Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp
Max Chen f9fbdf4169 Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
#rb none

[CL 4600281 by Max Chen in Dev-Sequencer branch]
2018-11-27 19:25:00 -05:00

356 lines
10 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceActor.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/Texture2D.h"
#include "Components/BillboardComponent.h"
#include "LevelSequenceBurnIn.h"
#include "DefaultLevelSequenceInstanceData.h"
#include "Engine/ActorChannel.h"
#include "Net/UnrealNetwork.h"
#if WITH_EDITOR
#include "PropertyCustomizationHelpers.h"
#include "ActorPickerMode.h"
#include "SceneOutlinerFilters.h"
#endif
ALevelSequenceActor::ALevelSequenceActor(const FObjectInitializer& Init)
: Super(Init)
{
USceneComponent* SceneComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
RootComponent = SceneComponent;
#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/S_LevelSequence")) {}
};
static FConstructorStatics ConstructorStatics;
if (SpriteComponent)
{
SpriteComponent->Sprite = ConstructorStatics.DecalTexture.Get();
SpriteComponent->SetupAttachment(RootComponent);
SpriteComponent->bIsScreenSizeScaled = true;
SpriteComponent->bAbsoluteScale = true;
SpriteComponent->bReceivesDecals = false;
SpriteComponent->bHiddenInGame = true;
}
}
#endif //WITH_EDITORONLY_DATA
BindingOverrides = Init.CreateDefaultSubobject<UMovieSceneBindingOverrides>(this, "BindingOverrides");
BurnInOptions = Init.CreateDefaultSubobject<ULevelSequenceBurnInOptions>(this, "BurnInOptions");
DefaultInstanceData = Init.CreateDefaultSubobject<UDefaultLevelSequenceInstanceData>(this, "InstanceData");
// SequencePlayer must be a default sub object for it to be replicated correctly
SequencePlayer = Init.CreateDefaultSubobject<ULevelSequencePlayer>(this, "AnimationPlayer");
SequencePlayer->SetPlaybackClient(this);
bOverrideInstanceData = false;
PrimaryActorTick.bCanEverTick = true;
bAutoPlay_DEPRECATED = false;
}
bool ALevelSequenceActor::RetrieveBindingOverrides(const FGuid& InBindingId, FMovieSceneSequenceID InSequenceID, TArray<UObject*, TInlineAllocator<1>>& OutObjects) const
{
return BindingOverrides->LocateBoundObjects(InBindingId, InSequenceID, OutObjects);
}
UObject* ALevelSequenceActor::GetInstanceData() const
{
return bOverrideInstanceData ? DefaultInstanceData : nullptr;
}
bool ALevelSequenceActor::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags)
{
bool bWroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
bWroteSomething |= Channel->ReplicateSubobject(SequencePlayer, *Bunch, *RepFlags);
return bWroteSomething;
}
void ALevelSequenceActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ALevelSequenceActor, SequencePlayer);
}
void ALevelSequenceActor::BeginPlay()
{
Super::BeginPlay();
InitializePlayer();
RefreshBurnIn();
if (PlaybackSettings.bAutoPlay)
{
SequencePlayer->Play();
}
}
void ALevelSequenceActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (SequencePlayer)
{
SequencePlayer->Update(DeltaSeconds);
}
}
void ALevelSequenceActor::PostLoad()
{
Super::PostLoad();
// If autoplay was previously enabled, initialize the playback settings to autoplay
if (bAutoPlay_DEPRECATED)
{
PlaybackSettings.bAutoPlay = bAutoPlay_DEPRECATED;
bAutoPlay_DEPRECATED = false;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// We intentionally do not attempt to load any asset in PostLoad other than by way of LoadPackageAsync
// since under some circumstances it is possible for the sequence to only be partially loaded.
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if (LevelSequence.IsValid() && GetWorld()->IsGameWorld())
{
// If we're async loading and we don't have the sequence asset loaded, schedule a load for it
ULevelSequence* LevelSequenceAsset = GetSequence();
if (!LevelSequenceAsset && IsAsyncLoading())
{
LoadPackageAsync(LevelSequence.GetLongPackageName(), FLoadPackageAsyncDelegate::CreateUObject(this, &ALevelSequenceActor::OnSequenceLoaded));
}
}
#if WITH_EDITORONLY_DATA
// Fix sprite component so that it's attached to the root component. In the past, the sprite component was the root component.
