Files
UnrealEngine/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp
2025-05-18 13:04:45 +08:00

708 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceActor.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/Texture2D.h"
#include "Engine/Level.h"
#include "Components/BillboardComponent.h"
#include "LevelSequenceBurnIn.h"
#include "DefaultLevelSequenceInstanceData.h"
#include "Engine/ActorChannel.h"
#include "Engine/LevelStreaming.h"
#include "Logging/MessageLog.h"
#include "Misc/UObjectToken.h"
#include "Net/UnrealNetwork.h"
#include "LevelSequenceModule.h"
#include "UniversalObjectLocators/ActorLocatorFragment.h"
#include "WorldPartition/WorldPartitionLevelHelper.h"
#include "MovieSceneSequenceTickManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LevelSequenceActor)
#if WITH_EDITOR
#include "PropertyCustomizationHelpers.h"
#include "ActorPickerMode.h"
#include "SceneOutlinerFilters.h"
#endif
namespace LevelSequenceActorCVars
{
static bool bInvalidBindingTagWarnings = true;
static FAutoConsoleVariableRef CVarInvalidBindingTagWarnings(
TEXT("LevelSequence.InvalidBindingTagWarnings"),
bInvalidBindingTagWarnings,
TEXT("Whether to emit a warning when invalid object binding tags are used to override bindings or not.\n"),
ECVF_Default);
static bool bMarkSequencePlayerAsGarbageOnDestroy = true;
static FAutoConsoleVariableRef CVarMarkSequencePlayerAsGarbageOnDestroy(
TEXT("LevelSequence.MarkSequencePlayerAsGarbageOnDestroy"),
bMarkSequencePlayerAsGarbageOnDestroy,
TEXT("Whether to flag the sequence player object as garbage when the actor is being destroyed"),
ECVF_Default);
}
ALevelSequenceActor::ALevelSequenceActor(const FObjectInitializer& Init)
: Super(Init)
, bShowBurnin(true)
{
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->SetUsingAbsoluteScale(true);
SpriteComponent->bReceivesDecals = false;
SpriteComponent->bHiddenInGame = true;
}
}
bIsSpatiallyLoaded = false;
#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
PRAGMA_DISABLE_DEPRECATION_WARNINGS // make SequencePlayer protected and remove this for 5.6
SequencePlayer = Init.CreateDefaultSubobject<ULevelSequencePlayer>(this, "AnimationPlayer");
PRAGMA_ENABLE_DEPRECATION_WARNINGS // SequencePlayer
GetSequencePlayer()->OnPlay.AddDynamic(this, &ALevelSequenceActor::ShowBurnin);
GetSequencePlayer()->OnPlayReverse.AddDynamic(this, &ALevelSequenceActor::ShowBurnin);
GetSequencePlayer()->OnStop.AddDynamic(this, &ALevelSequenceActor::HideBurnin);
bOverrideInstanceData = false;
// The level sequence actor defaults to never ticking by the tick manager because it is ticked separately in LevelTick
//PrimaryActorTick.bCanEverTick = false;
bAutoPlay_DEPRECATED = false;
bReplicates = true;
bReplicatePlayback = false;
bReplicateUsingRegisteredSubObjectList = true;
}
void ALevelSequenceActor::PostInitProperties()
{
Super::PostInitProperties();
// Have to initialize this here as any properties set on default subobjects inside the constructor
// Get stomped by the CDO's properties when the constructor exits.
