void UUnrealEdEngine::ConvertMatinees() { FVector StartLocation= FVector::ZeroVector; UWorld* World = GWorld; if( World ) { ULevel* Level = World->GetCurrentLevel(); if( !Level ) { Level = World->PersistentLevel; } check(Level); for( TObjectIterator<UInterpData> It; It; ++It ) { UInterpData* InterpData = *It; if( InterpData->IsIn( Level ) ) { // We dont care about renaming references or adding redirectors. References to this will be old seqact_interps GEditor->RenameObject( InterpData, Level->GetOutermost(), *InterpData->GetName() ); AMatineeActor* MatineeActor = Level->OwningWorld->SpawnActor<AMatineeActor>(StartLocation, FRotator::ZeroRotator); StartLocation.Y += 50; MatineeActor->MatineeData = InterpData; UProperty* MatineeDataProp = NULL; for( UProperty* Property = MatineeActor->GetClass()->PropertyLink; Property != NULL; Property = Property->PropertyLinkNext ) { if( Property->GetName() == TEXT("MatineeData") ) { MatineeDataProp = Property; break; } } FPropertyChangedEvent PropertyChangedEvent( MatineeDataProp ); MatineeActor->PostEditChangeProperty( PropertyChangedEvent ); } } } }