Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp
Andrew Rodham e9b50a8998 Fixed a crash due to level sequence instance not being initialized
Fixes UE-21713.

[CL 2714449 by Andrew Rodham in Main branch]
2015-10-02 10:55:15 -04:00

139 lines
3.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LevelSequencePCH.h"
#include "LevelSequenceActor.h"
ALevelSequenceActor::ALevelSequenceActor(const FObjectInitializer& Init)
: Super(Init)
{
#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/SceneManager")) {}
};
static FConstructorStatics ConstructorStatics;
if (SpriteComponent)
{
SpriteComponent->Sprite = ConstructorStatics.DecalTexture.Get();
SpriteComponent->AttachParent = RootComponent;
SpriteComponent->bIsScreenSizeScaled = true;
SpriteComponent->bAbsoluteScale = true;
SpriteComponent->bReceivesDecals = false;
SpriteComponent->bHiddenInGame = true;
SetRootComponent(SpriteComponent);
}
}
#endif // WITH_EDITORONLY_DATA
PrimaryActorTick.bCanEverTick = true;
bAutoPlay = false;
}
void ALevelSequenceActor::BeginPlay()
{
Super::BeginPlay();
InitializePlayer();
}
void ALevelSequenceActor::PostInitProperties()
{
Super::PostInitProperties();
if (!HasAnyFlags(RF_ClassDefaultObject))
{
CreateSequenceInstance();
}
}
void ALevelSequenceActor::PostLoad()
{
Super::PostLoad();
UpdateAnimationInstance();
}
#if WITH_EDITOR
void ALevelSequenceActor::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(ALevelSequenceActor, LevelSequence))
{
UpdateAnimationInstance();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
bool ALevelSequenceActor::GetReferencedContentObjects(TArray<UObject*>& Objects) const
{
if (UObject* Asset = SequenceInstance ? SequenceInstance->GetLevelSequence() : nullptr)
{
// @todo: Enable editing of animation instances
Objects.Add(Asset);
}
Super::GetReferencedContentObjects(Objects);
return true;
}
#endif // WITH_EDITOR
void ALevelSequenceActor::Tick(float DeltaSeconds)
{
if (SequencePlayer)
{
SequencePlayer->Update(DeltaSeconds);
}
}
void ALevelSequenceActor::SetSequence(ULevelSequence* InSequence)
{
if (!SequencePlayer || !SequencePlayer->IsPlaying())
{
LevelSequence = InSequence;
InitializePlayer();
}
}
void ALevelSequenceActor::InitializePlayer()
{
UpdateAnimationInstance();
if (GetWorld()->IsGameWorld())
{
SequencePlayer = NewObject<ULevelSequencePlayer>(this, "AnimationPlayer");
SequencePlayer->Initialize(SequenceInstance, GetWorld(), PlaybackSettings);
if (bAutoPlay)
{
SequencePlayer->Play();
}
}
}
void ALevelSequenceActor::CreateSequenceInstance()
{
if (!SequenceInstance)
{
// Make an instance of our asset so that we can keep hard references to actors we are using
SequenceInstance = NewObject<ULevelSequenceInstance>(this, "AnimationInstance");
}
}
void ALevelSequenceActor::UpdateAnimationInstance()
{
CreateSequenceInstance();
ULevelSequence* LevelSequenceAsset = Cast<ULevelSequence>(LevelSequence.TryLoad());
SequenceInstance->Initialize(LevelSequenceAsset, GetWorld(), true);
}