This will add the Actor to the Actor Tracking window of the Sequence Recorder and automatically start recording after the set Recording Delay expires.
Using the Sequence Recorder to record gameplay will by default automatically create a new Level Sequence to record the content to. If you already have a Level Sequence that you want to add recorded content to, you can do so with the use of a Subscene Track and record the current Player Pawn.
We can then press the Record button in the Viewport while playing our game to start recording and hit Esc to end recording. Recording in this fashion is the same as manually adding the Actor to Record through the Sequence Recorder window and starting to Record from within the Sequence Recorder.
One thing to keep in mind is that the settings defined inside the Sequence Recorder will be used when using this method of Subscene Recording. If you want to record a change in a specific property value for an Actor during your Sequence Recording, you can use the Classes and Properties to Record setting to specify which Class and its associated property or properties you want to track for recording. Below, we select the CineCameraComponent Class, clicking the If that property changes at all during recording it will automatically be keyframed reflecting the changes during the recording.
If the Actor you are tracking does not contain one of the defined classes it will just be ignored. By default, Sequence Recorder includes the following classes to track for recording:. You can use these classes and track properties within them during your recording or you can delete them and use your own classes. By default when you elect to perform a recording the Actors you have tagged for tracking will automatically have a Spawnable version of that Actor created and added to your recording.
While the Spawnable version will only exist while the Level Sequence is open, there may be times when you want to "write" directly to an Actor in your level instead of creating a new Spawnable. You can do so by checking the Record to Possessable option under the Actor Recording section in the Sequence Recorder. Checking this option will no longer create a Spawnable but instead will be using a Possessable Actor to apply the recording to.
Please see the Spawnables and Possessables section in the Sequencer Overview for more information. When recording your gameplay, you may want a larger Viewport to "play" your game while recording. The Immersive Mode option inside the Sequence Recorder window will automatically maximize your Viewport for you while recording is active.
Once you stop recording, the Viewport will return back to its normal size. Unreal Engine 4. Unreal Engine 5 Early Access Documentation. Light Theme. Dark Theme. See Also. Option Description Specify Target Animation Whether we should specify the target animation or auto-create it. Target Animation Enabled when Specify Target Animation is enabled and is used to specify the animation you want to record to.
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better. Take our survey. Base path for this recording. Sub-assets will be created in sub-directories as specified.
The Sequencer interface provides methods in several categories:. An application program doesn't instantiate a Sequencer ; after all, Sequencer is just an interface. The following code fragment obtains the default Sequencer , acquires any system resources it needs, and makes it operational:. The invocation of open reserves the sequencer device for your program's use.
It doesn't make much sense to imagine sharing a sequencer, because it can play only one sequence at a time. When you're done using the sequencer, you can make it available to other programs by invoking close. Having obtained a sequencer from the system and reserved it, you then need load the data that the sequencer should play.
There are three typical ways of accomplishing this:. The other approach is to create a Sequence explicitly. You'll need to use this approach if you're going to edit the sequence data before playing it. With this approach, you invoke MidiSystem's overloaded method getSequence. The method returns a Sequence object that can then be loaded into a Sequencer for playback.
Expanding on the previous code excerpt, here's an example of obtaining a Sequence object from a File and loading it into our sequencer :. Starting and stopping a Sequencer is accomplished using the following methods:. The Sequencer. Note that playback starts at the current position in a sequence. Loading an existing sequence using the setSequence method, described above, initializes the sequencer's current position to the very beginning of the sequence.
The stop method stops the sequencer, but it does not automatically rewind the current Sequence. Starting a stopped Sequence without resetting the position simply resumes playback of the sequence from the current position.
In this case, the stop method has served as a pause operation. However, there are various Sequencer methods for setting the current sequence position to an arbitrary value before playback is started.
We'll discuss these methods below. As mentioned earlier, a Sequencer typically has one or more Transmitter objects, through which it sends MidiMessages to a Receiver. It is through these Transmitters that a Sequencer plays the Sequence , by emitting appropriately timed MidiMessages that correspond to the MidiEvents contained in the current Sequence. Therefore, part of the setup procedure for playing back a Sequence is to invoke the setReceiver method on the Sequencer's Transmitter object, in effect wiring its output to the device that will make use of the played-back data.
To capture MIDI data to a Sequence , and subsequently to a file, you need to perform some additional steps beyond those described above. The following outline shows the steps necessary to set up for recording to a Track in a Sequence :. Many application programs allow a sequence to be created by loading it from a file, and quite a few also allow a sequence to be created by capturing it from live MIDI input that is, recording.
