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

46 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/ScriptMacros.h"
#include "MovieSceneCaptureEnvironment.generated.h"
class UMovieSceneCaptureProtocolBase;
UCLASS(MinimalAPI)
class UMovieSceneCaptureEnvironment : public UObject
{
public:
GENERATED_BODY()
/** Get the frame number of the current capture */
UFUNCTION(BlueprintPure, Category="Cinematics|Capture")
static MOVIESCENECAPTURE_API int32 GetCaptureFrameNumber();
/** Get the total elapsed time of the current capture in seconds */
UFUNCTION(BlueprintPure, Category="Cinematics|Capture")
static MOVIESCENECAPTURE_API float GetCaptureElapsedTime();
/**
* Return true if there is any capture currently active (even in a warm-up state).
* Useful for checking whether to do certain operations in BeginPlay
*/
UFUNCTION(BlueprintCallable, Category="Cinematics|Capture")
static MOVIESCENECAPTURE_API bool IsCaptureInProgress();
/**
* Attempt to locate a capture protocol - may not be in a capturing state
*/
UFUNCTION(BlueprintCallable, Category="Cinematics|Capture")
static MOVIESCENECAPTURE_API UMovieSceneImageCaptureProtocolBase* FindImageCaptureProtocol();
/**
* Attempt to locate a capture protocol - may not be in a capturing state
*/
UFUNCTION(BlueprintCallable, Category = "Cinematics|Capture")
static MOVIESCENECAPTURE_API UMovieSceneAudioCaptureProtocolBase* FindAudioCaptureProtocol();
};