Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequence.h
Mike Zyracki 49541ddc4c Sequencer: Linked Anim Sequences: When duplicating level sequences we also duplicate the linked anim sequence. Also added some BP/Python functions for creating linked anim sequences
#jira UE-149027
#jira UE-149731
#preflight 62607aa6de50cd99bbbab57c
#rb max.chen

[CL 19851796 by Mike Zyracki in ue5-main branch]
2022-04-21 13:12:26 -04:00

287 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MovieSceneSequence.h"
#include "LevelSequenceObject.h"
#include "LevelSequenceBindingReference.h"
#include "LevelSequenceLegacyObjectReference.h"
#include "Templates/SubclassOf.h"
#include "Interfaces/Interface_AssetUserData.h"
#include "LevelSequence.generated.h"
class UBlueprint;
class UMovieScene;
class UBlueprintGeneratedClass;
class UAssetUserData;
/**
* Movie scene animation for Actors.
*/
UCLASS(BlueprintType)
class LEVELSEQUENCE_API ULevelSequence
: public UMovieSceneSequence, public IInterface_AssetUserData
{
GENERATED_UCLASS_BODY()
public:
/** Pointer to the movie scene that controls this animation. */
UPROPERTY()
TObjectPtr<UMovieScene> MovieScene;
public:
/** Initialize this level sequence. */
virtual void Initialize();
/** Convert old-style lazy object ptrs to new-style references using the specified context */
void ConvertPersistentBindingsToDefault(UObject* FixupContext);
public:
// UMovieSceneSequence interface
virtual void BindPossessableObject(const FGuid& ObjectId, UObject& PossessedObject, UObject* Context) override;
virtual bool CanPossessObject(UObject& Object, UObject* InPlaybackContext) const override;
virtual void LocateBoundObjects(const FGuid& ObjectId, UObject* Context, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const override;
virtual FGuid FindBindingFromObject(UObject* InObject, UObject* Context) const override;
virtual void GatherExpiredObjects(const FMovieSceneObjectCache& InObjectCache, TArray<FGuid>& OutInvalidIDs) const override;
virtual UMovieScene* GetMovieScene() const override;
virtual UObject* GetParentObject(UObject* Object) const override;
virtual void UnbindPossessableObjects(const FGuid& ObjectId) override;
virtual void UnbindObjects(const FGuid& ObjectId, const TArray<UObject*>& InObjects, UObject* InContext) override;
virtual void UnbindInvalidObjects(const FGuid& ObjectId, UObject* InContext) override;
virtual bool AllowsSpawnableObjects() const override;
virtual bool CanRebindPossessable(const FMovieScenePossessable& InPossessable) const override;
virtual UObject* MakeSpawnableTemplateFromInstance(UObject& InSourceObject, FName ObjectName) override;
virtual bool CanAnimateObject(UObject& InObject) const override;
virtual UObject* CreateDirectorInstance(IMovieScenePlayer& Player, FMovieSceneSequenceID SequenceID) override;
virtual void PostLoad() override;
virtual void PostInitProperties() override;
virtual bool Rename(const TCHAR* NewName = nullptr, UObject* NewOuter = nullptr, ERenameFlags Flags = REN_None) override;
//~ Begin IInterface_AssetUserData Interface
virtual void AddAssetUserData(UAssetUserData* InUserData) override;
virtual void RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass) override;
virtual UAssetUserData* GetAssetUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass) override;
virtual const TArray<UAssetUserData*>* GetAssetUserDataArray() const override;
//~ End IInterface_AssetUserData Interface
#if WITH_EDITOR
virtual ETrackSupport IsTrackSupported(TSubclassOf<class UMovieSceneTrack> InTrackClass) const override;
virtual void GetAssetRegistryTagMetadata(TMap<FName, FAssetRegistryTagMetadata>& OutMetadata) const override;
virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const override;
DECLARE_DELEGATE_RetVal_OneParam(void, FPostDuplicateEvent, ULevelSequence*);
static FPostDuplicateEvent PostDuplicateEvent;
#endif
virtual void PostDuplicate(bool bDuplicateForPIE) override;
void LocateBoundObjects(const FGuid& ObjectId, UObject* Context, FName StreamedLevelAssetPath, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const;
#if WITH_EDITOR
public:
/**
* Assign a new director blueprint to this level sequence. The specified blueprint *must* be contained within this object.? */
void SetDirectorBlueprint(UBlueprint* NewDirectorBlueprint);
/**
* Retrieve the currently assigned director blueprint for this level sequence
*/
UBlueprint* GetDirectorBlueprint() const;
FString GetDirectorBlueprintName() const;
protected:
virtual FGuid CreatePossessable(UObject* ObjectToPossess) override;
virtual FGuid CreateSpawnable(UObject* ObjectToSpawn) override;
FGuid FindOrAddBinding(UObject* ObjectToPossess);
/**
* Invoked when this level sequence's director blueprint has been recompiled
*/
void OnDirectorRecompiled(UBlueprint*);
#endif // WITH_EDITOR
protected:
/** Legacy object references - should be read-only. Not deprecated because they need to still be saved */
UPROPERTY()
FLevelSequenceObjectReferenceMap ObjectReferences;
/** References to bound objects. */
UPROPERTY()
FLevelSequenceBindingReferences BindingReferences;
/** Deprecated property housing old possessed object bindings */
UPROPERTY()
TMap<FString, FLevelSequenceObject> PossessedObjects_DEPRECATED;
#if WITH_EDITORONLY_DATA
/** A pointer to the director blueprint that generates this sequence's DirectorClass. */
UPROPERTY()
TObjectPtr<UBlueprint> DirectorBlueprint;
#endif
/**
* The class that is used to spawn this level sequence's director instance.
