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

292 lines
9.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceActorSpawner.h"
#include "Misc/PackageName.h"
#include "MovieSceneSpawnable.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
#include "Particles/ParticleSystemComponent.h"
#include "Engine/Engine.h"
#include "Engine/Level.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "UObject/Package.h"
#include "UObject/UObjectGlobals.h"
#include "Evaluation/MovieSceneEvaluationTemplateInstance.h"
#include "EntitySystem/MovieSceneEntitySystemLinker.h"
#include "Systems/MovieSceneDeferredComponentMovementSystem.h"
#if WITH_EDITOR
#include "Editor.h"
#endif
static const FName SequencerActorTag(TEXT("SequencerActor"));
TSharedRef<IMovieSceneObjectSpawner> FLevelSequenceActorSpawner::CreateObjectSpawner()
{
return MakeShareable(new FLevelSequenceActorSpawner);
}
UClass* FLevelSequenceActorSpawner::GetSupportedTemplateType() const
{
return AActor::StaticClass();
}
ULevelStreaming* GetLevelStreaming(const FName& DesiredLevelName, const UWorld* World)
{
if (DesiredLevelName == NAME_None)
{
return nullptr;
}
const TArray<ULevelStreaming*>& StreamingLevels = World->GetStreamingLevels();
FString SafeLevelNameString = DesiredLevelName.ToString();
if (FPackageName::IsShortPackageName(SafeLevelNameString))
{
// Make sure MyMap1 and Map1 names do not resolve to a same streaming level
SafeLevelNameString.InsertAt(0, '/');
}
#if WITH_EDITOR
FWorldContext* WorldContext = GEngine->GetWorldContextFromWorld(World);
if (WorldContext && WorldContext->PIEInstance != INDEX_NONE)
{
SafeLevelNameString = UWorld::ConvertToPIEPackageName(SafeLevelNameString, WorldContext->PIEInstance);
}
#endif
for (ULevelStreaming* LevelStreaming : StreamingLevels)
{
if (LevelStreaming && LevelStreaming->GetWorldAssetPackageName().EndsWith(SafeLevelNameString, ESearchCase::IgnoreCase))
{
return LevelStreaming;
}
}
return nullptr;
}
UObject* FLevelSequenceActorSpawner::SpawnObject(FMovieSceneSpawnable& Spawnable, FMovieSceneSequenceIDRef TemplateID, TSharedRef<const UE::MovieScene::FSharedPlaybackState> SharedPlaybackState)
{
AActor* ObjectTemplate = Cast<AActor>(Spawnable.GetObjectTemplate());
if (!ObjectTemplate)
{
return nullptr;
}
if (!ensure(!ObjectTemplate->GetClass()->HasAnyClassFlags(CLASS_NewerVersionExists)))
{
return nullptr;
}
const EObjectFlags ObjectFlags = RF_Transient | RF_Transactional;
// @todo sequencer livecapture: Consider using SetPlayInEditorWorld() and RestoreEditorWorld() here instead
// @todo sequencer actors: We need to make sure puppet objects aren't copied into PIE/SIE sessions! They should be omitted from that duplication!
UObject* PlaybackContext = SharedPlaybackState->GetPlaybackContext();
UWorld* WorldContext = PlaybackContext ? PlaybackContext->GetWorld() : nullptr;
FName DesiredLevelName = Spawnable.GetLevelName();
if (DesiredLevelName != NAME_None)
{
if (WorldContext && WorldContext->GetFName() == DesiredLevelName)
{
// done, spawn into this world
}
else
{
ULevelStreaming* LevelStreaming = GetLevelStreaming(DesiredLevelName, WorldContext);
if (LevelStreaming && LevelStreaming->GetWorldAsset().IsValid())
{
WorldContext = LevelStreaming->GetWorldAsset().Get();
}
else
{
UE_LOG(LogMovieScene, Warning, TEXT("Can't find sublevel '%s' to spawn '%s' into, defaulting to Persistent level"), *DesiredLevelName.ToString(), *Spawnable.GetName());
}
}
}
if (WorldContext == nullptr)
{
UE_LOG(LogMovieScene, Warning, TEXT("Can't find world to spawn '%s' into, defaulting to Persistent level"), *Spawnable.GetName());
WorldContext = GWorld;
}
// We use the net addressable name for spawnables on any non-editor, non-standalone world (ie, all clients, servers and PIE worlds)
const bool bUseNetAddressableName = Spawnable.bNetAddressableName && (WorldContext->WorldType != EWorldType::Editor) && (WorldContext->GetNetMode() != ENetMode::NM_Standalone);
FName SpawnName = bUseNetAddressableName ? Spawnable.GetNetAddressableName(SharedPlaybackState, TemplateID) :
#if WITH_EDITOR
// Construct the object with the same name that we will set later on the actor to avoid renaming it inside SetActorLabel
MakeUniqueObjectName(WorldContext->PersistentLevel, ObjectTemplate->GetClass(), *Spawnable.GetName());
#else
NAME_None;
#endif
// If there's an object that already exists with the requested name, it needs to be renamed (it's probably pending kill)
if (!SpawnName.IsNone())
{
UObject* ExistingObject = StaticFindObjectFast(nullptr, WorldContext->PersistentLevel, SpawnName);
if (ExistingObject)
{
FName DefunctName = MakeUniqueObjectName(WorldContext->PersistentLevel, ExistingObject->GetClass());
ExistingObject->Rename(*DefunctName.ToString(), nullptr);
}
}
FStringView SpawnLabel;
#if WITH_EDITOR
const IConsoleVariable* AllowSetActorLabelCvar = IConsoleManager::Get().FindConsoleVariable(TEXT("LevelSequence.EnableReadableActorLabelsForSpawnables"));
const bool bAllowSetActorLabel = AllowSetActorLabelCvar && AllowSetActorLabelCvar->GetBool();
// Historically, setting the actor label has caused performance issues in some scenarios (by causing async loading flushes); however, there's no
// evidence for this anymore, so the cvar is here to turn off this behavior if needed.
