// Copyright Epic Games, Inc. All Rights Reserved. #include "EntitySystem/MovieSceneSpawnablesSystem.h" #include "EntitySystem/MovieSceneEntitySystemTypes.h" #include "EntitySystem/MovieSceneEntitySystemLinker.h" #include "EntitySystem/MovieSceneEntityRange.h" #include "EntitySystem/MovieSceneEntitySystemTask.h" #include "EntitySystem/MovieSceneEntityInstantiatorSystem.h" #include "EntitySystem/BuiltInComponentTypes.h" #include "Evaluation/MovieSceneEvaluationOperand.h" #include "MovieScene.h" #include "MovieSceneSequence.h" #include "MovieSceneExecutionToken.h" #include "IMovieScenePlayer.h" #include "IMovieScenePlaybackClient.h" namespace UE { namespace MovieScene { DECLARE_CYCLE_STAT(TEXT("Spawnables System"), MovieSceneEval_SpawnablesSystem, STATGROUP_MovieSceneECS); DECLARE_CYCLE_STAT(TEXT("Spawnables: Spawn"), MovieSceneEval_SpawnSpawnables, STATGROUP_MovieSceneEval); DECLARE_CYCLE_STAT(TEXT("Spawnables: Destroy"), MovieSceneEval_DestroySpawnables, STATGROUP_MovieSceneEval); struct FSpawnTrackPreAnimatedTokenProducer : IMovieScenePreAnimatedTokenProducer { FMovieSceneEvaluationOperand Operand; FSpawnTrackPreAnimatedTokenProducer(FMovieSceneEvaluationOperand InOperand) : Operand(InOperand) {} virtual IMovieScenePreAnimatedTokenPtr CacheExistingState(UObject& Object) const { struct FToken : IMovieScenePreAnimatedToken { FMovieSceneEvaluationOperand OperandToDestroy; FToken(FMovieSceneEvaluationOperand InOperand) : OperandToDestroy(InOperand) {} virtual void RestoreState(UObject& Object, const UE::MovieScene::FRestoreStateParams& Params) override { IMovieScenePlayer* Player = Params.GetTerminalPlayer(); if (!ensure(Player)) { return; } if (!Player->GetSpawnRegister().DestroySpawnedObject(OperandToDestroy.ObjectBindingID, OperandToDestroy.SequenceID, *Player)) { // This branch should only be taken for Externally owned spawnables that have been 'forgotten', // but still had RestoreState tokens generated for them (ie, in FSequencer, or if bRestoreState is enabled) // on a UMovieSceneSequencePlayer Player->GetSpawnRegister().DestroyObjectDirectly(Object); } } }; return FToken(Operand); } }; const FMovieSceneAnimTypeID SpawnableAnimTypeID = FMovieSceneAnimTypeID::Unique(); } // namespace MovieScene } // namespace UE UMovieSceneSpawnablesSystem::UMovieSceneSpawnablesSystem(const FObjectInitializer& ObjInit) : Super(ObjInit) { Phase = UE::MovieScene::ESystemPhase::Spawn; RelevantComponent = UE::MovieScene::FBuiltInComponentTypes::Get()->SpawnableBinding; } FMovieSceneAnimTypeID UMovieSceneSpawnablesSystem::GetAnimTypeID() { return UE::MovieScene::SpawnableAnimTypeID; } void UMovieSceneSpawnablesSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) { using namespace UE::MovieScene; SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnablesSystem) FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get(); FInstanceRegistry* InstanceRegistry = Linker->GetInstanceRegistry(); // Re-link any spawnables that were invalidated if (InstanceRegistry->HasInvalidatedBindings()) { TArray StaleSpawnables; auto GatherStaleSpawnables = [InstanceRegistry, &StaleSpawnables](FMovieSceneEntityID EntityID, FInstanceHandle InstanceHandle, const FGuid& InObjectBindingID) { if (InstanceRegistry->IsBindingInvalidated(InObjectBindingID, InstanceHandle)) { StaleSpawnables.Add(EntityID); } }; // Invalidate any spawnables that have been invalidated or destroyed FEntityTaskBuilder() .ReadEntityIDs() .Read(BuiltInComponents->InstanceHandle) .Read(BuiltInComponents->SpawnableBinding) .FilterNone({ BuiltInComponents->Tags.NeedsUnlink }) .Iterate_PerEntity(&Linker->EntityManager, GatherStaleSpawnables); for (FMovieSceneEntityID Entity : StaleSpawnables) { // Tag this as needs link, and all children as needs unlink Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsLink); Linker->EntityManager.AddComponent(Entity, BuiltInComponents->Tags.NeedsUnlink, EEntityRecursion::Children); } } // ---------------------------------------------------------------------------------------------------------------------------------------- // Step 