UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FLiveLinkSourceBufferManagementSettings Struct Reference

#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
 

Member Function Documentation

◆ UPROPERTY()

FLiveLinkSourceBufferManagementSettings::UPROPERTY ( EditAnywhere  ,
Category  = "Settings",
meta  = (ClampMin=1, DisplayName="Buffer Size (Frames)") 
)

Maximum number of frames to keep in memory.

Member Data Documentation

◆ bGenerateSubFrame

bool FLiveLinkSourceBufferManagementSettings::bGenerateSubFrame = false

◆ bKeepAtLeastOneFrame

bool FLiveLinkSourceBufferManagementSettings::bKeepAtLeastOneFrame = true

When cleaning the buffer keep at least one frame, even if the frame doesn't matches the other options.

◆ bUseTimecodeSmoothLatest

bool FLiveLinkSourceBufferManagementSettings::bUseTimecodeSmoothLatest = false

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.

◆ bValidEngineTimeEnabled

bool FLiveLinkSourceBufferManagementSettings::bValidEngineTimeEnabled = false

Enabled the ValidEngineTime setting.

◆ bValidTimecodeFrameEnabled

bool FLiveLinkSourceBufferManagementSettings::bValidTimecodeFrameEnabled = false

If the frame timecode is older than ValidTimecodeFrame, remove it from the buffer list (in TimecodeFrameRate).

◆ DetectedFrameRate

FFrameRate FLiveLinkSourceBufferManagementSettings::DetectedFrameRate = { 24, 1 }

FrameRate taken from one of the subjects. It's expected that all subjects have the same FrameRate

◆ EngineTimeClockOffset

double FLiveLinkSourceBufferManagementSettings::EngineTimeClockOffset = 0.0

Continuously updated clock offset estimator between source clock and engine clock (in seconds)

◆ EngineTimeOffset

float FLiveLinkSourceBufferManagementSettings::EngineTimeOffset = 0.0f

When evaluating with time: how far back from current time should we read the buffer (in seconds)

◆ LatestOffset

int32 FLiveLinkSourceBufferManagementSettings::LatestOffset = 0

When evaluating with latest: how far back from latest frame should we read the buffer

◆ SmoothEngineTimeOffset

double FLiveLinkSourceBufferManagementSettings::SmoothEngineTimeOffset = 0.0

Continuously updated offset to achieve a smooth evaluation time (in seconds)

◆ SourceTimecodeFrameRate

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.

Note
The source should generate the sub frame numbers. Use this setting when the source is not able to do so.
The generated sub frame numbers will not be saved by Sequencer.

◆ TimecodeClockOffset

double FLiveLinkSourceBufferManagementSettings::TimecodeClockOffset = 0.0

Continuously updated clock offset estimator between source timecode clock and engine timecode provider clock (in seconds)

◆ TimecodeFrameOffset

float FLiveLinkSourceBufferManagementSettings::TimecodeFrameOffset = 0.f

When evaluating with timecode: how far back from current timecode should we read the buffer (in TimecodeFrameRate).

◆ ValidEngineTime

float FLiveLinkSourceBufferManagementSettings::ValidEngineTime = 1.0f

If the frame is older than ValidTime, remove it from the buffer list (in seconds).

◆ ValidTimecodeFrame

int32 FLiveLinkSourceBufferManagementSettings::ValidTimecodeFrame = 30

If the frame timecode is older than ValidTimecodeFrame, remove it from the buffer list (in TimecodeFrameRate).


The documentation for this struct was generated from the following file: