UK2Node_PlayMovieScene* FSequencerActorBindingManager::FindPlayMovieSceneNodeInLevelScript( const UMovieScene* MovieScene ) const
{
	// Grab the world object for this editor
	check( MovieScene != NULL );
	
	// Search all levels in the specified world
	for( TArray<ULevel*>::TConstIterator LevelIter( ActorWorld->GetLevels().CreateConstIterator() ); LevelIter; ++LevelIter )
	{
		auto* Level = *LevelIter;
		if( Level != NULL )
		{
			// We don't want to create a level script if one doesn't exist yet.  We just want to grab the one
			// that we already have, if one exists.
			const bool bDontCreate = true;
			ULevelScriptBlueprint* LSB = Level->GetLevelScriptBlueprint( bDontCreate );
			if( LSB != NULL )
			{
				TArray<UK2Node_PlayMovieScene*> EventNodes;
				FBlueprintEditorUtils::GetAllNodesOfClass( LSB, EventNodes );
				for( auto FoundNodeIter( EventNodes.CreateIterator() ); FoundNodeIter; ++FoundNodeIter )
				{
					UK2Node_PlayMovieScene* FoundNode = *FoundNodeIter;
					if( FoundNode->GetMovieScene() == MovieScene )
					{
						return FoundNode;
					}
				}
			}
		}
	}
	
	return NULL;
}
Example #2
0
bool FEditorBuildUtils::EditorAutomatedBuildAndSubmit( const FEditorAutomatedBuildSettings& BuildSettings, FText& OutErrorMessages )
{
	// Assume the build is successful to start
	bool bBuildSuccessful = true;
	
	// Keep a set of packages that should be submitted to source control at the end of a successful build. The build preparation and processing
	// will add and remove from the set depending on build settings, errors, etc.
	TSet<UPackage*> PackagesToSubmit;

	// Perform required preparations for the automated build process
	bBuildSuccessful = PrepForAutomatedBuild( BuildSettings, PackagesToSubmit, OutErrorMessages );

	// If the preparation went smoothly, attempt the actual map building process
	if ( bBuildSuccessful )
	{
		bBuildSuccessful = EditorBuild( GWorld, EBuildOptions::BuildAllSubmit );

		// If the map build failed, log the error
		if ( !bBuildSuccessful )
		{
			LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_BuildFailed", "The map build failed or was canceled."), OutErrorMessages );
		}
	}

	// If any map errors resulted from the build, process them according to the behavior specified in the build settings
	if ( bBuildSuccessful && FMessageLog("MapCheck").NumMessages( EMessageSeverity::Warning ) > 0 )
	{
		bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.BuildErrorBehavior, NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_MapErrors", "Map errors occurred while building.\n\nAttempt to continue the build?"), OutErrorMessages );
	}

	// If it's still safe to proceed, attempt to save all of the level packages that have been marked for submission
	if ( bBuildSuccessful )
	{
		UPackage* CurOutermostPkg = GWorld->PersistentLevel->GetOutermost();
		FString PackagesThatFailedToSave;

		// Try to save the p-level if it should be submitted
		if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( GWorld->PersistentLevel ) )
		{
			// If the p-level failed to save, remove it from the set of packages to submit
			PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
			PackagesToSubmit.Remove( CurOutermostPkg );
		}
		
		// Try to save each streaming level (if they should be submitted)
		for ( TArray<ULevelStreaming*>::TIterator LevelIter( GWorld->StreamingLevels ); LevelIter; ++LevelIter )
		{
			ULevelStreaming* CurStreamingLevel = *LevelIter;
			if ( CurStreamingLevel != NULL )
			{
				ULevel* Level = CurStreamingLevel->GetLoadedLevel();
				if ( Level != NULL )
				{
					CurOutermostPkg = Level->GetOutermost();
					if ( PackagesToSubmit.Contains( CurOutermostPkg ) && !FEditorFileUtils::SaveLevel( Level ) )
					{
						// If a save failed, remove the streaming level from the set of packages to submit
						PackagesThatFailedToSave += FString::Printf( TEXT("%s\n"), *CurOutermostPkg->GetName() );
						PackagesToSubmit.Remove( CurOutermostPkg );
					}
				}
			}
		}

		// If any packages failed to save, process the behavior specified by the build settings to see how the process should proceed
		if ( PackagesThatFailedToSave.Len() > 0 )
		{
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.FailedToSaveBehavior,
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_FilesFailedSave", "The following assets failed to save and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PackagesThatFailedToSave) ),
				OutErrorMessages );
		}
	}

	// If still safe to proceed, make sure there are actually packages remaining to submit
	if ( bBuildSuccessful )
	{
		bBuildSuccessful = PackagesToSubmit.Num() > 0;
		if ( !bBuildSuccessful )
		{
			LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoValidLevels", "None of the current levels are valid for submission; automated build aborted."), OutErrorMessages );
		}
	}

