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#rb Max.Chen #ROBOMERGE-AUTHOR: andrew.rodham #ROBOMERGE-SOURCE: CL 20187214 via CL 20188752 via CL 20189858 via CL 20189882 via CL 20189900 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) [CL 20191995 by andrew rodham in ue5-main branch]
629 lines
18 KiB
C++
629 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelSequenceActor.h"
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#include "UObject/ConstructorHelpers.h"
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#include "Engine/Texture2D.h"
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#include "Components/BillboardComponent.h"
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#include "LevelSequenceBurnIn.h"
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#include "DefaultLevelSequenceInstanceData.h"
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#include "Engine/ActorChannel.h"
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#include "Logging/MessageLog.h"
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#include "Misc/UObjectToken.h"
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#include "Net/UnrealNetwork.h"
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#include "LevelSequenceModule.h"
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#include "MovieSceneSequenceTickManager.h"
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#if WITH_EDITOR
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#include "PropertyCustomizationHelpers.h"
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#include "ActorPickerMode.h"
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#include "SceneOutlinerFilters.h"
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#endif
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bool GLevelSequenceActor_InvalidBindingTagWarnings = true;
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FAutoConsoleVariableRef CVarLevelSequenceActor_InvalidBindingTagWarnings(
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TEXT("LevelSequence.InvalidBindingTagWarnings"),
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GLevelSequenceActor_InvalidBindingTagWarnings,
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TEXT("Whether to emit a warning when invalid object binding tags are used to override bindings or not.\n"),
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ECVF_Default
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);
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ALevelSequenceActor::ALevelSequenceActor(const FObjectInitializer& Init)
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: Super(Init)
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, bShowBurnin(true)
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{
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USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
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RootComponent = SceneComponent;
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#if WITH_EDITORONLY_DATA
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UBillboardComponent* SpriteComponent = CreateEditorOnlyDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
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if (!IsRunningCommandlet())
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{
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// Structure to hold one-time initialization
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struct FConstructorStatics
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{
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ConstructorHelpers::FObjectFinderOptional<UTexture2D> DecalTexture;
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FConstructorStatics() : DecalTexture(TEXT("/Engine/EditorResources/S_LevelSequence")) {}
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};
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static FConstructorStatics ConstructorStatics;
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if (SpriteComponent)
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{
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SpriteComponent->Sprite = ConstructorStatics.DecalTexture.Get();
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SpriteComponent->SetupAttachment(RootComponent);
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SpriteComponent->bIsScreenSizeScaled = true;
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SpriteComponent->SetUsingAbsoluteScale(true);
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SpriteComponent->bReceivesDecals = false;
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SpriteComponent->bHiddenInGame = true;
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}
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}
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bIsSpatiallyLoaded = false;
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#endif //WITH_EDITORONLY_DATA
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bReplicateUsingRegisteredSubObjectList = false;
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BindingOverrides = Init.CreateDefaultSubobject<UMovieSceneBindingOverrides>(this, "BindingOverrides");
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BurnInOptions = Init.CreateDefaultSubobject<ULevelSequenceBurnInOptions>(this, "BurnInOptions");
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DefaultInstanceData = Init.CreateDefaultSubobject<UDefaultLevelSequenceInstanceData>(this, "InstanceData");
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// SequencePlayer must be a default sub object for it to be replicated correctly
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SequencePlayer = Init.CreateDefaultSubobject<ULevelSequencePlayer>(this, "AnimationPlayer");
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SequencePlayer->OnPlay.AddDynamic(this, &ALevelSequenceActor::ShowBurnin);
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SequencePlayer->OnPlayReverse.AddDynamic(this, &ALevelSequenceActor::ShowBurnin);
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SequencePlayer->OnStop.AddDynamic(this, &ALevelSequenceActor::HideBurnin);
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bOverrideInstanceData = false;
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// The level sequence actor defaults to never ticking by the tick manager because it is ticked separately in LevelTick
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//PrimaryActorTick.bCanEverTick = false;
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bAutoPlay_DEPRECATED = false;
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bReplicates = true;
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bReplicatePlayback = false;
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}
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void ALevelSequenceActor::PostInitProperties()
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{
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Super::PostInitProperties();
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// Have to initialize this here as any properties set on default subobjects inside the constructor
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// Get stomped by the CDO's properties when the constructor exits.
