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Sequencer- Dynamic Binding Refactor Refactor the 'Dynamic Binding' blueprint system to be Custom Bindings rather than tied directly to FMovieScenePossessable and FMovieSceneSpawnable. As part of this: ? Created UMovieSceneReplaceableDirectorBlueprintBinding and UMovieSceneSpawnableDirectorBlueprintBinding to replace the Possessable and Spawnable versions of DynamicBindings ? Deprecated the DynamicBinding references on possessable and spawnable and created Postload fixup code to automatically create custom bindings instead ? Note that because the previous Dynamic Bindings operated as overrides and the new ones don't, there is a no longer supported path which is using Possessables as a preview in editor for Possessable Dynamic Bindings. Now if you don't mark 'Call in Editor' for a Replaceable Director Blueprint binding, you'll need to define a spawnable preview binding for the binding in order to work with it in Sequencer. ? Since UMG also used Dynamic Bindings on possessables, temporarily add DynamicBinding as a member variable on FWidgetAnimationBinding and create postload logic to move DynamicBindings to live on there for WidgetAnimations. ? USD has custom code to create dynamic bindings automatically for its use case. Convert this also to use the new custom binding system. ? Some cleanup on object binding right-click menus was done as part of this. ? Some further MovieSceneSequence API deprecation and refactoring has been done for the creation of bindings to add SharedPlaybackState where possible which was necessary for dynamic binding setup. FMovieSceneSpawnable deprecation in Level Sequences Since I was having to write postload fixup logic for FMovieSceneSpawnables with Dynamic Bindings that converted these to FMovieScenePossessables with custom bindings, it felt like a good chance to deprecate all FMovieSceneSpawnable use in Level Sequences. I chose at this time not to deprecate FMovieSceneSpawnable use for non-Level-Sequence Movie Scene Sequences. This includes Day Sequences, Template Sequences, Actor Sequences, Widget Animations, Niagara Sequences, and some Meta Human sequences. I made this choice because to do so would require also refactoring those sequence types to use MovieSceneBindingReferences in order to enable custom bindings for those sequence types. This will be a future refactor. Some notes on this deprecation. ? I kept MovieScene specific code that references or creates FMovieSceneSpawnables due to not refactoring all MovieSceneSequences ? Binding creation code in tools such as Sequencer will check for the presence of Binding References and create custom bindings if present, otherwise will still create FMovieSceneSpawnables ? AvaSequences required some extra work to make this change, including some changes and bugfixes to copy/pasting bindings to move away from custom avalanche copy/paste code, as the copy/paste code for custom bindings is a bit intricate and I didn't want to duplicate it. ? Chaos Cache has been moved away from using an object spawner and instead uses a custom spawnable actor binding inheriting from the regular spawnable actor binding. ? Actor and Take Recording has been updated to support custom spawnable bindings ? Meta Human specific code has been updated to support custom spawnable bindings when using Level Sequences ? FortniteMainBranchObjectVersion has been bumped Crash fix As part of the USD work, I found a crash bug where the Binding Properties menu would hold a reference to a level sequence. In the case of USD, the outer of the sequences can be the level, and this caused issues when switching levels. To fix this I ended up needing to add some events when menus are being dismissed so I could clean up these references. #jira UE-209839, UE-209548, UE-213115, UE-214195, UE-214443 #rb Marc.Audy #lockdown Marc.Audy [FYI] juan.portillo, Viktar.Mikhalchuk, Darrien.Blanchard, patrick.boutot [CL 34127005 by david bromberg in ue5-main branch]