GetSequencePlayer()->SetPlaybackClient(this);
GetSequencePlayer()->SetPlaybackSettings(PlaybackSettings);
}
void ALevelSequenceActor::RewindForReplay()
{
if (GetSequencePlayer())
{
GetSequencePlayer()->RewindForReplay();
}
}
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;
}
TOptional<EAspectRatioAxisConstraint> ALevelSequenceActor::GetAspectRatioAxisConstraint() const
{
TOptional<EAspectRatioAxisConstraint> AspectRatioAxisConstraint;
if (CameraSettings.bOverrideAspectRatioAxisConstraint)
{
AspectRatioAxisConstraint = CameraSettings.AspectRatioAxisConstraint;
}
return AspectRatioAxisConstraint;
}
bool ALevelSequenceActor::GetIsReplicatedPlayback() const
{
return bReplicatePlayback;
}
ULevelSequencePlayer* ALevelSequenceActor::GetSequencePlayer() const
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS // make SequencePlayer protected and remove this for 5.6
return SequencePlayer;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
void ALevelSequenceActor::SetReplicatePlayback(bool bInReplicatePlayback)
{
bReplicatePlayback = bInReplicatePlayback;
SetReplicates(bReplicatePlayback);
}
void ALevelSequenceActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
PRAGMA_DISABLE_DEPRECATION_WARNINGS // make SequencePlayer protected and remove this for 5.6
DOREPLIFETIME(ALevelSequenceActor, SequencePlayer);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
DOREPLIFETIME(ALevelSequenceActor, LevelSequenceAsset);
}
void ALevelSequenceActor::PreInitializeComponents()
{
Super::PreInitializeComponents();
UWorld* StreamingWorld = nullptr;
FTopLevelAssetPath StreamedLevelAssetPath;
// Initialize the level streaming asset path for this actor if possible/necessary
if (ULevel* Level = GetLevel())
{
// Default to owning world (to resolve AlwaysLoaded actors not part of a Streaming Level and Disabled Streaming World Partitions)
StreamingWorld = Level->OwningWorld;
// Construct the path to the level asset that the streamed level relates to
ULevelStreaming* LevelStreaming = ULevelStreaming::FindStreamingLevel(Level);
if (LevelStreaming)
{
StreamingWorld = Level->GetTypedOuter<UWorld>();
}
if (LevelStreaming)
{
// StreamedLevelPackage is a package name of the form /Game/Folder/MapName, not a full asset path
FString StreamedLevelPackage = ((LevelStreaming->PackageNameToLoad == NAME_None) ? LevelStreaming->GetWorldAssetPackageFName() : LevelStreaming->PackageNameToLoad).ToString();
int32 SlashPos = 0;
if (StreamedLevelPackage.FindLastChar('/', SlashPos) && SlashPos < StreamedLevelPackage.Len() - 1)
{
StreamedLevelAssetPath = FTopLevelAssetPath(*StreamedLevelPackage, &StreamedLevelPackage[SlashPos + 1]);
}
}
}
GetSequencePlayer()->SetSourceActorContext(
StreamingWorld,
WorldPartitionResolveData.ContainerID,
WorldPartitionResolveData.SourceWorldAssetPath.IsValid() ? WorldPartitionResolveData.SourceWorldAssetPath : StreamedLevelAssetPath
);
}
void ALevelSequenceActor::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (HasAuthority())
{
SetReplicates(bReplicatePlayback);
}
// Initialize this player for tick as soon as possible to ensure that a persistent
// reference to the tick manager is maintained
GetSequencePlayer()->InitializeForTick(this);
GetSequencePlayer()->SetPlaybackSettings(PlaybackSettings);
InitializePlayer();
}
void ALevelSequenceActor::BeginPlay()
{
Super::BeginPlay();
if (GetSequencePlayer())
{
AddReplicatedSubObject(GetSequencePlayer());
}
if (PlaybackSettings.bAutoPlay)
{
GetSequencePlayer()->Play();
}
}
void ALevelSequenceActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (ULevelSequencePlayer* Player = GetSequencePlayer())
{
RemoveReplicatedSubObject(Player);
// Stop may modify a lot of actor state so it needs to be called
// during EndPlay (when Actors + World are still valid) instead
// of waiting for the UObject to be destroyed by GC.
Player->Stop();
Player->OnPlay.RemoveAll(this);
Player->OnPlayReverse.RemoveAll(this);
Player->OnStop.RemoveAll(this);
Player->TearDown();
// This actor may be being destroyed due to leaving net-relevancy, in which case we need to explicitly
// mark the sub-object as garbage. Otherwise, re-entering relevancy will recreate the actor on the client
// but may find and assign the existing yet-un-GC'd player sub-object from the previous actor instance.
// Actor sub-objects may be automatically marked garbage some day, but for now we take care of it manually.
if (LevelSequenceActorCVars::bMarkSequencePlayerAsGarbageOnDestroy && (EndPlayReason == EEndPlayReason::Destroyed))
{
Player->MarkAsGarbage();
}
}
Super::EndPlay(EndPlayReason);
}
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;
}
// If we previously were using bRestoreState on our PlaybackSettings, upgrade to the enum version.
#if WITH_EDITORONLY_DATA
if (PlaybackSettings.bRestoreState_DEPRECATED)
{
PlaybackSettings.FinishCompletionStateOverride = EMovieSceneCompletionModeOverride::ForceRestoreState;
PlaybackSettings.bRestoreState_DEPRECATED = false;
}
#endif
GetSequencePlayer()->SetPlaybackSettings(PlaybackSettings);
#if WITH_EDITORONLY_DATA
if (LevelSequence_DEPRECATED.IsValid())
{
if (!LevelSequenceAsset)
{
LevelSequenceAsset = Cast<ULevelSequence>(LevelSequence_DEPRECATED.ResolveObject());
}
// If we don't have the sequence asset loaded, schedule a load for it
if (LevelSequenceAsset)
{
LevelSequence_DEPRECATED.Reset();
}
else
{
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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.
