// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreTypes.h" #include "UObject/ObjectMacros.h" #include "WorldPartition/DataLayer/ActorDataLayer.h" #include "WorldPartition/DataLayer/DataLayerAsset.h" #include "EntitySystem/IMovieSceneEntityProvider.h" #include "MovieSceneSection.h" #include "MovieSceneDataLayerSection.generated.h" UCLASS(MinimalAPI) class UMovieSceneDataLayerSection : public UMovieSceneSection , public IMovieSceneEntityProvider { public: GENERATED_BODY() UMovieSceneDataLayerSection(const FObjectInitializer& ObjInit); UFUNCTION(BlueprintPure, Category = "Sequencer|Section") MOVIESCENETRACKS_API EDataLayerRuntimeState GetDesiredState() const; UFUNCTION(BlueprintCallable, Category = "Sequencer|Section") MOVIESCENETRACKS_API void SetDesiredState(EDataLayerRuntimeState InDesiredState); UFUNCTION(BlueprintPure, Category = "Sequencer|Section") MOVIESCENETRACKS_API EDataLayerRuntimeState GetPrerollState() const; UFUNCTION(BlueprintCallable, Category = "Sequencer|Section") MOVIESCENETRACKS_API void SetPrerollState(EDataLayerRuntimeState InPrerollState); UFUNCTION(BlueprintPure, Category = "Sequencer|Section") MOVIESCENETRACKS_API bool GetFlushOnActivated() const; UFUNCTION(BlueprintCallable, Category = "Sequencer|Section") MOVIESCENETRACKS_API void SetFlushOnActivated(bool bFlushOnActivated); UFUNCTION(BlueprintPure, Category = "Sequencer|Section") MOVIESCENETRACKS_API bool GetFlushOnUnload() const; UFUNCTION(BlueprintCallable, Category = "Sequencer|Section") MOVIESCENETRACKS_API void SetFlushOnUnload(bool bFlushOnUnload); UFUNCTION(BlueprintPure, Category = "Sequencer|Section") const TArray& GetDataLayerAssets() const { return DataLayerAssets; } UFUNCTION(BlueprintCallable, Category = "Sequencer|Section") void SetDataLayerAssets(const TArray& InDataLayerAssets) { DataLayerAssets = InDataLayerAssets; } private: virtual void ImportEntityImpl(UMovieSceneEntitySystemLinker* EntityLinker, const FEntityImportParams& Params, FImportedEntity* OutImportedEntity) override; private: /** A list of data layers that should be loaded or unloaded by this section */ UPROPERTY(EditAnywhere, Category = DataLayer) TArray> DataLayerAssets; /** The desired state for the data layers on this section when the section is actively evaluating. */ UPROPERTY(EditAnywhere, Category=DataLayer) EDataLayerRuntimeState DesiredState; /** The desired state for the data layers on this section when the section is pre or post-rolling. */ UPROPERTY(EditAnywhere, Category=DataLayer, Meta=(EditCondition="HasPreRoll", EditConditionHides)) EDataLayerRuntimeState PrerollState; /** Determine if we need to flush level streaming when the data layers are activated. May result in a hitch. */ UPROPERTY(EditAnywhere, Category=DataLayer, Meta=(EditCondition="DesiredState == EDataLayerRuntimeState::Activated", EditConditionHides)) bool bFlushOnActivated; /** Determine if we need to flush level streaming when the data layers unloads. */ UPROPERTY(EditAnywhere, Category=DataLayer, Meta=(EditCondition="DesiredState == EDataLayerRuntimeState::Unloaded", EditConditionHides)) bool bFlushOnUnload; UFUNCTION() bool HasPreRoll() const { return GetPreRollFrames() > 0.0f; } };