if ((WorldContext->WorldType == EWorldType::Editor) || bAllowSetActorLabel)
{
SpawnLabel = Spawnable.GetName();
}
#endif
// Spawn the puppet actor
FActorSpawnParameters SpawnInfo;
{
SpawnInfo.Name = SpawnName;
#if WITH_EDITOR
SpawnInfo.InitialActorLabel = SpawnLabel;
#endif
SpawnInfo.ObjectFlags = ObjectFlags;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
// @todo: Spawning with a non-CDO template is fraught with issues
//SpawnInfo.Template = ObjectTemplate;
// allow pre-construction variables to be set.
SpawnInfo.bDeferConstruction = true;
SpawnInfo.Template = ObjectTemplate;
SpawnInfo.OverrideLevel = WorldContext->PersistentLevel;
}
FTransform SpawnTransform;
if (USceneComponent* RootComponent = ObjectTemplate->GetRootComponent())
{
SpawnTransform.SetTranslation(RootComponent->GetRelativeLocation());
SpawnTransform.SetRotation(RootComponent->GetRelativeRotation().Quaternion());
SpawnTransform.SetScale3D(RootComponent->GetRelativeScale3D());
}
else
{
SpawnTransform = Spawnable.SpawnTransform;
}
{
// Disable all particle components so that they don't auto fire as soon as the actor is spawned. The particles should be triggered through the particle track.
for (UActorComponent* Component : ObjectTemplate->GetComponents())
{
if (UParticleSystemComponent* ParticleComponent = Cast<UParticleSystemComponent>(Component))
{
// The particle needs to be set inactive in case its template was active.
ParticleComponent->SetActiveFlag(false);
Component->bAutoActivate = false;
}
}
}
AActor* SpawnedActor = WorldContext->SpawnActorAbsolute(ObjectTemplate->GetClass(), SpawnTransform, SpawnInfo);
if (!SpawnedActor)
{
return nullptr;
}
//UEngine::FCopyPropertiesForUnrelatedObjectsParams CopyParams;
//CopyParams.bPreserveRootComponent = false;
//CopyParams.bNotifyObjectReplacement = false;
//SpawnedActor->UnregisterAllComponents();
//UEngine::CopyPropertiesForUnrelatedObjects(ObjectTemplate, SpawnedActor, CopyParams);
//SpawnedActor->RegisterAllComponents();
// Ensure this spawnable is not a preview actor. Preview actors will not have BeginPlay() called on them.
#if WITH_EDITOR
SpawnedActor->bIsEditorPreviewActor = false;
#endif
// tag this actor so we know it was spawned by sequencer
SpawnedActor->Tags.AddUnique(SequencerActorTag);
if (bUseNetAddressableName)
{
SpawnedActor->SetNetAddressable();
}
#if WITH_EDITOR
if (GIsEditor)
{
// Explicitly set RF_Transactional on spawned actors so we can undo/redo properties on them.
SpawnedActor->SetFlags(RF_Transactional);
for (UActorComponent* Component : SpawnedActor->GetComponents())
{
if (Component)
{
Component->SetFlags(RF_Transactional);
}
}
}
#endif
if (UMovieSceneEntitySystemLinker* Linker = SharedPlaybackState->GetLinker())
{
if (UMovieSceneDeferredComponentMovementSystem* DeferredMovementSystem = Linker->FindSystem<UMovieSceneDeferredComponentMovementSystem>())
{
for (UActorComponent* ActorComponent : SpawnedActor->GetComponents())
{
if (USceneComponent* SceneComponent = Cast<USceneComponent>(ActorComponent))
{
DeferredMovementSystem->DeferMovementUpdates(SceneComponent);
}
}
}
}
const bool bIsDefaultTransform = true;
SpawnedActor->FinishSpawning(SpawnTransform, bIsDefaultTransform);
return SpawnedActor;
}
void FLevelSequenceActorSpawner::DestroySpawnedObject(UObject& Object)
{
AActor* Actor = Cast<AActor>(&Object);
if (!ensure(Actor))
{
return;
}
#if WITH_EDITOR
if (GIsEditor)
{
// Explicitly remove RF_Transactional on spawned actors since we don't want to trasact spawn/destroy events
Actor->ClearFlags(RF_Transactional);
for (UActorComponent* Component : Actor->GetComponents())
{
if (Component)
{
Component->ClearFlags(RF_Transactional);
}
}
}
#endif
UWorld* World = Actor->GetWorld();
if (World)
{
const bool bNetForce = false;
const bool bShouldModifyLevel = false;
World->DestroyActor(Actor, bNetForce, bShouldModifyLevel);
}
}