This fixes OnInitialize() getting called (which has a workaround for edit modes, unfortunately) when the day sequence is active.
Moved callbacks to within OnInitialize since they don't need to run unless the track editor is active.
Note, derived class of MovieSceneSequence that need the Skeletal Animation Track Editor, should implement IsTrackSupported.
#rb mike.zyracki
[FYI] lonnie.li
#preflight 636a9787dc30a4ce96aa2fa2
[CL 23069801 by max chen in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
- Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots
- Internally, remove Master - Master Tracks in the MovieScene can just be Tracks
Deprecations (Properties):
- UMovieScene:MasterTracks deprecated for Tracks
- UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks
- FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime
- UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary
Deprecations (Functions):
- UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack
- UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack
- FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack
- ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime
- UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime
- UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary
- UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber
- UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig
- UMovieSceneAudioTrack: IsAMasterTrack
Classes Renamed:
- FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage
- UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem
- ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting
Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs:
- Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks)
- masterclip in FCPXML since it's an industry standard term
- masteraudiosubmix in AudioCaptureProtocol
- mastersubmix in MoviePipelineAudioRendering
- masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline
- mastersequencetime, mastertime, mastername in LevelSequence
#jira UE-158660
#preflight 634645e48a0a7b2adc5722e7
#rb matt.hoffman, andrew.rodham
[CL 22739302 by Max Chen in ue5-main branch]
Captain's log of the reason behind why this is required:
When spawning a replicated Level Sequence Actor on the server, a SequencePlayer subobject is also created and replicated along with it. If the sequence player is interacted with directly (by way of calling things like PlayLooping, which adjust the loop count of the player's playback settings directly), there can be a justifiable discrepancy in playback settings on the server between the actor and its player. This is not a problem in practice because the Actor's playback settings are only used for initialization.
When these 2 objects are replicated to the client, the client receives the properties for both the actor and sequence player in the same network bunch, applies them, then calls PostNetReceive on both objects. Unfortunately it can call ALevelSequenceActor::PostNetReceive before UMovieSceneSequencePlayer::PostNetReceive, which means the Actor ends up calling Initialize on the player (because it hasn't been set up yet - it's only just been spawned by the net code), which ends up trampling over the player's PlaybackSettings that were just applied by the net replication.
Since the shadow state on the server thinks it has already sent those properties to the client, it never sends them again, so the client doesn't think it's looping when the server does.
#rb Ludovic.Chabant, Max.Chen
#preflight 63345955031c90cb0bab2afb
[CL 22240516 by max chen in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631a717cec45fbf3d74d4ba7
[CL 21916033 by bryan sefcik in ue5-main branch]
Fixups for LevelSequence/SequenceRecorder.
#jira UE-161932
#rb andrew.rodham
#preflight 6317df0cb069eea9ab1a322d
[CL 21840551 by Robert Millar in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
The sequence tick manager is now able to manage updating sequences at various different tick intervals. To do so it creates new linkers and runners for each unique tick interval, and groups all updates for that tick interval into their own linker.
As such, sequences running at different tick intervals are unable to blend with each other, since the data is separated, but this is an acceptable trade-off for the flexibility it brings.
Usage of Actor nomenclature in UMovieSceneSequenceTickManager has been deprecated and replaced with 'client' since it is not necessarily an actor. In fact, all existing implementations of this interface have been unified into UMovieSceneSequencePlayer so it can be updated directly without having to go through an actor or component indirection first. This does introduce an issue whereby the player could continue to tick _after_ its owner EndPlay has been called, which forces the owner to call TearDown on EndPlay. The SequencePlayer itself is only registered inside ::Initialize so should not begin ticking until it is ready to play.
A new struct type, FMovieSceneSequenceTickInterval (and FMovieSceneSequenceResolvedTickInterval), has been added to unify places where we deal with tick intervals and provide a nice edit interface in the playback settings allowing users to manually override it without having to manipulate actor ticks.
#rb Ludovic.Chabant, Lonnie.Li
#preflight 62b5e6b3d82986248b668723
#ROBOMERGE-AUTHOR: andrew.rodham
#ROBOMERGE-SOURCE: CL 20814562 via CL 20814726 via CL 20815069
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)
[CL 20816478 by andrew rodham in ue5-main branch]