1 - iterate all pending spawnables and spawn their objects if necessary auto SpawnNewObjects = [InstanceRegistry](FInstanceHandle InstanceHandle, const FGuid& SpawnableBindingID) { SCOPE_CYCLE_COUNTER(MovieSceneEval_SpawnSpawnables) const FSequenceInstance& SequenceInstance = InstanceRegistry->GetInstance(InstanceHandle); FMovieSceneSequenceID SequenceID = SequenceInstance.GetSequenceID(); IMovieScenePlayer* Player = SequenceInstance.GetPlayer(); const FMovieSceneEvaluationOperand SpawnableOperand(SequenceID, SpawnableBindingID); if (const FMovieSceneEvaluationOperand* OperandOverride = Player->BindingOverrides.Find(SpawnableOperand)) { // Don't do anything if this operand was overriden... someone else will take care of it (either another spawn track, or // some possessable). return; } // Check if we already have a spawned object in the sapwn register - if we have we use that if (UObject* ExistingSpawnedObject = Player->GetSpawnRegister().FindSpawnedObject(SpawnableBindingID, SequenceID).Get()) { return; } // Check whether the binding is overridden - if it is we cannot spawn a new object if (const IMovieScenePlaybackClient* PlaybackClient = Player->GetPlaybackClient()) { TArray> FoundObjects; bool bUseDefaultBinding = PlaybackClient->RetrieveBindingOverrides(SpawnableBindingID, SequenceID, FoundObjects); if (!bUseDefaultBinding) { // This spawnable is overridden so don't try and spawn anything return; } } // At this point we've decided that we need to spawn a whole new object const UMovieSceneSequence* Sequence = Player->State.FindSequence(SequenceID); if (!Sequence) { return; } UObject* SpawnedObject = Player->GetSpawnRegister().SpawnObject(SpawnableBindingID, *Sequence->GetMovieScene(), SequenceID, *Player); if (SpawnedObject) { FMovieSceneEvaluationOperand Operand(SequenceID, SpawnableBindingID); Player->OnObjectSpawned(SpawnedObject, Operand); Player->SavePreAnimatedState(*SpawnedObject, SpawnableAnimTypeID, FSpawnTrackPreAnimatedTokenProducer(Operand)); } InstanceRegistry->InvalidateObjectBinding(SpawnableBindingID, InstanceHandle); }; FEntityTaskBuilder() .Read(BuiltInComponents->InstanceHandle) .Read(BuiltInComponents->SpawnableBinding) .FilterAll({ BuiltInComponents->Tags.NeedsLink }) .Iterate_PerEntity(&Linker->EntityManager, SpawnNewObjects); // ---------------------------------------------------------------------------------------------------------------------------------------- // Step 2 - destroy any spawnable objects that are no longer relevant auto DestroyOldSpawnables = [InstanceRegistry](FInstanceHandle InstanceHandle, const FGuid& SpawnableObjectID) { SCOPE_CYCLE_COUNTER(MovieSceneEval_DestroySpawnables) if (ensure(InstanceRegistry->IsHandleValid(InstanceHandle))) { const FSequenceInstance& Instance = InstanceRegistry->GetInstance(InstanceHandle); IMovieScenePlayer* Player = Instance.GetPlayer(); // If the sequence instance has finished and it is a sub sequence, we do not destroy the spawnable // if it is owned by the master sequence or externally. These will get destroyed or forgotten by the player when it ends if (Instance.HasFinished() && Instance.IsSubSequence()) { const UMovieSceneSequence* Sequence = Player->State.FindSequence(Instance.GetSequenceID()); FMovieSceneSpawnable* Spawnable = Sequence ? Sequence->GetMovieScene()->FindSpawnable(SpawnableObjectID) : nullptr; if (!Spawnable || Spawnable->GetSpawnOwnership() != ESpawnOwnership::InnerSequence) { return; } } Player->GetSpawnRegister().DestroySpawnedObject(SpawnableObjectID, Instance.GetSequenceID(), *Player); } }; FEntityTaskBuilder() .Read(BuiltInComponents->InstanceHandle) .Read(BuiltInComponents->SpawnableBinding) .FilterAll({ BuiltInComponents->Tags.NeedsUnlink }) .Iterate_PerEntity(&Linker->EntityManager, DestroyOldSpawnables); }