 24, 1 } |
What is the source frame rate. When the refresh rate of the source is bigger than the timecode frame rate, LiveLink will try to generate sub frame numbers.
| double FLiveLinkSourceBufferManagementSettings::TimecodeClockOffset = 0.0 |
Continuously updated clock offset estimator between source timecode clock and engine timecode provider clock (in seconds)
| float FLiveLinkSourceBufferManagementSettings::TimecodeFrameOffset = 0.f |
When evaluating with timecode: how far back from current timecode should we read the buffer (in TimecodeFrameRate).
| float FLiveLinkSourceBufferManagementSettings::ValidEngineTime = 1.0f |
If the frame is older than ValidTime, remove it from the buffer list (in seconds).
| int32 FLiveLinkSourceBufferManagementSettings::ValidTimecodeFrame = 30 |
If the frame timecode is older than ValidTimecodeFrame, remove it from the buffer list (in TimecodeFrameRate).