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LoadPackageAsync(LevelSequence_DEPRECATED.GetLongPackageName(), FLoadPackageAsyncDelegate::CreateUObject(this, &ALevelSequenceActor::OnSequenceLoaded));
}
}
// 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
}
#if WITH_EDITORONLY_DATA
void ALevelSequenceActor::DeclareConstructClasses(TArray<FTopLevelAssetPath>& OutConstructClasses, const UClass* SpecificSubclass)
{
Super::DeclareConstructClasses(OutConstructClasses, SpecificSubclass);
OutConstructClasses.Add(FTopLevelAssetPath(UDefaultLevelSequenceInstanceData::StaticClass()));
}
#endif
ULevelSequence* ALevelSequenceActor::GetSequence() const
{
return LevelSequenceAsset;
}
void ALevelSequenceActor::SetSequence(ULevelSequence* InSequence)
{
if (!GetSequencePlayer()->IsPlaying())
{
LevelSequenceAsset = InSequence;
// cbb: should ideally null out the template and player when no sequence is assigned, but that's currently not possible
if (InSequence)
{
GetSequencePlayer()->Initialize(InSequence, GetLevel(), CameraSettings);
}
}
}
void ALevelSequenceActor::InitializePlayer()
{
if (LevelSequenceAsset && GetWorld()->IsGameWorld())
{
// Level sequence is already loaded. Initialize the player if it's not already initialized with this sequence
if (LevelSequenceAsset != GetSequencePlayer()->GetSequence() || GetSequencePlayer()->GetEvaluationTemplate().GetRunner() == nullptr)
{
GetSequencePlayer()->Initialize(LevelSequenceAsset, GetLevel(), CameraSettings);
}
}
}
void ALevelSequenceActor::OnSequenceLoaded(const FName& PackageName, UPackage* Package, EAsyncLoadingResult::Type Result)
{
if (Result == EAsyncLoadingResult::Succeeded)
{
#if WITH_EDITORONLY_DATA
if (LevelSequence_DEPRECATED.IsValid())
{
LevelSequenceAsset = Cast<ULevelSequence>(LevelSequence_DEPRECATED.ResolveObject());
LevelSequence_DEPRECATED.Reset();
}
#endif
}
}
void ALevelSequenceActor::HideBurnin()
{
bShowBurnin = false;
RefreshBurnIn();
}
void ALevelSequenceActor::ShowBurnin()
{
bShowBurnin = true;
RefreshBurnIn();
}
void ALevelSequenceActor::RefreshBurnIn()
{
if (BurnInInstance)
{
BurnInInstance->RemoveFromParent();
BurnInInstance = nullptr;
}
if (BurnInOptions && BurnInOptions->bUseBurnIn && bShowBurnin)
{
// 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();
}
}
}
}
void ALevelSequenceActor::SetBinding(FMovieSceneObjectBindingID Binding, const TArray<AActor*>& Actors, bool bAllowBindingsFromAsset)
{
if (!Binding.IsValid())
{
FMessageLog("PIE")
.Warning(NSLOCTEXT("LevelSequenceActor", "SetBinding_Warning", "The specified binding ID is not valid"))
->AddToken(FUObjectToken::Create(this));
}
else
{
BindingOverrides->SetBinding(Binding, TArray<UObject*>(Actors), bAllowBindingsFromAsset);
if (GetSequencePlayer())
{
FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *GetSequencePlayer());
GetSequencePlayer()->GetEvaluationState()->Invalidate(Binding.GetGuid(), SequenceID);
}
}
}
void ALevelSequenceActor::SetBindingByTag(FName BindingTag, const TArray<AActor*>& Actors, bool bAllowBindingsFromAsset)
{
const UMovieSceneSequence* Sequence = GetSequence();
const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
if (Bindings)
{
for (FMovieSceneObjectBindingID BindingID : Bindings->IDs)
{
SetBinding(BindingID, Actors, bAllowBindingsFromAsset);
}
}
else if (LevelSequenceActorCVars::bInvalidBindingTagWarnings)
{
FMessageLog("PIE")
.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "SetBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
->AddToken(FUObjectToken::Create(this));
}
}
void ALevelSequenceActor::AddBinding(FMovieSceneObjectBindingID Binding, AActor* Actor, bool bAllowBindingsFromAsset)
{
if (!Binding.IsValid())
{
FMessageLog("PIE")
.Warning(NSLOCTEXT("LevelSequenceActor", "AddBinding_Warning", "The specified binding ID is not valid"))
->AddToken(FUObjectToken::Create(this));
}
else
{
BindingOverrides->AddBinding(Binding, Actor, bAllowBindingsFromAsset);