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SequencePlayer->SetPlaybackClient(this);
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}
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void ALevelSequenceActor::RewindForReplay()
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{
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if (SequencePlayer)
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{
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SequencePlayer->RewindForReplay();
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}
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}
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bool ALevelSequenceActor::RetrieveBindingOverrides(const FGuid& InBindingId, FMovieSceneSequenceID InSequenceID, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const
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{
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return BindingOverrides->LocateBoundObjects(InBindingId, InSequenceID, OutObjects);
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}
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UObject* ALevelSequenceActor::GetInstanceData() const
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{
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return bOverrideInstanceData ? DefaultInstanceData : nullptr;
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}
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TOptional<EAspectRatioAxisConstraint> ALevelSequenceActor::GetAspectRatioAxisConstraint() const
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{
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TOptional<EAspectRatioAxisConstraint> AspectRatioAxisConstraint;
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if (CameraSettings.bOverrideAspectRatioAxisConstraint)
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{
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AspectRatioAxisConstraint = CameraSettings.AspectRatioAxisConstraint;
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}
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return AspectRatioAxisConstraint;
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}
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bool ALevelSequenceActor::GetIsReplicatedPlayback() const
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{
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return bReplicatePlayback;
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}
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ULevelSequencePlayer* ALevelSequenceActor::GetSequencePlayer() const
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{
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return SequencePlayer && SequencePlayer->GetSequence() ? SequencePlayer : nullptr;
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}
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void ALevelSequenceActor::SetReplicatePlayback(bool bInReplicatePlayback)
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{
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bReplicatePlayback = bInReplicatePlayback;
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SetReplicates(bReplicatePlayback);
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}
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bool ALevelSequenceActor::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags)
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{
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bool bWroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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bWroteSomething |= Channel->ReplicateSubobject(SequencePlayer, *Bunch, *RepFlags);
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return bWroteSomething;
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}
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void ALevelSequenceActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ALevelSequenceActor, SequencePlayer);
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DOREPLIFETIME(ALevelSequenceActor, LevelSequenceAsset);
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}
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void ALevelSequenceActor::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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if (HasAuthority())
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{
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SetReplicates(bReplicatePlayback);
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}
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// Initialize this player for tick as soon as possible to ensure that a persistent
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// reference to the tick manager is maintained
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SequencePlayer->InitializeForTick(this);
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InitializePlayer();
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}
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void ALevelSequenceActor::BeginPlay()
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{
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UMovieSceneSequenceTickManager* TickManager = SequencePlayer->GetTickManager();
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if (ensure(TickManager))
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{
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TickManager->RegisterSequenceActor(this);
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}
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Super::BeginPlay();
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if (PlaybackSettings.bAutoPlay)
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{
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SequencePlayer->Play();
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}
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}
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void ALevelSequenceActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if (SequencePlayer)
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{
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// Stop may modify a lot of actor state so it needs to be called
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// during EndPlay (when Actors + World are still valid) instead
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// of waiting for the UObject to be destroyed by GC.
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SequencePlayer->Stop();
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SequencePlayer->OnPlay.RemoveAll(this);
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SequencePlayer->OnPlayReverse.RemoveAll(this);
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SequencePlayer->OnStop.RemoveAll(this);
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if (UMovieSceneSequenceTickManager* TickManager = SequencePlayer->GetTickManager())
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{
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TickManager->UnregisterSequenceActor(this);
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}
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}
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Super::EndPlay(EndPlayReason);
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}
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void ALevelSequenceActor::TickFromSequenceTickManager(float DeltaSeconds)
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{
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if (SequencePlayer)
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{
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SequencePlayer->UpdateAsync(DeltaSeconds);
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}
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}
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void ALevelSequenceActor::PostLoad()
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{
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Super::PostLoad();
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// If autoplay was previously enabled, initialize the playback settings to autoplay
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if (bAutoPlay_DEPRECATED)
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{
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PlaybackSettings.bAutoPlay = bAutoPlay_DEPRECATED;
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bAutoPlay_DEPRECATED = false;
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}
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#if WITH_EDITORONLY_DATA
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if (LevelSequence_DEPRECATED.IsValid())
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{
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if (!LevelSequenceAsset)
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{
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LevelSequenceAsset = Cast<ULevelSequence>(LevelSequence_DEPRECATED.ResolveObject());
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}
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// If we don't have the sequence asset loaded, schedule a load for it
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if (LevelSequenceAsset)
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{
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LevelSequence_DEPRECATED.Reset();
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}
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else
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{
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// We intentionally do not attempt to load any asset in PostLoad other than by way of LoadPackageAsync
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// since under some circumstances it is possible for the sequence to only be partially loaded.
