Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryCache/Source/GeometryCacheSequencer/GeometryCacheSequencer.Build.cs
Mike Zyracki 926bc4f781 We save out Start and End Frames with the Geometry Cache so the component can calculate what frame is getting played at an arbirtrary time similar to skeletal animation assets. We display this in the UI.
GeometryCacheComponent contains a boolean to ignore the default TickComponent with instead a different  function (TickComponentAtTime) that let's you manually control what time to run the Cache. Jurre mentioned that maybe this should be editor only, but I assume it's needed for sequencer recorder and PIE workflows?

The rest of the code is the plumbing for the sequencer and movie scene connections, works like a paired down version of skeletal animation.

One thing to note since we control this manual tick override we needed to set up the template to use the token evaluation mechanism
so we can Restore State back to the previous override tick value when we aren't evaluating a section.

We hav use EvalOptions.bCanEvaluateNearestSection = true and EvalOptions.bEvaluateInPreroll = true; in order to support pre-roll.
#jira UESEQ-372
#rb max.chen

[CL 4096172 by Mike Zyracki in Dev-Sequencer branch]
2018-05-27 23:36:42 -04:00

35 lines
745 B
C#

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class GeometryCacheSequencer : ModuleRules
{
public GeometryCacheSequencer(ReadOnlyTargetRules Target) : base(Target)
{
OptimizeCode = CodeOptimization.Never;
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AssetTools",
"Core",
"CoreUObject",
"EditorStyle",
"Engine",
"MovieScene",
"MovieSceneTools",
"MovieSceneTracks",
"RHI",
"Sequencer",
"Slate",
"SlateCore",
"TimeManagement",
"UnrealEd",
"GeometryCacheTracks",
"GeometryCache"
}
);
}
}
}