StopRecordingSequence
StopRecordingSequence
#Overview
name: StopRecordingSequence
This variable is created as a Console Variable (cvar).
- type:
Exec
- help:
Sorry: Exec commands have no help
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of StopRecordingSequence is to halt the ongoing recording of a sequence in Unreal Engine’s Sequence Recorder system. This functionality is part of the editor’s toolset for creating cinematics and animations.
The StopRecordingSequence function is primarily used in the Sequence Recorder module, which is an editor-only subsystem for recording in-game actions into cinematic sequences. It’s particularly relevant for the cinematics and animation pipelines in Unreal Engine.
The value of this variable is not set directly, as it’s not a variable but a function call. The function is invoked in two main contexts:
- As a Blueprint-callable function in the SequenceRecorderBlueprintLibrary.
- As a console command in the SequenceRecorderModule.
This function interacts with the FSequenceRecorder singleton, specifically calling its StopRecording() method. It doesn’t directly interact with other variables, but it affects the state of the Sequence Recorder system.
Developers should be aware that:
- This function is editor-only and won’t be available in packaged games.
- Calling this function will immediately stop any ongoing sequence recording.
- It’s part of the Blueprint function library, making it accessible to both C++ and Blueprint developers.
Best practices when using this function include:
- Ensure that a sequence recording is actually in progress before calling this function.
- Handle any necessary cleanup or post-recording operations after calling StopRecordingSequence.
- In C++, check if the SequenceRecorder module is loaded before attempting to use this function.
- Consider providing user feedback when stopping a recording, especially if triggered through UI interactions.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/SequenceRecorder/Private/SequenceRecorderBlueprintLibrary.cpp:19
Scope (from outer to inner):
file
function void USequenceRecorderBlueprintLibrary::StopRecordingSequence
Source code excerpt:
}
void USequenceRecorderBlueprintLibrary::StopRecordingSequence()
{
FSequenceRecorder::Get().StopRecording();
}
#Loc: <Workspace>/Engine/Source/Editor/SequenceRecorder/Private/SequenceRecorderModule.cpp:279
Scope (from outer to inner):
file
class class FSequenceRecorderModule : public ISequenceRecorder, private FSelfRegisteringExec
function virtual bool Exec_Editor
Source code excerpt:
return HandleRecordSequenceCommand(InWorld, Cmd, Ar);
}
else if (FParse::Command(&Cmd, TEXT("StopRecordingSequence")))
{
return HandleStopRecordSequenceCommand(InWorld, Cmd, Ar);
}
#endif
return false;
}
#Loc: <Workspace>/Engine/Source/Editor/SequenceRecorder/Public/SequenceRecorderBlueprintLibrary.h:27
Scope (from outer to inner):
file
class class USequenceRecorderBlueprintLibrary : public UBlueprintFunctionLibrary
Source code excerpt:
/** Stop recording the current sequence, if any */
UFUNCTION(BlueprintCallable, Category="Sequence Recording")
static void StopRecordingSequence();
};