Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequence.cpp
Andrew Grant d077828526 Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden

 Change 2777555 on 2015/11/23 by Antony.Carter

	Friend List Sub Menu restyling to new designs

	#RB Nicholas.Davies
	#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.

Change 2777506 on 2015/11/23 by Andrew.Rodham

	Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused

	This addresses UE-23423

	#tests Tested copy/paste inside and outside of sequencer
	#codereview Max.Chen
	#rb Max.Chen

Change 2777505 on 2015/11/23 by Andrew.Rodham

	Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly

	This addresses UE-23450

	#tests tested the repro steps on the bug
	#codereview Max.Chen
	#rb Max.Chen

Change 2777489 on 2015/11/23 by Andrew.Rodham

	Sequencer: Workflow optimizations for spawnables

	 - Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
	 - Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
	 - Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
	 - Selection states are now remembered for spawnable objects when they are destroyed/re-spawned

	#codereview Max.Chen
	#tests tested loks of object types as spawnables in PIE and in editor
	#rb Max.Chen

Change 2777321 on 2015/11/23 by Terence.Burns

	Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.

	#rb Dmitriy.Dyomin
	#Tests Run the RebuildLightmaps UAT script.

Change 2777091 on 2015/11/22 by Andrew.Grant

	Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.

	#rb none
	#tests Golden path in game, cooked content
	#codereview Nick.Penwarden, Michael.Noland

Change 2777037 on 2015/11/22 by Laurent.Delayen

	Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675

	#rb martin.wilson
	#codereview martin.wilson
	#tests Golden path (PIE) + compiled for PS4

Change 2777030 on 2015/11/22 by Sam.Zamani

	#online,externalui,ps4
	- added footer option for closing the embedded web browser

	#rb none
	#tests exec command to try on ps4

Change 2777019 on 2015/11/22 by Marcus.Wassmer

	Possible fix for OR-9851
	#rb none
	#test GoldenPath, PS4
	#codereview Nick.Darnell,Matt.Kuhlenschmidt

Change 2776932 on 2015/11/22 by Max.Chen

	Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.

	#RB none
	#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.

Change 2776900 on 2015/11/21 by Marcus.Wassmer

	HighQuality particle lights.
	#rb Brian.Karis
	#test GoldenPath, HQ Particles w/wo ShadowCasting.
	#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek

Change 2776868 on 2015/11/21 by Brian.Karis

	Reduced temporal aa responsiveness back where it was.

Change 2776867 on 2015/11/21 by Brian.Karis

	Removed shading terminator bias meant for shadow map acne but it made character faces look worse.

Change 2776840 on 2015/11/21 by Brian.Karis

	Hair indirect lighting implemented.

	Improvements to hair shading model. No longer uses backlit parameter.

	#rb marcus.wassmer
	#tests editor

Change 2776748 on 2015/11/21 by Max.Preussner

	Sequencer: Continued to implement track label editor

	Note: still disabled, because there are a couple remaining issues

	#codereview: max.chen
	#rb: max.chen
	#test: Editor, Runtime

Change 2776493 on 2015/11/20 by Max.Preussner

	Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section

	#codereview: max.chen
	#rb: max.chen
2015-11-24 16:45:24 -05:00

109 lines
2.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LevelSequencePCH.h"
#include "LevelSequence.h"
#include "LevelSequenceObject.h"
#include "MovieScene.h"
#include "MovieSceneCommonHelpers.h"
#include "Engine/Blueprint.h"
ULevelSequence::ULevelSequence(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, MovieScene(nullptr)
{
}
void ULevelSequence::Initialize()
{
// @todo sequencer: gmp: fix me
MovieScene = NewObject<UMovieScene>(this, NAME_None, RF_Transactional);
}
bool ULevelSequence::Rename(const TCHAR* NewName, UObject* NewOuter, ERenameFlags Flags)
{
#if WITH_EDITOR
if (Super::Rename(NewName, NewOuter, Flags))
{
ForEachObjectWithOuter(MovieScene, [&](UObject* Object){
if (auto* Blueprint = Cast<UBlueprint>(Object))
{
Blueprint->RenameGeneratedClasses(nullptr, MovieScene, Flags);
}
}, false);
return true;
}
#endif //#if WITH_EDITOR
return false;
}
void ULevelSequence::ConvertPersistentBindingsToDefault(UObject* FixupContext)
{
if (PossessedObjects_DEPRECATED.Num() == 0)
{
return;
}
MarkPackageDirty();
for (auto& Pair : PossessedObjects_DEPRECATED)
{
UObject* Object = Pair.Value.GetObject();
if (Object)
{
FGuid ObjectId;
FGuid::Parse(Pair.Key, ObjectId);
ObjectReferences.CreateBinding(ObjectId, Object, FixupContext);
}
}
PossessedObjects_DEPRECATED.Empty();
}
void ULevelSequence::BindPossessableObject(const FGuid& ObjectId, UObject& PossessedObject, UObject* Context)
{
if (Context)
{
ObjectReferences.CreateBinding(ObjectId, &PossessedObject, Context);
MovieSceneHelpers::SetRuntimeObjectMobility(&PossessedObject);
}
}
bool ULevelSequence::CanPossessObject(UObject& Object) const
{
return Object.IsA<AActor>() || Object.IsA<UActorComponent>();
}
UObject* ULevelSequence::FindPossessableObject(const FGuid& ObjectId, UObject* Context) const
{
return Context ? ObjectReferences.ResolveBinding(ObjectId, Context) : nullptr;
}
UMovieScene* ULevelSequence::GetMovieScene() const
{
return MovieScene;
}
UObject* ULevelSequence::GetParentObject(UObject* Object) const
{
UActorComponent* Component = Cast<UActorComponent>(Object);
if (Component != nullptr)
{
return Component->GetOwner();
}
return nullptr;
}
bool ULevelSequence::AllowsSpawnableObjects() const
{
return true;
}
void ULevelSequence::UnbindPossessableObjects(const FGuid& ObjectId)
{
ObjectReferences.RemoveBinding(ObjectId);
}