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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LoadPackageAsync(LevelSequence_DEPRECATED.GetLongPackageName(), FLoadPackageAsyncDelegate::CreateUObject(this, &ALevelSequenceActor::OnSequenceLoaded));
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}
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}
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// Fix sprite component so that it's attached to the root component. In the past, the sprite component was the root component.
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UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();
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if (SpriteComponent && SpriteComponent->GetAttachParent() != RootComponent)
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{
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SpriteComponent->SetupAttachment(RootComponent);
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}
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#endif
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}
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ULevelSequence* ALevelSequenceActor::GetSequence() const
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{
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return LevelSequenceAsset;
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}
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void ALevelSequenceActor::SetSequence(ULevelSequence* InSequence)
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{
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if (!SequencePlayer->IsPlaying())
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{
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LevelSequenceAsset = InSequence;
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// cbb: should ideally null out the template and player when no sequence is assigned, but that's currently not possible
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if (InSequence)
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{
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SequencePlayer->Initialize(InSequence, GetLevel(), PlaybackSettings, CameraSettings);
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}
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}
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}
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void ALevelSequenceActor::InitializePlayer()
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{
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if (LevelSequenceAsset && GetWorld()->IsGameWorld())
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{
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// Level sequence is already loaded. Initialize the player if it's not already initialized with this sequence
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if (LevelSequenceAsset != SequencePlayer->GetSequence())
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{
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SequencePlayer->Initialize(LevelSequenceAsset, GetLevel(), PlaybackSettings, CameraSettings);
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}
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}
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}
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void ALevelSequenceActor::OnSequenceLoaded(const FName& PackageName, UPackage* Package, EAsyncLoadingResult::Type Result)
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{
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if (Result == EAsyncLoadingResult::Succeeded)
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{
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#if WITH_EDITORONLY_DATA
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if (LevelSequence_DEPRECATED.IsValid())
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{
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LevelSequenceAsset = Cast<ULevelSequence>(LevelSequence_DEPRECATED.ResolveObject());
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LevelSequence_DEPRECATED.Reset();
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}
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#endif
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}
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}
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void ALevelSequenceActor::HideBurnin()
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{
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bShowBurnin = false;
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RefreshBurnIn();
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}
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void ALevelSequenceActor::ShowBurnin()
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{
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bShowBurnin = true;
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RefreshBurnIn();
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}
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void ALevelSequenceActor::RefreshBurnIn()
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{
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if (BurnInInstance)
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{
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BurnInInstance->RemoveFromViewport();
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BurnInInstance = nullptr;
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}
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if (BurnInOptions && BurnInOptions->bUseBurnIn && bShowBurnin)
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{
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// Create the burn-in if necessary
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UClass* Class = BurnInOptions->BurnInClass.TryLoadClass<ULevelSequenceBurnIn>();
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if (Class)
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{
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BurnInInstance = CreateWidget<ULevelSequenceBurnIn>(GetWorld(), Class);
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if (BurnInInstance)
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{
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// Ensure we have a valid settings object if possible
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BurnInOptions->ResetSettings();
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BurnInInstance->SetSettings(BurnInOptions->Settings);
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BurnInInstance->TakeSnapshotsFrom(*this);
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BurnInInstance->AddToViewport();
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}
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}
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}
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}
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void ALevelSequenceActor::SetBinding(FMovieSceneObjectBindingID Binding, const TArray<AActor*>& Actors, bool bAllowBindingsFromAsset)
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{
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if (!Binding.IsValid())
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{
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FMessageLog("PIE")
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.Warning(NSLOCTEXT("LevelSequenceActor", "SetBinding_Warning", "The specified binding ID is not valid"))
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->AddToken(FUObjectToken::Create(this));
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}
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else
