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- Predictions do not understand changes of attachment that might occur between the current time and the predicted time - Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels - The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations - Spawnable annotations are now available in-game (not just in-editor) #rb Mike.Zyracki, Max.Chen #jira none #preflight 606757c002d50100019f0d4f [CL 15930213 by Andrew Rodham in ue5-main branch]
182 lines
6.0 KiB
C++
182 lines
6.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/SoftObjectPath.h"
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#include "Misc/Guid.h"
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#include "Engine/Engine.h"
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#include "Misc/Paths.h"
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#include "LevelSequenceBindingReference.generated.h"
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/**
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* An external reference to an level sequence object, resolvable through an arbitrary context.
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*
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* Bindings consist of an optional package name, and the path to the object within that package.
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* Where package name is empty, the reference is a relative path from a specific outer (the context).
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* Currently, the package name should only ever be empty for component references, which must remain relative bindings to work correctly with spawnables and reinstanced actors.
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*/
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USTRUCT()
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struct FLevelSequenceBindingReference
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{
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GENERATED_BODY();
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/**
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* Default construction only used for serialization
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*/
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FLevelSequenceBindingReference() {}
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/**
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* Construct a new binding reference from an object, and a given context (expected to be either a UWorld, or an AActor)
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*/
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LEVELSEQUENCE_API FLevelSequenceBindingReference(UObject* InObject, UObject* InContext);
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/**
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* Resolve this reference within the specified context
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*
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* @param InContext The context to resolve the binding within. Either a UWorld, ULevel (when playing in an instanced level) or an AActor where this binding relates to an actor component
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* @oaram StreamedLevelAssetPath The path to the streamed level asset that contains the level sequence actor playing back the sequence. 'None' for any non-instance-level setups.
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* @return The object (usually an Actor or an ActorComponent).
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*/
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LEVELSEQUENCE_API UObject* Resolve(UObject* InContext, FName StreamedLevelAssetPath) const;
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/**
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* Check whether this binding reference is equal to the specified object
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*/
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LEVELSEQUENCE_API bool operator==(const FLevelSequenceBindingReference& Other) const;
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/** Handles ExternalObjectPath fixup */
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void PostSerialize(const FArchive& Ar);
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private:
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/** Replaced by ExternalObjectPath */
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UPROPERTY()
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FString PackageName_DEPRECATED;
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/** Path to a specific actor/component inside an external package */
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UPROPERTY()
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FSoftObjectPath ExternalObjectPath;
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/** Object path relative to a passed in context object, this is used if ExternalObjectPath is invalid */
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UPROPERTY()
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FString ObjectPath;
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};
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template<>
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struct TStructOpsTypeTraits<FLevelSequenceBindingReference> : public TStructOpsTypeTraitsBase2<FLevelSequenceBindingReference>
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{
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enum
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{
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WithPostSerialize = true,
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};
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};
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/**
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* An array of binding references
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*/
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USTRUCT()
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struct FLevelSequenceBindingReferenceArray
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{
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GENERATED_BODY()
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UPROPERTY()
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TArray<FLevelSequenceBindingReference> References;
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};
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/**
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* Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID.
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*/
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USTRUCT()
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struct FLevelSequenceBindingReferences
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{
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GENERATED_BODY()
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/**
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* Check whether this map has a binding for the specified object id
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* @return true if this map contains a binding for the id, false otherwise
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*/
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bool HasBinding(const FGuid& ObjectId) const;
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/**
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* Remove a binding for the specified ID
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*
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* @param ObjectId The ID to remove
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*/
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void RemoveBinding(const FGuid& ObjectId);
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/**
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* Remove specific object references
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*
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* @param ObjectId The ID to remove
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* @param InObjects The objects to remove
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* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
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*/
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void RemoveObjects(const FGuid& ObjectId, const TArray<UObject*>& InObjects, UObject *InContext);
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/**
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* Remove specific object references that do not resolve
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*
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* @param ObjectId The ID to remove
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* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
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*/
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void RemoveInvalidObjects(const FGuid& ObjectId, UObject *InContext);
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/**
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* Add a binding for the specified ID
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*
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* @param ObjectId The ID to associate the object with
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* @param InObject The object to associate
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* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
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*/
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void AddBinding(const FGuid& ObjectId, UObject* InObject, UObject* InContext);
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/**
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* Resolve a binding for the specified ID using a given context
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*
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* @param ObjectId The ID to associate the object with
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* @param InContext A context in which InObject resides
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* @oaram StreamedLevelAssetPath The path to the streamed level asset that contains the level sequence actor playing back the sequence. 'None' for any non-instance-level setups.
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* @param OutObjects Array to populate with resolved object bindings
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*/
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void ResolveBinding(const FGuid& ObjectId, UObject* InContext, FName StreamedLevelAssetPath, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const;
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/**
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* Resolve a binding for the specified ID using a given context
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*
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* @param ObjectId The ID to associate the object with
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* @param InContext A context in which InObject resides
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* @oaram StreamedLevelAssetPath The path to the streamed level asset that contains the level sequence actor playing back the sequence. 'None' for any non-instance-level setups.
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* @param OutObjects Array to populate with resolved object bindings
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*/
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FGuid FindBindingFromObject(UObject* InObject, UObject* InContext) const;
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/**
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* Const accessor for the currently bound anim instance IDs
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*/
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const TSet<FGuid>& GetBoundAnimInstances() const
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{
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return AnimSequenceInstances;
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}
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/**
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* Filter out any bindings that do not match the specified set of GUIDs
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*
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* @param ValidBindingIDs A set of GUIDs that are considered valid. Anything references not matching these will be removed.
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*/
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void RemoveInvalidBindings(const TSet<FGuid>& ValidBindingIDs);
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private:
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/** The map from object binding ID to an array of references that pertain to that ID */
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UPROPERTY()
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TMap<FGuid, FLevelSequenceBindingReferenceArray> BindingIdToReferences;
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/** A set of object binding IDs that relate to anim sequence instances (must be a child of USkeletalMeshComponent) */
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UPROPERTY()
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TSet<FGuid> AnimSequenceInstances;
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};
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