// Copyright Epic Games, Inc. All Rights Reserved. #include "LevelSequenceBurnIn.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LevelSequenceBurnIn) ULevelSequenceBurnIn::ULevelSequenceBurnIn( const FObjectInitializer& ObjectInitializer ) : Super(ObjectInitializer) { } void ULevelSequenceBurnIn::TakeSnapshotsFrom(ALevelSequenceActor& InActor) { LevelSequenceActor = &InActor; ULevelSequencePlayer* SequencePlayer = InActor.GetSequencePlayer(); if (ensure(SequencePlayer)) { SequencePlayer->OnSequenceUpdated().AddUObject(this, &ULevelSequenceBurnIn::OnSequenceUpdated); SequencePlayer->TakeFrameSnapshot(FrameInformation); } } void ULevelSequenceBurnIn::OnSequenceUpdated(const UMovieSceneSequencePlayer& Player, FFrameTime CurrentTime, FFrameTime PreviousTime) { static_cast(Player).TakeFrameSnapshot(FrameInformation); }