if (GetSequencePlayer())
{
FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *GetSequencePlayer());
GetSequencePlayer()->GetEvaluationState()->Invalidate(Binding.GetGuid(), SequenceID);
}
}
}
void ALevelSequenceActor::AddBindingByTag(FName BindingTag, AActor* Actor, bool bAllowBindingsFromAsset)
{
const UMovieSceneSequence* Sequence = GetSequence();
const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
if (Bindings)
{
for (FMovieSceneObjectBindingID BindingID : Bindings->IDs)
{
AddBinding(BindingID, Actor, bAllowBindingsFromAsset);
}
}
else if (LevelSequenceActorCVars::bInvalidBindingTagWarnings)
{
FMessageLog("PIE")
.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "AddBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
->AddToken(FUObjectToken::Create(this));
}
}
void ALevelSequenceActor::RemoveBinding(FMovieSceneObjectBindingID Binding, AActor* Actor)
{
if (!Binding.IsValid())
{
FMessageLog("PIE")
.Warning(NSLOCTEXT("LevelSequenceActor", "RemoveBinding_Warning", "The specified binding ID is not valid"))
->AddToken(FUObjectToken::Create(this));
}
else
{
BindingOverrides->RemoveBinding(Binding, Actor);
if (GetSequencePlayer())
{
FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *GetSequencePlayer());
GetSequencePlayer()->GetEvaluationState()->Invalidate(Binding.GetGuid(), SequenceID);
}
}
}
void ALevelSequenceActor::RemoveBindingByTag(FName BindingTag, AActor* Actor)
{
const UMovieSceneSequence* Sequence = GetSequence();
const FMovieSceneObjectBindingIDs* Bindings = Sequence ? Sequence->GetMovieScene()->AllTaggedBindings().Find(BindingTag) : nullptr;
if (Bindings)
{
for (FMovieSceneObjectBindingID BindingID : Bindings->IDs)
{
RemoveBinding(BindingID, Actor);
}
}
else if (LevelSequenceActorCVars::bInvalidBindingTagWarnings)
{
FMessageLog("PIE")
.Warning(FText::Format(NSLOCTEXT("LevelSequenceActor", "RemoveBindingByTag", "Sequence did not contain any bindings with the tag '{0}'"), FText::FromName(BindingTag)))
->AddToken(FUObjectToken::Create(this));
}
}
void ALevelSequenceActor::ResetBinding(FMovieSceneObjectBindingID Binding)
{
if (!Binding.IsValid())
{
FMessageLog("PIE")
.Warning(NSLOCTEXT("LevelSequenceActor", "ResetBinding_Warning", "The specified binding ID is not valid"))
->AddToken(FUObjectToken::Create(this));
}
else
{
BindingOverrides->ResetBinding(Binding);
if (GetSequencePlayer())
{
FMovieSceneSequenceID SequenceID = Binding.ResolveSequenceID(MovieSceneSequenceID::Root, *GetSequencePlayer());
GetSequencePlayer()->GetEvaluationState()->Invalidate(Binding.GetGuid(), SequenceID);
}
}
}
void ALevelSequenceActor::ResetBindings()
{
BindingOverrides->ResetBindings();
if (GetSequencePlayer())
{
GetSequencePlayer()->GetEvaluationState()->ClearObjectCaches(*GetSequencePlayer());
}
}
FMovieSceneObjectBindingID ALevelSequenceActor::FindNamedBinding(FName InBindingName) const
{
if (ensureAlways(GetSequencePlayer()))
{
return GetSequencePlayer()->GetSequence()->FindBindingByTag(InBindingName);
}
return FMovieSceneObjectBindingID();
}
const TArray<FMovieSceneObjectBindingID>& ALevelSequenceActor::FindNamedBindings(FName InBindingName) const
{
if (ensureAlways(GetSequencePlayer()))
{
return GetSequencePlayer()->GetSequence()->FindBindingsByTag(InBindingName);
}
static TArray<FMovieSceneObjectBindingID> EmptyBindings;
return EmptyBindings;
}
void ALevelSequenceActor::PostNetReceive()
{
Super::PostNetReceive();
InitializePlayer();
}
#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);
}
UMovieSceneSequence* ALevelSequenceActor::RetrieveOwnedSequence() const
{
return GetSequence();
}
bool ALevelSequenceActor::GetReferencedContentObjects(TArray<UObject*>& Objects) const
{
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
AReplicatedLevelSequenceActor::AReplicatedLevelSequenceActor(const FObjectInitializer& Init)
: Super(Init)
{
bAlwaysRelevant = true;
}