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225 lines
6.6 KiB
C++
225 lines
6.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelSequenceActorSpawner.h"
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#include "MovieSceneSpawnable.h"
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#include "IMovieScenePlayer.h"
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#include "GameFramework/Actor.h"
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#include "Engine/World.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "Engine/Engine.h"
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#include "Engine/LevelStreaming.h"
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#include "LevelUtils.h"
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static const FName SequencerActorTag(TEXT("SequencerActor"));
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TSharedRef<IMovieSceneObjectSpawner> FLevelSequenceActorSpawner::CreateObjectSpawner()
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{
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return MakeShareable(new FLevelSequenceActorSpawner);
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}
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UClass* FLevelSequenceActorSpawner::GetSupportedTemplateType() const
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{
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return AActor::StaticClass();
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}
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ULevelStreaming* GetLevelStreaming(const FName& DesiredLevelName, const UWorld* World)
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{
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if (DesiredLevelName == NAME_None)
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{
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return nullptr;
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}
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const TArray<ULevelStreaming*>& StreamingLevels = World->GetStreamingLevels();
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FString SafeLevelNameString = DesiredLevelName.ToString();
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if (FPackageName::IsShortPackageName(SafeLevelNameString))
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{
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// Make sure MyMap1 and Map1 names do not resolve to a same streaming level
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SafeLevelNameString.InsertAt(0, '/');
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}
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#if WITH_EDITOR
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FWorldContext* WorldContext = GEngine->GetWorldContextFromWorld(World);
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if (WorldContext && WorldContext->PIEInstance != INDEX_NONE)
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{
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SafeLevelNameString = UWorld::ConvertToPIEPackageName(SafeLevelNameString, WorldContext->PIEInstance);
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}
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#endif
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for (ULevelStreaming* LevelStreaming : StreamingLevels)
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{
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if (LevelStreaming && LevelStreaming->GetWorldAssetPackageName().EndsWith(SafeLevelNameString, ESearchCase::IgnoreCase))
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{
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return LevelStreaming;
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}
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}
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return nullptr;
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}
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UObject* FLevelSequenceActorSpawner::SpawnObject(FMovieSceneSpawnable& Spawnable, FMovieSceneSequenceIDRef TemplateID, IMovieScenePlayer& Player)
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{
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AActor* ObjectTemplate = Cast<AActor>(Spawnable.GetObjectTemplate());
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if (!ObjectTemplate)
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{
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return nullptr;
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}
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const EObjectFlags ObjectFlags = RF_Transient;
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// @todo sequencer livecapture: Consider using SetPlayInEditorWorld() and RestoreEditorWorld() here instead
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// @todo sequencer actors: We need to make sure puppet objects aren't copied into PIE/SIE sessions! They should be omitted from that duplication!
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UWorld* WorldContext = Cast<UWorld>(Player.GetPlaybackContext());
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if(WorldContext == nullptr)
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{
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WorldContext = GWorld;
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}
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FName DesiredLevelName = Spawnable.GetLevelName();
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if (DesiredLevelName != NAME_None)
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{
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ULevelStreaming* LevelStreaming = GetLevelStreaming(DesiredLevelName, WorldContext);
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if (LevelStreaming && LevelStreaming->GetWorldAsset().IsValid())
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{
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WorldContext = LevelStreaming->GetWorldAsset().Get();
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}
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else
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{
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UE_LOG(LogMovieScene, Warning, TEXT("Can't find sublevel '%s' to spawn '%s' into"), *DesiredLevelName.ToString(), *Spawnable.GetName());
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}
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}
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// Construct the object with the same name that we will set later on the actor to avoid renaming it inside SetActorLabel
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FName SpawnName =
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#if WITH_EDITOR
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MakeUniqueObjectName(WorldContext->PersistentLevel, ObjectTemplate->GetClass(), *Spawnable.GetName());
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#else
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NAME_None;
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#endif
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// Spawn the puppet actor
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FActorSpawnParameters SpawnInfo;
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{
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SpawnInfo.Name = SpawnName;
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SpawnInfo.ObjectFlags = ObjectFlags;
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// @todo: Spawning with a non-CDO template is fraught with issues
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//SpawnInfo.Template = ObjectTemplate;
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// allow pre-construction variables to be set.
