Files
UnrealEngine/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceShotMetaDataLibrary.h
2025-05-18 13:04:45 +08:00

168 lines
7.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetRegistry/AssetData.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "LevelSequenceShotMetaDataLibrary.generated.h"
#define UE_API LEVELSEQUENCE_API
class ULevelSequence;
struct FAssetData;
/**
* Manages ULevelSequence meta data that is common for rating shots in cinematic workflows.
* Manages access to UMovieSceneShotsMetaData for ULevelSequences.
*/
UCLASS(MinimalAPI)
class ULevelSequenceShotMetaDataLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* Gets whether the user has marked this shot as no good.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsNoGood(const ULevelSequence* InLevelSequence, bool& bOutNoGood);
/**
* Gets whether this was flagged by a user.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsFlagged(const ULevelSequence* InLevelSequence, bool& bOutIsFlagged);
/**
* Gets whether this was recorded.
* @return Whether the value was set.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsRecorded(const ULevelSequence* InLevelSequence, bool& bOutIsRecorded);
/**
* Gets whether this was recorded as a subsequence.
* @return Whether the value was set.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsSubSequence(const ULevelSequence* InLevelSequence, bool& bOutIsSubSequence);
/**
* Gets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetFavoriteRating(const ULevelSequence* InLevelSequence, int32& OutFavoriteRating);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsNoGood(const ULevelSequence* InLevelSequence);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsFlagged(const ULevelSequence* InLevelSequence);
/** @return Whether IsRecorded has been set. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsRecorded(const ULevelSequence* InLevelSequence);
/** @return Whether IsSubSequence has been set. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsSubSequence(const ULevelSequence* InLevelSequence);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasFavoriteRating(const ULevelSequence* InLevelSequence);
/** Sets whether the user has marked this shot as no good. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void SetIsNoGood(ULevelSequence* InLevelSequence, bool bInIsNoGood);
/** Sets whether this was flagged by a user. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void SetIsFlagged(ULevelSequence* InLevelSequence, bool bInIsFlagged);
/** Sets whether this sequence was recorded. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void SetIsRecorded(ULevelSequence* InLevelSequence, bool bInIsRecorded);
/** Sets whether this is a subsequence. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void SetIsSubSequence(ULevelSequence* InLevelSequence, bool bInIsSubSequence);
/** Sets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void SetFavoriteRating(ULevelSequence* InLevelSequence, int32 InFavoriteRating);
/** Clear the IsNoGood flag. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void ClearIsNoGood(ULevelSequence* InLevelSequence);
/** Clear IsFlagged flag. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void ClearIsFlagged(ULevelSequence* InLevelSequence);
/** Clear IsRecorded flag. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void ClearIsRecorded(ULevelSequence* InLevelSequence);
/** Clear IsSubSequence flag. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void ClearIsSubSequence(ULevelSequence* InLevelSequence);
/** Clears the favorite rating. */
UFUNCTION(BlueprintCallable, Category = "Level Sequence")
static UE_API void ClearFavoriteRating(ULevelSequence* InLevelSequence);
/** @return The asset tag for the IsNoGood value. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API FName GetIsNoGoodAssetTag();
/** @return The asset tag for the IsFlagged value. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API FName GetIsFlaggedAssetTag();
/** @return The asset tag for the IsRecorded value. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API FName GetIsRecordedAssetTag();
/** @return The asset tag for the IsSubSequence value. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API FName GetIsSubSequenceAssetTag();
/** @return The asset tag for the FavoriteRating value. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API FName GetFavoriteRatingAssetTag();
/**
* Gets whether the user has marked this shot as no good.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsNoGoodByAssetData(const FAssetData& InAssetData, bool& bOutNoGood);
/**
* Gets whether this was flagged by a user.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsFlaggedByAssetData(const FAssetData& InAssetData, bool& bOutIsFlagged);
/**
* Gets whether this was recorded.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsRecordedByAssetData(const FAssetData& InAssetData, bool& bOutIsRecorded);
/**
* Gets whether this was recorded as a sub sequence.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetIsSubSequenceByAssetData(const FAssetData& InAssetData, bool& bOutIsSubSequence);
/**
* Gets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated.
* @return Whether the value was set by the user.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool GetFavoriteRatingByAssetData(const FAssetData& InAssetData, int32& OutFavoriteRating);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsNoGoodByAssetData(const FAssetData& InAssetData);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsFlaggedByAssetData(const FAssetData& InAssetData);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsRecordedByAssetData(const FAssetData& InAssetData);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasIsSubSequenceByAssetData(const FAssetData& InAssetData);
/** @return Whether the user has ever set a value for this property. */
UFUNCTION(BlueprintPure, Category = "Level Sequence")
static UE_API bool HasFavoriteRatingByAssetData(const FAssetData& InAssetData);
};
#undef UE_API