-Sub-movie scenes and shots can now be properly deleted
-Sub-movie scenes now properly update their spawnables when they are created/deleted
-Movie scene instances now have a chance to clean up their inner movie scene data when they are removed
-Movie scene shot tracks now properly evaluate any inner tracks they have
-Movie scene sections are now evaluated at t=0 instead of being skipped due to TRange not working if both start and end time are zero
[CL 2605023 by Matt Kuhlenschmidt in Main branch]
- Do not cache off the world in the actor binding manager
- Ensure tracks are fully updated when a map changes
- Properly clean up spawnable actors when a world is torn down
[CL 2604571 by Matt Kuhlenschmidt in Main branch]
- Creating a new shot will now create a new sub-movie scene with a shot name and number
- Refactored shot playback in the editor so that it properly sends the correct data to the level viewport being previewed
- Shot tracks are no longer considered a master track. Each movie scene has a dedicated shot track that is created if needed. Only the root movie scene shot track is updated at runtime however
[CL 2604023 by Matt Kuhlenschmidt in Main branch]
- Fixed a crash when adding a new sub-movie scene. Crashed calling SaveState before the movie scene instance was created
- Added a save button to sequencer to save the focued movie scene so you dont have to go back and forth between the content browser while working on multiple sub-movie scenes
- Fixed traveling back up to parent movie scenes causing the time range in Sequencer to shift
[CL 2601416 by Matt Kuhlenschmidt in Main branch]
Tested objects/characters with transform and animation tracks. Tested with realtime turned off in the viewport, also with a camera locked to the viewport and the little camera preview window. Tested with audio scrubbing.
[CL 2600508 by Max Chen in Main branch]
Fixed the display name of sub-moviescene tracks. It now uses the name of the movie scene instead of a generic "Scenes" name
[CL 2599646 by Matt Kuhlenschmidt in Main branch]
An active sequencer pointer is stored when initializing a sequencer. That active sequencer is shut down if another sequencer is initialized.
Tested:
1) Object returns to original position after closing the sequencer window.
2) Object remains at animated position when saving the level, and saved level opens with object in original position.
3) Object retains original position for saving when switching from one movie scene to another, but takes animated position of active movie scene.
4) Works with UMG and Sequencer tabs opened/closed.
[CL 2593048 by Max Chen in Main branch]
'o' will expand or collapse the selected node (or all nodes if non selected)
'shift-O' will expand or collapse including its descendant nodes
[CL 2591843 by Max Chen in Main branch]
Spacebar - Toggle play
Down - Play
Up - Reset to beginning of the timeline
Left - Step to previous frame
Right - Step to next frame
These are pretty standard hotkeys, let me know if there's any contention for these.
#codereview matt.kuhlenschmidt, frank.fella
[CL 2588171 by Max Chen in Main branch]
- Reworked UI hierarchy to better afford input on its constituent panels
- Added scroll-zoom/pan support to the track area and curve editor (using CTRL and SHIFT mouse wheel modifiers)
- View range no longer zooms when changing the size of the sequencer window
[CL 2585565 by Andrew Rodham in Main branch]
+ Add a toolbar button for adding additional objects to animate.
+ Add combo buttons to object binding tracks for adding additional property tracks.
+ Make the animation outliner resizable.
+ Add widgets for editing key values to the animation outliner.
+ Add buttons for navigating to previous and next keys, and for adding a key at the current time to the animation outliner.
[CL 2583673 by Frank Fella in Main branch]