Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence
andrew rodham b28cc739f1 Sequencer: Added support for tick intervals to UMovieSceneSequenceTickManager
The sequence tick manager is now able to manage updating sequences at various different tick intervals. To do so it creates new linkers and runners for each unique tick interval, and groups all updates for that tick interval into their own linker.
As such, sequences running at different tick intervals are unable to blend with each other, since the data is separated, but this is an acceptable trade-off for the flexibility it brings.

Usage of Actor nomenclature in UMovieSceneSequenceTickManager has been deprecated and replaced with 'client' since it is not necessarily an actor. In fact, all existing implementations of this interface have been unified into UMovieSceneSequencePlayer so it can be updated directly without having to go through an actor or component indirection first. This does introduce an issue whereby the player could continue to tick _after_ its owner EndPlay has been called, which forces the owner to call TearDown on EndPlay. The SequencePlayer itself is only registered inside ::Initialize so should not begin ticking until it is ready to play.

A new struct type, FMovieSceneSequenceTickInterval (and FMovieSceneSequenceResolvedTickInterval), has been added to unify places where we deal with tick intervals and provide a nice edit interface in the playback settings allowing users to manually override it without having to manipulate actor ticks.

#rb Ludovic.Chabant, Lonnie.Li
#preflight 62b5e6b3d82986248b668723

#ROBOMERGE-AUTHOR: andrew.rodham
#ROBOMERGE-SOURCE: CL 20814562 via CL 20814726 via CL 20815069
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20816478 by andrew rodham in ue5-main branch]
2022-06-24 16:46:29 -04:00
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