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{
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BindingOverrides->SetBinding(Binding, TArray<UObject*>(Actors), bAllowBindingsFromAsset);
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if (SequencePlayer)
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{
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FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *SequencePlayer);
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SequencePlayer->State.Invalidate(Binding.GetGuid(), SequenceID);
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}
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}
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}
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void ALevelSequenceActor::SetBindingByTag(FName BindingTag, const TArray<AActor*>& Actors, bool bAllowBindingsFromAsset)
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{
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const UMovieSceneSequence* Sequence = GetSequence();
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const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
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if (Bindings)
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{
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for (FMovieSceneObjectBindingID ID : Bindings->IDs)
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{
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SetBinding(ID, Actors, bAllowBindingsFromAsset);
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}
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}
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else if (GLevelSequenceActor_InvalidBindingTagWarnings)
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{
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FMessageLog("PIE")
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.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "SetBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
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->AddToken(FUObjectToken::Create(this));
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}
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}
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void ALevelSequenceActor::AddBinding(FMovieSceneObjectBindingID Binding, AActor* Actor, bool bAllowBindingsFromAsset)
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{
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if (!Binding.IsValid())
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{
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FMessageLog("PIE")
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.Warning(NSLOCTEXT("LevelSequenceActor", "AddBinding_Warning", "The specified binding ID is not valid"))
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->AddToken(FUObjectToken::Create(this));
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}
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else
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{
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BindingOverrides->AddBinding(Binding, Actor, bAllowBindingsFromAsset);
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if (SequencePlayer)
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{
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FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *SequencePlayer);
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SequencePlayer->State.Invalidate(Binding.GetGuid(), SequenceID);
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}
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}
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}
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void ALevelSequenceActor::AddBindingByTag(FName BindingTag, AActor* Actor, bool bAllowBindingsFromAsset)
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{
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const UMovieSceneSequence* Sequence = GetSequence();
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const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
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if (Bindings)
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{
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for (FMovieSceneObjectBindingID ID : Bindings->IDs)
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{
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AddBinding(ID, Actor, bAllowBindingsFromAsset);
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}
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}
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else if (GLevelSequenceActor_InvalidBindingTagWarnings)
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{
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FMessageLog("PIE")
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.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "AddBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
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->AddToken(FUObjectToken::Create(this));
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}
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}
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void ALevelSequenceActor::RemoveBinding(FMovieSceneObjectBindingID Binding, AActor* Actor)
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{
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if (!Binding.IsValid())
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{
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FMessageLog("PIE")
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.Warning(NSLOCTEXT("LevelSequenceActor", "RemoveBinding_Warning", "The specified binding ID is not valid"))
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->AddToken(FUObjectToken::Create(this));
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}
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else
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{
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BindingOverrides->RemoveBinding(Binding, Actor);
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if (SequencePlayer)
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{
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FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *SequencePlayer);
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SequencePlayer->State.Invalidate(Binding.GetGuid(), SequenceID);
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}
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}
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}
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void ALevelSequenceActor::RemoveBindingByTag(FName BindingTag, AActor* Actor)
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{
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const UMovieSceneSequence* Sequence = GetSequence();
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const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
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if (Bindings)
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{
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for (FMovieSceneObjectBindingID ID : Bindings->IDs)
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{
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RemoveBinding(ID, Actor);
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}
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}
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else if (GLevelSequenceActor_InvalidBindingTagWarnings)
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{
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FMessageLog("PIE")
