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