UBillboardComponent* SpriteComponent = FindComponentByClass<UBillboardComponent>();
if (SpriteComponent && SpriteComponent->GetAttachParent() != RootComponent)
{
SpriteComponent->SetupAttachment(RootComponent);
}
#endif
}
ULevelSequence* ALevelSequenceActor::GetSequence() const
{
return Cast<ULevelSequence>(LevelSequence.ResolveObject());
}
ULevelSequence* ALevelSequenceActor::LoadSequence() const
{
return Cast<ULevelSequence>(LevelSequence.TryLoad());
}
void ALevelSequenceActor::SetSequence(ULevelSequence* InSequence)
{
if (!SequencePlayer->IsPlaying())
{
LevelSequence = InSequence;
// cbb: should ideally null out the template and player when no sequence is assigned, but that's currently not possible
if (InSequence)
{
SequencePlayer->Initialize(InSequence, GetWorld(), PlaybackSettings);
}
}
}
void ALevelSequenceActor::InitializePlayer()
{
if (LevelSequence.IsValid() && GetWorld()->IsGameWorld())
{
// Attempt to reslove the asset without loading it
ULevelSequence* LevelSequenceAsset = GetSequence();
if (LevelSequenceAsset)
{
// Level sequence is already loaded. Initialize the player if it's not already initialized with this sequence
if (LevelSequenceAsset != SequencePlayer->GetSequence())
{
SequencePlayer->Initialize(LevelSequenceAsset, GetWorld(), PlaybackSettings);
}
}
else if (!IsAsyncLoading())
{
LevelSequenceAsset = LoadSequence();
if (LevelSequenceAsset != SequencePlayer->GetSequence())
{
SequencePlayer->Initialize(LevelSequenceAsset, GetWorld(), PlaybackSettings);
}
}
else
{
LoadPackageAsync(LevelSequence.GetLongPackageName(), FLoadPackageAsyncDelegate::CreateUObject(this, &ALevelSequenceActor::OnSequenceLoaded));
}
}
}
void ALevelSequenceActor::OnSequenceLoaded(const FName& PackageName, UPackage* Package, EAsyncLoadingResult::Type Result)
{
if (Result == EAsyncLoadingResult::Succeeded)
{
ULevelSequence* LevelSequenceAsset = GetSequence();
if (SequencePlayer->GetSequence() != LevelSequenceAsset)
{
SequencePlayer->Initialize(LevelSequenceAsset, GetWorld(), PlaybackSettings);
}
}
}
void ALevelSequenceActor::RefreshBurnIn()
{
if (BurnInInstance)
{
BurnInInstance->RemoveFromViewport();
BurnInInstance = nullptr;
}
if (BurnInOptions && BurnInOptions->bUseBurnIn)
{
// Create the burn-in if necessary
UClass* Class = BurnInOptions->BurnInClass.TryLoadClass<ULevelSequenceBurnIn>();
if (Class)
{
BurnInInstance = CreateWidget<ULevelSequenceBurnIn>(GetWorld(), Class);
if (BurnInInstance)
{
// Ensure we have a valid settings object if possible
BurnInOptions->ResetSettings();
BurnInInstance->SetSettings(BurnInOptions->Settings);
BurnInInstance->TakeSnapshotsFrom(*this);
BurnInInstance->AddToViewport();
}
}
}
}
#if WITH_EDITOR
void FBoundActorProxy::Initialize(TSharedPtr<IPropertyHandle> InPropertyHandle)
{
ReflectedProperty = InPropertyHandle;
UObject* Object = nullptr;
ReflectedProperty->GetValue(Object);
BoundActor = Cast<AActor>(Object);
ReflectedProperty->SetOnPropertyValueChanged(FSimpleDelegate::CreateRaw(this, &FBoundActorProxy::OnReflectedPropertyChanged));
}
void FBoundActorProxy::OnReflectedPropertyChanged()
{
UObject* Object = nullptr;
ReflectedProperty->GetValue(Object);
BoundActor = Cast<AActor>(Object);
}
TSharedPtr<FStructOnScope> ALevelSequenceActor::GetObjectPickerProxy(TSharedPtr<IPropertyHandle> ObjectPropertyHandle)
{
TSharedRef<FStructOnScope> Struct = MakeShared<FStructOnScope>(FBoundActorProxy::StaticStruct());
reinterpret_cast<FBoundActorProxy*>(Struct->GetStructMemory())->Initialize(ObjectPropertyHandle);
return Struct;
}
void ALevelSequenceActor::UpdateObjectFromProxy(FStructOnScope& Proxy, IPropertyHandle& ObjectPropertyHandle)
{
UObject* BoundActor = reinterpret_cast<FBoundActorProxy*>(Proxy.GetStructMemory())->BoundActor;
ObjectPropertyHandle.SetValue(BoundActor);
}
bool ALevelSequenceActor::GetReferencedContentObjects(TArray<UObject*>& Objects) const
{
ULevelSequence* LevelSequenceAsset = LoadSequence();
if (LevelSequenceAsset)
{
Objects.Add(LevelSequenceAsset);
}
Super::GetReferencedContentObjects(Objects);
return true;
}
#endif
ULevelSequenceBurnInOptions::ULevelSequenceBurnInOptions(const FObjectInitializer& Init)
: Super(Init)
, bUseBurnIn(false)
, BurnInClass(TEXT("/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C"))
, Settings(nullptr)
{
}
void ULevelSequenceBurnInOptions::SetBurnIn(FSoftClassPath InBurnInClass)
{
BurnInClass = InBurnInClass;
// Attempt to load the settings class from the BurnIn class and assign it to our local Settings object.
ResetSettings();
}
void ULevelSequenceBurnInOptions::ResetSettings()
{
UClass* Class = BurnInClass.TryLoadClass<ULevelSequenceBurnIn>();
if (Class)
{
TSubclassOf<ULevelSequenceBurnInInitSettings> SettingsClass = Cast<ULevelSequenceBurnIn>(Class->GetDefaultObject())->GetSettingsClass();
if (SettingsClass)
{
if (!Settings || !Settings->IsA(SettingsClass))
{
if (Settings)
{
Settings->Rename(*MakeUniqueObjectName(this, ULevelSequenceBurnInInitSettings::StaticClass(), "Settings_EXPIRED").ToString());
}
Settings = NewObject<ULevelSequenceBurnInInitSettings>(this, SettingsClass, "Settings");
Settings->SetFlags(GetMaskedFlags(RF_PropagateToSubObjects));
}
}
else
{
Settings = nullptr;
}
}
else
{
Settings = nullptr;
}
}
#if WITH_EDITOR
void ULevelSequenceBurnInOptions::PostEditChangeProperty( FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == GET_MEMBER_NAME_CHECKED(ULevelSequenceBurnInOptions, bUseBurnIn) || PropertyName == GET_MEMBER_NAME_CHECKED(ULevelSequenceBurnInOptions, BurnInClass))
{
ResetSettings();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
#endif // WITH_EDITOR