// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. #include "ActorSequencePlayer.h" #include "Classes/Engine/BlueprintGeneratedClass.h" #include "Classes/Engine/SimpleConstructionScript.h" UObject* UActorSequencePlayer::GetPlaybackContext() const { UActorSequence* ActorSequence = CastChecked(Sequence); if (ActorSequence) { if (AActor* Actor = ActorSequence->GetTypedOuter()) { return Actor; } #if WITH_EDITOR else if (UBlueprintGeneratedClass* GeneratedClass = ActorSequence->GetTypedOuter()) { return GeneratedClass->SimpleConstructionScript->GetComponentEditorActorInstance(); } #endif } return nullptr; } TArray UActorSequencePlayer::GetEventContexts() const { TArray Contexts; if (UObject* PlaybackContext = GetPlaybackContext()) { Contexts.Add(PlaybackContext); } return Contexts; }