* Director instances are allocated on-demand one per sequence during evaluation and are used by event tracks for triggering events.
*/
UPROPERTY()
TObjectPtr<UClass> DirectorClass;
public:
/**
* Find meta-data of a particular type for this level sequence instance.
* @param InClass - Class that you wish to find the metadata object for.
* @return An instance of this class if it already exists as metadata on this Level Sequence, otherwise null.
*/
UFUNCTION(BlueprintPure, Category = "Level Sequence", meta=(DevelopmentOnly))
UObject* FindMetaDataByClass(TSubclassOf<UObject> InClass) const
{
#if WITH_EDITORONLY_DATA
auto const* Found = MetaDataObjects.FindByPredicate([InClass](UObject* In) { return In && In->GetClass() == InClass; });
return Found ? CastChecked<UObject>(*Found) : nullptr;
#endif
return nullptr;
}
/**
* Find meta-data of a particular type for this level sequence instance, adding it if it doesn't already exist.
* @param InClass - Class that you wish to find or create the metadata object for.
* @return An instance of this class as metadata on this Level Sequence.
*/
UFUNCTION(BlueprintCallable, Category = "Level Sequence", meta=(DevelopmentOnly))
UObject* FindOrAddMetaDataByClass(TSubclassOf<UObject> InClass)
{
#if WITH_EDITORONLY_DATA
UObject* Found = FindMetaDataByClass(InClass);
if (!Found)
{
Found = NewObject<UObject>(this, InClass);
MetaDataObjects.Add(Found);
}
return Found;
#endif
return nullptr;
}
/**
* Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type
* Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality.
* @param InMetaData - Existing Metadata Object that you wish to copy into this Level Sequence.
* @return The newly copied instance of the Metadata that now exists on this sequence.
*/
UFUNCTION(BlueprintCallable, Category = "Level Sequence", meta=(DevelopmentOnly))
UObject* CopyMetaData(UObject* InMetaData)
{
#if WITH_EDITORONLY_DATA
if (!InMetaData)
{
return nullptr;
}
RemoveMetaDataByClass(InMetaData->GetClass());
UObject* NewMetaData = DuplicateObject(InMetaData, this);
MetaDataObjects.Add(NewMetaData);
return NewMetaData;
#endif
return nullptr;
}
/**
* Remove meta-data of a particular type for this level sequence instance, if it exists
* @param InClass - The class type that you wish to remove the metadata for
*/
UFUNCTION(BlueprintCallable, Category = "Level Sequence", meta=(DevelopmentOnly))
void RemoveMetaDataByClass(TSubclassOf<UObject> InClass)
{
#if WITH_EDITORONLY_DATA
MetaDataObjects.RemoveAll([InClass](UObject* In) { return In && In->GetClass() == InClass; });
#endif
}
#if WITH_EDITORONLY_DATA
public:
/**
* Find meta-data of a particular type for this level sequence instance
*/
template<typename MetaDataType>
MetaDataType* FindMetaData() const
{
UClass* PredicateClass = MetaDataType::StaticClass();
auto const* Found = MetaDataObjects.FindByPredicate([PredicateClass](UObject* In){ return In && In->GetClass() == PredicateClass; });
return Found ? CastChecked<MetaDataType>(*Found) : nullptr;
}
/**
* Find meta-data of a particular type for this level sequence instance, adding one if it was not found.
* Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality.
*/
template<typename MetaDataType>
MetaDataType* FindOrAddMetaData()
{
MetaDataType* Found = FindMetaData<MetaDataType>();
if (!Found)
{
Found = NewObject<MetaDataType>(this);
MetaDataObjects.Add(Found);
}
return Found;
}
/**
* Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type
* Meta-data may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality.
*/
template<typename MetaDataType>
MetaDataType* CopyMetaData(MetaDataType* InMetaData)
{
RemoveMetaData<MetaDataType>();
MetaDataType* NewMetaData = DuplicateObject(InMetaData, this);
MetaDataObjects.Add(NewMetaData);
return NewMetaData;
}
/**
* Remove meta-data of a particular type for this level sequence instance, if it exists
*/
template<typename MetaDataType>
void RemoveMetaData()
{
UClass* PredicateClass = MetaDataType::StaticClass();
MetaDataObjects.RemoveAll([PredicateClass](UObject* In){ return In && In->GetClass() == PredicateClass; });
}
private:
/** Array of meta-data objects associated with this level sequence. Each pointer may implement the ILevelSequenceMetaData interface in order to hook into default ULevelSequence functionality. */
UPROPERTY()
TArray<TObjectPtr<UObject>> MetaDataObjects;
#endif
protected:
/** Array of user data stored with the asset */
UPROPERTY(EditAnywhere, AdvancedDisplay, Instanced, Category = Animation)
TArray<TObjectPtr<UAssetUserData>> AssetUserData;
};