// Copyright Epic Games, Inc. All Rights Reserved. #include "MetaHumanSequencerPlaybackContext.h" #include "Editor.h" UObject* FMetaHumanSequencerPlaybackContext::GetPlaybackContext() const { UWorld* Context = WeakCurrentContext.Get(); if (Context != nullptr) { return Context; } Context = ComputePlaybackContext(); check(Context); WeakCurrentContext = Context; return Context; } UWorld* FMetaHumanSequencerPlaybackContext::ComputePlaybackContext() const { UWorld* EditorWorld = nullptr; for (const FWorldContext& Context : GEngine->GetWorldContexts()) { if (Context.WorldType == EWorldType::PIE) { UWorld* ThisWorld = Context.World(); if (ThisWorld) { EditorWorld = ThisWorld; break; } } else if (Context.WorldType == EWorldType::Editor) { EditorWorld = Context.World(); } } check(EditorWorld); return EditorWorld; }