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SpawnInfo.bDeferConstruction = true;
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SpawnInfo.Template = ObjectTemplate;
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SpawnInfo.OverrideLevel = WorldContext->PersistentLevel;
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}
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//Chaos - Avoiding crash in UWorld::SendAllEndOfFrameUpdates due to duplicating template components/re-runing the construction script on a fully formed hierarchy
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ObjectTemplate->DestroyConstructedComponents();
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FTransform SpawnTransform;
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if (USceneComponent* RootComponent = ObjectTemplate->GetRootComponent())
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{
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SpawnTransform.SetTranslation(RootComponent->GetRelativeLocation());
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SpawnTransform.SetRotation(RootComponent->GetRelativeRotation().Quaternion());
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}
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else
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{
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SpawnTransform = Spawnable.SpawnTransform;
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}
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{
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// Disable all particle components so that they don't auto fire as soon as the actor is spawned. The particles should be triggered through the particle track.
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for (UActorComponent* Component : ObjectTemplate->GetComponents())
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{
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if (UParticleSystemComponent* ParticleComponent = Cast<UParticleSystemComponent>(Component))
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{
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// The particle needs to be set inactive in case its template was active.
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ParticleComponent->SetActiveFlag(false);
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Component->bAutoActivate = false;
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}
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}
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}
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AActor* SpawnedActor = WorldContext->SpawnActorAbsolute(ObjectTemplate->GetClass(), SpawnTransform, SpawnInfo);
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if (!SpawnedActor)
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{
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return nullptr;
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}
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//UEngine::FCopyPropertiesForUnrelatedObjectsParams CopyParams;
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//CopyParams.bPreserveRootComponent = false;
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//CopyParams.bNotifyObjectReplacement = false;
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//SpawnedActor->UnregisterAllComponents();
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//UEngine::CopyPropertiesForUnrelatedObjects(ObjectTemplate, SpawnedActor, CopyParams);
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//SpawnedActor->RegisterAllComponents();
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// Ensure this spawnable is not a preview actor. Preview actors will not have BeginPlay() called on them.
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#if WITH_EDITOR
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SpawnedActor->bIsEditorPreviewActor = false;
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#endif
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// tag this actor so we know it was spawned by sequencer
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SpawnedActor->Tags.AddUnique(SequencerActorTag);
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#if WITH_EDITOR
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if (GIsEditor)
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{
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// Explicitly set RF_Transactional on spawned actors so we can undo/redo properties on them. We don't add this as a spawn flag since we don't want to transact spawn/destroy events.
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SpawnedActor->SetFlags(RF_Transactional);
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for (UActorComponent* Component : SpawnedActor->GetComponents())
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{
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if (Component)
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{
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Component->SetFlags(RF_Transactional);
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}
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}
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}
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#endif
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const bool bIsDefaultTransform = true;
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SpawnedActor->FinishSpawning(SpawnTransform, bIsDefaultTransform);
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#if WITH_EDITOR
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if (GIsEditor)
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{
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SpawnedActor->SetActorLabel(Spawnable.GetName());
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}
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#endif
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return SpawnedActor;
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}
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void FLevelSequenceActorSpawner::DestroySpawnedObject(UObject& Object)
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{
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AActor* Actor = Cast<AActor>(&Object);
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if (!ensure(Actor))
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{
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return;
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}
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#if WITH_EDITOR
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if (GIsEditor)
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{
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// Explicitly remove RF_Transactional on spawned actors since we don't want to trasact spawn/destroy events
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Actor->ClearFlags(RF_Transactional);
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for (UActorComponent* Component : Actor->GetComponents())
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{
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if (Component)
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{
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Component->ClearFlags(RF_Transactional);
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}
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}
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}
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#endif
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UWorld* World = Actor->GetWorld();
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if (ensure(World))
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{
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const bool bNetForce = false;
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const bool bShouldModifyLevel = false;
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World->DestroyActor(Actor, bNetForce, bShouldModifyLevel);
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}
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}
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