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