Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Public/LevelSequenceBindingReference.h
patrick enfedaque 0e5b4e3fc0 LevelSequence: Support Level Sequences within World Partition embedded Level Instances
#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]
2023-05-01 11:30:16 -04:00

224 lines
7.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/SoftObjectPath.h"
#include "Misc/Guid.h"
#include "Engine/Engine.h"
#include "Misc/Paths.h"
#include "LevelSequenceBindingReference.generated.h"
class UWorld;
struct FWorldPartitionResolveData;
/**
* An external reference to an level sequence object, resolvable through an arbitrary context.
*
* Bindings consist of an optional package name, and the path to the object within that package.
* Where package name is empty, the reference is a relative path from a specific outer (the context).
* 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.
*/
USTRUCT()
struct FLevelSequenceBindingReference
{
GENERATED_BODY();
/**
* Default construction only used for serialization
*/
FLevelSequenceBindingReference() {}
/**
* Construct a new binding reference from an object, and a given context (expected to be either a UWorld, or an AActor)
*/
LEVELSEQUENCE_API FLevelSequenceBindingReference(UObject* InObject, UObject* InContext);
/**
* Structure that stores additional params that are used for resolving bindings.
*/
struct FResolveBindingParams
{
FResolveBindingParams() : WorldPartitionResolveData(nullptr), StreamingWorld(nullptr) {}
// The path to the streamed level asset that contains the level sequence actor playing back the sequence. 'None' for any non - instance - level setups.
FTopLevelAssetPath StreamedLevelAssetPath;
// World Partition Resolve Data
const FWorldPartitionResolveData* WorldPartitionResolveData;
// World Partition Streaming World
UWorld* StreamingWorld;
};
/**
* Resolve this reference within the specified context
*
* @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
* @param InResolveBindingParams The struct containing additional resolving params.
* @return The object (usually an Actor or an ActorComponent).
*/
LEVELSEQUENCE_API UObject* Resolve(UObject* InContext, const FResolveBindingParams& InResolveBindingParams) const;
UE_DEPRECATED(5.3, "Use Resolve taking FLevelSequenceBindingReference::FResolveBindingParams param instead")
UObject* Resolve(UObject* InContext, const FTopLevelAssetPath& StreamedLevelAssetPath) const
{
return nullptr;
}
/**
* Check whether this binding reference is equal to the specified object
*/
LEVELSEQUENCE_API bool operator==(const FLevelSequenceBindingReference& Other) const;
/** Handles ExternalObjectPath fixup */
void PostSerialize(const FArchive& Ar);
private:
/** Replaced by ExternalObjectPath */
UPROPERTY()
FString PackageName_DEPRECATED;
/** Path to a specific actor/component inside an external package */
UPROPERTY()
FSoftObjectPath ExternalObjectPath;
/** Object path relative to a passed in context object, this is used if ExternalObjectPath is invalid */
UPROPERTY()
FString ObjectPath;
};
template<>
struct TStructOpsTypeTraits<FLevelSequenceBindingReference> : public TStructOpsTypeTraitsBase2<FLevelSequenceBindingReference>
{
enum
{
WithPostSerialize = true,
};
};
/**
* An array of binding references
*/
USTRUCT()
struct FLevelSequenceBindingReferenceArray
{
GENERATED_BODY()
UPROPERTY()
TArray<FLevelSequenceBindingReference> References;
};
/**
* Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID.
*/
USTRUCT()
struct FLevelSequenceBindingReferences
{
GENERATED_BODY()
/**
* Check whether this map has a binding for the specified object id
* @return true if this map contains a binding for the id, false otherwise
*/
bool HasBinding(const FGuid& ObjectId) const;
/**
* Remove a binding for the specified ID
*
* @param ObjectId The ID to remove
*/
void RemoveBinding(const FGuid& ObjectId);
/**
* Remove specific object references
*
* @param ObjectId The ID to remove
* @param InObjects The objects to remove
* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
*/
void RemoveObjects(const FGuid& ObjectId, const TArray<UObject*>& InObjects, UObject *InContext);
/**
* Remove specific object references that do not resolve
*
* @param ObjectId The ID to remove
* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
*/
void RemoveInvalidObjects(const FGuid& ObjectId, UObject *InContext);
/**
* Add a binding for the specified ID
*
* @param ObjectId The ID to associate the object with
* @param InObject The object to associate
* @param InContext A context in which InObject resides (either a UWorld, or an AActor)
*/
void AddBinding(const FGuid& ObjectId, UObject* InObject, UObject* InContext);
UE_DEPRECATED(5.3, "Use ResolveBinding taking FLevelSequenceBindingReference::FResolveBindingParams param instead.")
void ResolveBinding(const FGuid& ObjectId, UObject* InContext, const FTopLevelAssetPath& StreamedLevelAssetPath, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const { }
/**
* Resolve a binding for the specified ID using a given context
*
* @param ObjectId The ID to associate the object with
* @param InContext A context in which InObject resides
* @oaram InResolveBindingParams Struct containing additional resolving params
* @param OutObjects Array to populate with resolved object bindings
*/
void ResolveBinding(const FGuid& ObjectId, UObject* InContext, const FLevelSequenceBindingReference::FResolveBindingParams& InResolveBindingParams, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const;
/**
* Resolve a binding for the specified ID using a given context
*
* @param ObjectId The ID to associate the object with
* @param InContext A context in which InObject resides
* @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.
* @param OutObjects Array to populate with resolved object bindings
*/
FGuid FindBindingFromObject(UObject* InObject, UObject* InContext) const;
/**
* Const accessor for the currently bound anim instance IDs
*/
const TSet<FGuid>& GetBoundAnimInstances() const
{
return AnimSequenceInstances;
}
/**
* Const accessor for the currently bound post process instance IDs
*/
const TSet<FGuid>& GetBoundPostProcessInstances() const
{
return PostProcessInstances;
}
/**
* Filter out any bindings that do not match the specified set of GUIDs
*
* @param ValidBindingIDs A set of GUIDs that are considered valid. Anything references not matching these will be removed.
*/
void RemoveInvalidBindings(const TSet<FGuid>& ValidBindingIDs);
private:
/** The map from object binding ID to an array of references that pertain to that ID */
UPROPERTY()
TMap<FGuid, FLevelSequenceBindingReferenceArray> BindingIdToReferences;
/** A set of object binding IDs that relate to anim sequence instances (must be a child of USkeletalMeshComponent) */
UPROPERTY()
TSet<FGuid> AnimSequenceInstances;
/** A set of object binding IDs that relate to post process instances (must be a child of USkeletalMeshComponent) */
UPROPERTY()
TSet<FGuid> PostProcessInstances;
};