Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp
max chen 667bd1088a Sequencer: Check for world nullptr
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 4527878 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4527882 by max chen in Staging-4.21 branch]
2018-10-31 11:38:01 -04:00

340 lines
8.6 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceActor.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/Texture2D.h"
#include "Components/BillboardComponent.h"
#include "LevelSequenceBurnIn.h"
#include "DefaultLevelSequenceInstanceData.h"
#if WITH_EDITOR
#include "PropertyCustomizationHelpers.h"
#include "ActorPickerMode.h"
#include "SceneOutlinerFilters.h"
#endif
ALevelSequenceActor::ALevelSequenceActor(const FObjectInitializer& Init)
: Super(Init)
{
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
RootComponent = SceneComponent;
#if WITH_EDITORONLY_DATA
UBillboardComponent* SpriteComponent = CreateEditorOnlyDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
if (!IsRunningCommandlet())
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UTexture2D> DecalTexture;
FConstructorStatics() : DecalTexture(TEXT("/Engine/EditorResources/S_LevelSequence")) {}
};
static FConstructorStatics ConstructorStatics;
if (SpriteComponent)
{
SpriteComponent->Sprite = ConstructorStatics.DecalTexture.Get();
SpriteComponent->SetupAttachment(RootComponent);
SpriteComponent->bIsScreenSizeScaled = true;
SpriteComponent->bAbsoluteScale = true;
SpriteComponent->bReceivesDecals = false;
SpriteComponent->bHiddenInGame = true;
}
}
#endif //WITH_EDITORONLY_DATA
BindingOverrides = Init.CreateDefaultSubobject<UMovieSceneBindingOverrides>(this, "BindingOverrides");
BurnInOptions = Init.CreateDefaultSubobject<ULevelSequenceBurnInOptions>(this, "BurnInOptions");
DefaultInstanceData = Init.CreateDefaultSubobject<UDefaultLevelSequenceInstanceData>(this, "InstanceData");
bOverrideInstanceData = false;
PrimaryActorTick.bCanEverTick = true;
bAutoPlay = false;
}
void ALevelSequenceActor::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (!SequencePlayer)
{
InitializePlayer();
}
}
void ALevelSequenceActor::BeginPlay()
{
Super::BeginPlay();
if (!SequencePlayer)
{
InitializePlayer();
}
if (SequencePlayer)
{
SequencePlayer->BeginPlay();
}
}
#if WITH_EDITOR
bool ALevelSequenceActor::GetReferencedContentObjects(TArray<UObject*>& Objects) const
{
ULevelSequence* LevelSequenceAsset = GetSequence(true);
if (LevelSequenceAsset)
{
Objects.Add(LevelSequenceAsset);
}
Super::GetReferencedContentObjects(Objects);
return true;
}
#endif //WITH_EDITOR
void ALevelSequenceActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (SequencePlayer)
{
SequencePlayer->Update(DeltaSeconds);
}
}
void ALevelSequenceActor::PostLoad()
{
Super::PostLoad();
#if WITH_EDITORONLY_DATA
// Fix sprite component so that it's attached to the root component. In the past, the sprite component was the root component.
UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();
if (SpriteComponent && SpriteComponent->GetAttachParent() != RootComponent)
{
SpriteComponent->SetupAttachment(RootComponent);
}
#endif
}
#if WITH_EDITOR
void FBoundActorProxy::Initialize(TSharedPtr<IPropertyHandle> InPropertyHandle)
{
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);
}
#endif
void ALevelSequenceActor::OnSequenceLoaded(const FName& PackageName, UPackage* Package, EAsyncLoadingResult::Type Result, bool bInitializePlayer)
{
if (Result == EAsyncLoadingResult::Succeeded)
{
if (bInitializePlayer)
{
InitializePlayer();
}
}
}
ULevelSequence* ALevelSequenceActor::GetSequence(bool bLoad, bool bInitializePlayer) const
{
if (LevelSequence.IsValid())
{
ULevelSequence* Sequence = Cast<ULevelSequence>(LevelSequence.ResolveObject());
if (Sequence)
{
return Sequence;
}
if (bLoad)
{
if (IsAsyncLoading())
{
LoadPackageAsync(LevelSequence.GetLongPackageName(), FLoadPackageAsyncDelegate::CreateUObject(this, &ALevelSequenceActor::OnSequenceLoaded, bInitializePlayer));
return nullptr;
}
else
{
return Cast<ULevelSequence>(LevelSequence.TryLoad());
}
}
}
return nullptr;
}
void ALevelSequenceActor::SetSequence(ULevelSequence* InSequence)
{
if (!SequencePlayer || !SequencePlayer->IsPlaying())
{
LevelSequence = InSequence;
InitializePlayer();
}
}
void ALevelSequenceActor::SetEventReceivers(TArray<AActor*> InAdditionalReceivers)
{
AdditionalEventReceivers = InAdditionalReceivers;
if (SequencePlayer)
{
SequencePlayer->SetEventReceivers(TArray<UObject*>(AdditionalEventReceivers));
}
}
void ALevelSequenceActor::InitializePlayer()
{
ULevelSequence* LevelSequenceAsset = GetSequence(true, true);
UWorld* World = GetWorld();
if (World && World->IsGameWorld() && (LevelSequenceAsset != nullptr))
{
FMovieSceneSequencePlaybackSettings PlaybackSettingsCopy = PlaybackSettings;
PlaybackSettingsCopy.BindingOverrides = BindingOverrides;
if (bOverrideInstanceData)
{
PlaybackSettingsCopy.InstanceData = DefaultInstanceData;
}
SequencePlayer = NewObject<ULevelSequencePlayer>(this, "AnimationPlayer");
SequencePlayer->Initialize(LevelSequenceAsset, World, PlaybackSettingsCopy);
SequencePlayer->SetEventReceivers(TArray<UObject*>(AdditionalEventReceivers));
RefreshBurnIn();
if (bAutoPlay)
{
SequencePlayer->Play();
}
}
}
void ALevelSequenceActor::RefreshBurnIn()
{
if (!SequencePlayer)
{
return;
}
if (BurnInInstance)
{
BurnInInstance->RemoveFromViewport();
BurnInInstance = nullptr;
}
if (BurnInOptions && BurnInOptions->bUseBurnIn)
{
// Create the burn-in if necessary
UClass* Class = BurnInOptions->BurnInClass.TryLoadClass<ULevelSequenceBurnIn>();
if (Class)
{
BurnInInstance = CreateWidget<ULevelSequenceBurnIn>(GetWorld(), Class);
if (BurnInInstance)
{
// Ensure we have a valid settings object if possible
BurnInOptions->ResetSettings();
BurnInInstance->SetSettings(BurnInOptions->Settings);
BurnInInstance->TakeSnapshotsFrom(*this);
BurnInInstance->AddToViewport();
}
}
}
}
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