Limen Framework 0.1 Help

ULimenDynamicLevelSequenceComponent

Overview

ULimenDynamicLevelSequenceComponent is a custom actor component designed to handle the playback of level sequences. It extends UActorComponent and provides functionality to play, stop, pause, and check the status of a level sequence. The component supports both synchronous loading of level sequences and dynamic event handling through delegates.

Properties

Type

Name

Access

Description

TSoftObjectPtr

LevelSequenceAsset

EditAnywhere

The soft pointer to the level sequence asset.

FMovieSceneSequencePlaybackSettings

PlaybackSettings

EditAnywhere, BlueprintReadOnly, Category="Playback"

Settings for controlling the playback of the level sequence.

Functions

Return Type

Signature

Description

void

Activate(bool bReset)

Activates or deactivates the component based on the provided reset flag.

void

Deactivate()

Deactivates the component and cleans up resources.

bool

ShouldActivate() const

Determines if the component should be activated based on its current state.

void

PlaySequence()

Initiates the playback of the level sequence asynchronously using a timer.

void

StopSequence()

Stops the currently playing level sequence.

bool

IsPlaying() const

Checks if the level sequence is currently playing.

ULevelSequencePlayer*

GetSequencePlayer() const

Retrieves the current ULevelSequencePlayer instance, if available.

Usage & Implementation Notes

  • Threading Constraints: This component uses Unreal Engine's threading model and should be used within the game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: The component manages memory for the level sequence and its player through strong and weak pointers. It ensures proper cleanup in EndPlay and during deactivation.

  • Initialization Dependencies: The component depends on the presence of a valid level sequence asset to function correctly.

22 May 2026