Some programs, however, will need to create MIDI sequences from scratch, whether programmatically or in response to user input. Full-featured sequencer programs permit the user to manually construct new sequences, as well as to edit existing ones. You can create an empty sequence using one of the Sequence constructors, and then add tracks to it by invoking the following Sequence method:.
Once the sequence contains tracks, you can modify the contents of the tracks by invoking methods of the Track class. The MidiEvents contained in the Track are stored as a java. Vector in the Track object, and Track provides a set of methods for accessing, adding, and removing the events in the list. The methods add and remove are fairly self-explanatory, adding or removing a specified MidiEvent from a Track. A get method is provided, which takes an index into the Track's event list and returns the MidiEvent stored there.
In addition, there are size and tick methods, which respectively return the number of MidiEvents in the track, and the track's duration, expressed as a total number of Ticks. To create a new event before adding it to the track, you'll of course use the MidiEvent constructor. To modify the time that the event should occur, invoke MidiEvent.
In combination, these low-level methods provide the basis for the editing functionality needed by a full-featured sequencer program. So far, this chapter has focused on simple playback and recording of MIDI data. This section will briefly describe some of the more advanced features available through methods of the Sequencer interface and the Sequence class. There are two Sequencer methods that obtain the sequencer's current position in the sequence.
The first of these:. The second method:. This method assumes that the sequence is being played at the default rate as stored in the MIDI file or in the Sequence. It does not return a different value if you've changed the playback speed as described below. You can similarly set the sequencer's current position according to one unit or the other:.
As indicated earlier, a sequence's speed is indicated by its tempo, which can vary over the course of the sequence. A sequence can contain events that encapsulate standard MIDI tempo-change messages.
When the sequencer processes such an event, it changes the speed of playback to reflect the indicated tempo. In addition, you can programmatically change the tempo by invoking any of these Sequencer methods:. The third method, setTempoFactor , is different in nature. It scales whatever tempo is set for the sequencer whether by tempo-change events or by one of the first two methods above. The default scalar is 1. Although this method causes the playback or recording to be faster or slower than the nominal tempo unless the factor is 1.
In other words, the tempo values returned by getTempoInBPM and getTempoInMPQ are unaffected by the tempo factor, even though the tempo factor does affect the actual rate of playback or recording. Also, if the tempo is changed by a tempo-change event or by one of the first two methods, it still gets scaled by whatever tempo factor was last set. If you load a new sequence, however, the tempo factor is reset to 1.
It's often convenient for users of sequencers to be able to turn off certain tracks, to hear more clearly exactly what is happening in the music. A full-featured sequencer program lets the user choose which tracks should sound during playback.
Speaking more precisely, since sequencers don't actually create sound themselves, the user chooses which tracks will contribute to the stream of MIDI messages that the sequencer produces. Typically, there are two types of graphical controls on each track: a mute button and a solo button. If the mute button is activated, that track will not sound under any circumstances, until the mute button is deactivated.
Click to expand We all understand that you have a vast collection of equipment that most people on this board never knew existed, but for this person asking this question in that context, a 40 year old analog sequencer, or its modern cousin is not what he is referring to.
I told him in message 2 that a sequencer can be a recorder Message 3 says this; "A sequencer only works with midi. You are fighting with a mix of old and new terms. A sequencer used to just record, manipulate and replay MIDI - in from a keyboard, then out to a variety of other keyboards, synths and samplers. Nobody called them digital workstations. Then using Cubase for me the latest version recorded MIDI and Audio - audio in from the sound card, then via the sound card, out again.
I had 16 channels of digital audio from two 8 channel Soundscape cards - and at first it recorded and played - then did some eq, then sends, using the 16 in and 16 out - so you used your old fashioned analogue interface. Then they started making plug-ins and you could do stuff inside the computer. My cubase system is still a sequencer, it's now a DAW too, and probably a recorder, although I've never called it that.
If you buy a modern workstation, you can do it however you like. As for keyboards that record - my Korg does it. It has a record button, and apparently I can even plug a mic into it.
No idea how it works because Cubase does all these things better. None of my kind of audio recording and editing would be possible on a keyboard. I used the terms he used, as he used them, so he could easily understand the response. By the very nature of his question, he doesn't realize that most platforms these days do both, so you rarely have to choose between the two. Like I said, I was trying to communicate with him as he understands the concepts.
Everything mentioned in this thread records something, so they are all technically recorders of some sort. He was making the distinction between a sequencer and a "recorder", it was obvious what he meant.
Do you really think that going on about 40 year old analog sequencers is actually going to help this guy out?
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