This can happen if a level sequence is re-initialized with a sequence that it was already set to.
#rb max.chen
[CL 28141287 by ludovic chabant in ue5-main branch]
This change tries to address various problems with the camera cut evaluation logic:
- Use the pre-animated state API to properly handle restoring things, instead of doing it partially "by hand". This removes the need for a few hacks like the carry-over of previous view-targets from one sequence to the next.
- Move the code from FSequencer and ULevelSequencePlayer into the track instance (and some related helper classes). Not only does this remove a bit of code duplication, this also lets us take a first step towards removing the dependency of evaluation code on the player API.
#rb max.chen
#jira UE-194692
[CL 28093600 by ludovic chabant in ue5-main branch]
This was because calling GetViewTarget does some internal checks. If a spawnable camera has just been unspawned (i.e. the actor is PendingKill) then this trips those checks and the view target is reset to the pawn before we can even do anything. Because we are restoring the view target to the pawn, this is registered as "not changing anything" and we skip everything in UpdateCameraCut, including setting the camera cut flag.
We therefore don't use GetViewTarget, and grab the view target directly from the public member to manage things by hand.
#jira UE-190045
#rb max.chen
[CL 26550161 by ludovic chabant in ue5-main branch]
BPs that refernce Restore State will need to be fixed up manually.
Fixed up EngineTest BPs that reference Restore State
Note: This should be added to the Upgrade Notes
#jira UE-189651
#rb david.bromberg
[CL 26265110 by max chen in ue5-main branch]
bRestoreState was used to force PreAnimatedState to be cached for all items globally and then restored when the Sequence is stopped or is finished. When set to false, no such override occurred, and completion mode was determined per track section by the settings on each track section.
We now have a 3rd option- ForceKeepState. If FinishCompletionStateOverride is set to ForceKeepState, then when the sequence is stopped or completed, we do not restore any state, regardless of track section settings- all state active when the sequence ends is persisted.This is done by discarding any preanimated state metadata and storage, preventing it from being used to restore state.
#jira UE-185041
[REVIEW] ue-sequencer
[CL 26243241 by david bromberg in ue5-main branch]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082269 by henrik karlsson in ue5-main branch]
- IMovieSceneBoundObjectProxy can be implemented on C++ and Blueprint classes to allow redirection to a different object when possessed in Sequencer.
- This interface is currently not supported for Spawnables
Submitting on behalf of Andrew Rhodam
[REVIEW] [at]max.chen, [at]ludovic.chabant
#tests UEFN cooked locally with -editoroptional and local device modification implementing the interface
#pf https://horde.devtools.epicgames.com/job/648a2255e941dc9318b42013
[FYI] andrew.rhodam
[CL 26002137 by guillaume guay in ue5-main branch]
#jira UE-180753
#rb richard.malo, andrew.rodham
#preflight 644fad875875c7d4b4c0b3bf
#rnx
#tests LevelSequence test group + multitude of WP Level Instance use cases (regular WP and instanced)
[CL 25284484 by patrick enfedaque in ue5-main branch]
On PostDuplicate, reinitialize the metadata with owner, date, and clear the notes
#jira UE-170207
#preflight 6446ccabf030f684d5eb1281
#rb andrew.rodham
[CL 25184906 by max chen in ue5-main branch]
Move CinematicShotSection::GetTooltipText to TSubSectionMixin
Added UMovieSceneMetaData for author, timestamp and notes
Moved ILevelSequenceMetaData to IMovieSceneMetaDataInterface
#jira UE-170207
#preflight 6446ccabf030f684d5eb1281
#rb andrew.rodham
[CL 25176306 by max chen in ue5-main branch]