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.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "RemoveBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
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->AddToken(FUObjectToken::Create(this));
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}
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}
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void ALevelSequenceActor::ResetBinding(FMovieSceneObjectBindingID Binding)
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{
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if (!Binding.IsValid())
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{
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FMessageLog("PIE")
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.Warning(NSLOCTEXT("LevelSequenceActor", "ResetBinding_Warning", "The specified binding ID is not valid"))
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->AddToken(FUObjectToken::Create(this));
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}
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else
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{
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BindingOverrides->ResetBinding(Binding);
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if (SequencePlayer)
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{
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FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *SequencePlayer);
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SequencePlayer->State.Invalidate(Binding.GetGuid(), SequenceID);
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}
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}
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}
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void ALevelSequenceActor::ResetBindings()
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{
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BindingOverrides->ResetBindings();
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if (SequencePlayer)
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{
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SequencePlayer->State.ClearObjectCaches(*SequencePlayer);
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}
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}
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FMovieSceneObjectBindingID ALevelSequenceActor::FindNamedBinding(FName InBindingName) const
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{
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if (ensureAlways(SequencePlayer))
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{
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return SequencePlayer->GetSequence()->FindBindingByTag(InBindingName);
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}
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return FMovieSceneObjectBindingID();
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}
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const TArray<FMovieSceneObjectBindingID>& ALevelSequenceActor::FindNamedBindings(FName InBindingName) const
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{
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if (ensureAlways(SequencePlayer))
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{
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return SequencePlayer->GetSequence()->FindBindingsByTag(InBindingName);
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}
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static TArray<FMovieSceneObjectBindingID> EmptyBindings;
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return EmptyBindings;
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}
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void ALevelSequenceActor::PostNetReceive()
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{
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Super::PostNetReceive();
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if (LevelSequenceAsset && SequencePlayer && SequencePlayer->GetSequence() != LevelSequenceAsset)
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{
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InitializePlayer();
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}
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}
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#if WITH_EDITOR
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void FBoundActorProxy::Initialize(TSharedPtr<IPropertyHandle> InPropertyHandle)
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{
|
|
ReflectedProperty = InPropertyHandle;
|
|
|
|
UObject* Object = nullptr;
|
|
ReflectedProperty->GetValue(Object);
|
|
BoundActor = Cast<AActor>(Object);
|
|
|
|
ReflectedProperty->SetOnPropertyValueChanged(FSimpleDelegate::CreateRaw(this, &FBoundActorProxy::OnReflectedPropertyChanged));
|
|
}
|
|
|
|
void FBoundActorProxy::OnReflectedPropertyChanged()
|
|
{
|
|
UObject* Object = nullptr;
|
|
ReflectedProperty->GetValue(Object);
|
|
BoundActor = Cast<AActor>(Object);
|
|
}
|
|
|
|
TSharedPtr<FStructOnScope> ALevelSequenceActor::GetObjectPickerProxy(TSharedPtr<IPropertyHandle> ObjectPropertyHandle)
|
|
{
|
|
TSharedRef<FStructOnScope> Struct = MakeShared<FStructOnScope>(FBoundActorProxy::StaticStruct());
|
|
reinterpret_cast<FBoundActorProxy*>(Struct->GetStructMemory())->Initialize(ObjectPropertyHandle);
|
|
return Struct;
|
|
}
|
|
|
|
void ALevelSequenceActor::UpdateObjectFromProxy(FStructOnScope& Proxy, IPropertyHandle& ObjectPropertyHandle)
|
|
{
|
|
UObject* BoundActor = reinterpret_cast<FBoundActorProxy*>(Proxy.GetStructMemory())->BoundActor;
|
|
ObjectPropertyHandle.SetValue(BoundActor);
|
|
}
|
|
|
|
bool ALevelSequenceActor::GetReferencedContentObjects(TArray<UObject*>& Objects) const
|
|
{
|
|
if (LevelSequenceAsset)
|
|
{
|
|
Objects.Add(LevelSequenceAsset);
|
|
}
|
|
|
|
Super::GetReferencedContentObjects(Objects);
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
ULevelSequenceBurnInOptions::ULevelSequenceBurnInOptions(const FObjectInitializer& Init)
|
|
: Super(Init)
|
|
, bUseBurnIn(false)
|
|
, BurnInClass(TEXT("/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C"))
|
|
, Settings(nullptr)
|
|
{
|
|
}
|
|
|
|
void ULevelSequenceBurnInOptions::SetBurnIn(FSoftClassPath InBurnInClass)
|
|
{
|
|
BurnInClass = InBurnInClass;
|
|
|
|
// Attempt to load the settings class from the BurnIn class and assign it to our local Settings object.
|
|
ResetSettings();
|
|
}
|
|
|
|
|
|
void ULevelSequenceBurnInOptions::ResetSettings()
|
|
{
|
|
UClass* Class = BurnInClass.TryLoadClass<ULevelSequenceBurnIn>();
|
|
if (Class)
|
|
{
|
|
TSubclassOf<ULevelSequenceBurnInInitSettings> SettingsClass = Cast<ULevelSequenceBurnIn>(Class->GetDefaultObject())->GetSettingsClass();
|
|
if (SettingsClass)
|
|
{
|
|
if (!Settings || !Settings->IsA(SettingsClass))
|
|
{
|
|
if (Settings)
|
|
{
|
|
Settings->Rename(*MakeUniqueObjectName(this, ULevelSequenceBurnInInitSettings::StaticClass(), "Settings_EXPIRED").ToString());
|
|
}
|
|
|
|
Settings = NewObject<ULevelSequenceBurnInInitSettings>(this, SettingsClass, "Settings");
|
|
Settings->SetFlags(GetMaskedFlags(RF_PropagateToSubObjects));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Settings = nullptr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Settings = nullptr;
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
void ULevelSequenceBurnInOptions::PostEditChangeProperty( FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
|
|
|
|
if (PropertyName == GET_MEMBER_NAME_CHECKED(ULevelSequenceBurnInOptions, bUseBurnIn) || PropertyName == GET_MEMBER_NAME_CHECKED(ULevelSequenceBurnInOptions, BurnInClass))
|
|
{
|
|
ResetSettings();
|
|
}
|
|
|
|
Super::PostEditChangeProperty(PropertyChangedEvent);
|
|
}
|
|
|
|
#endif // WITH_EDITOR
|