	// Finally, if everything has gone smoothly, submit the requested packages to source control
	if ( bBuildSuccessful )
	{
		SubmitPackagesForAutomatedBuild( PackagesToSubmit, BuildSettings );
	}

	// Check if the user requested the editor shutdown at the conclusion of the automated build
	if ( BuildSettings.bShutdownEditorOnCompletion )
	{
		FPlatformMisc::RequestExit( false );
	}

	return bBuildSuccessful;
}
Example #3
0
/**
 * Helper method designed to perform the necessary preparations required to complete an automated editor build
 *
 * @param	BuildSettings		Build settings that will be used for the editor build
 * @param	OutPkgsToSubmit		Set of packages that need to be saved and submitted after a successful build
 * @param	OutErrorMessages	Errors that resulted from the preparation (may or may not force the build to stop, depending on build settings)
 *
 * @return	true if the preparation was successful and the build should continue; false if the preparation failed and the build should be aborted
 */
bool FEditorBuildUtils::PrepForAutomatedBuild( const FEditorAutomatedBuildSettings& BuildSettings, TSet<UPackage*>& OutPkgsToSubmit, FText& OutErrorMessages )
{
	// Assume the preparation is successful to start
	bool bBuildSuccessful = true;

	OutPkgsToSubmit.Empty();

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();

	// Source control is required for the automated build, so ensure that SCC support is compiled in and
	// that the server is enabled and available for use
	if ( !ISourceControlModule::Get().IsEnabled() || !SourceControlProvider.IsAvailable() )
	{
		bBuildSuccessful = false;
		LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_SCCError", "Cannot connect to source control; automated build aborted."), OutErrorMessages );
	}

	// Empty changelists aren't allowed; abort the build if one wasn't provided
	if ( bBuildSuccessful && BuildSettings.ChangeDescription.Len() == 0 )
	{
		bBuildSuccessful = false;
		LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoCLDesc", "A changelist description must be provided; automated build aborted."), OutErrorMessages );
	}

	TArray<UPackage*> PreviouslySavedWorldPackages;
	TArray<UPackage*> PackagesToCheckout;
	TArray<ULevel*> LevelsToSave;

	if ( bBuildSuccessful )
	{
		TArray<UWorld*> AllWorlds;
		FString UnsavedWorlds;
		EditorLevelUtils::GetWorlds( GWorld, AllWorlds, true );

		// Check all of the worlds that will be built to ensure they have been saved before and have a filename
		// associated with them. If they don't, they won't be able to be submitted to source control.
		FString CurWorldPkgFileName;
		for ( TArray<UWorld*>::TConstIterator WorldIter( AllWorlds ); WorldIter; ++WorldIter )
		{
			const UWorld* CurWorld = *WorldIter;
			check( CurWorld );

			UPackage* CurWorldPackage = CurWorld->GetOutermost();
			check( CurWorldPackage );

			if ( FPackageName::DoesPackageExist( CurWorldPackage->GetName(), NULL, &CurWorldPkgFileName ) )
			{
				PreviouslySavedWorldPackages.AddUnique( CurWorldPackage );

				// Add all packages which have a corresponding file to the set of packages to submit for now. As preparation continues
				// any packages that can't be submitted due to some error will be removed.
				OutPkgsToSubmit.Add( CurWorldPackage );
			}
			else
			{
				UnsavedWorlds += FString::Printf( TEXT("%s\n"), *CurWorldPackage->GetName() );
			}
		}

		// If any of the worlds haven't been saved before, process the build setting's behavior to see if the build
		// should proceed or not
		if ( UnsavedWorlds.Len() > 0 )
		{
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.NewMapBehavior, 
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsavedMap", "The following levels have never been saved before and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(UnsavedWorlds) ),
				OutErrorMessages );
		}
	}

	// Load the asset tools module
	FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");

	if ( bBuildSuccessful )
	{
		// Update the source control status of any relevant world packages in order to determine which need to be
		// checked out, added to the depot, etc.
		SourceControlProvider.Execute( ISourceControlOperation::Create<FUpdateStatus>(), SourceControlHelpers::PackageFilenames(PreviouslySavedWorldPackages) );

		FString PkgsThatCantBeCheckedOut;
		for ( TArray<UPackage*>::TConstIterator PkgIter( PreviouslySavedWorldPackages ); PkgIter; ++PkgIter )
		{
			UPackage* CurPackage = *PkgIter;
			const FString CurPkgName = CurPackage->GetName();
			FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPackage, EStateCacheUsage::ForceUpdate);

			if( !SourceControlState.IsValid() ||
				(!SourceControlState->IsSourceControlled() &&
				 !SourceControlState->IsUnknown() &&
				 !SourceControlState->IsIgnored()))
			{
				FString CurFilename;
				if ( FPackageName::DoesPackageExist( CurPkgName, NULL, &CurFilename ) )
				{
					if ( IFileManager::Get().IsReadOnly( *CurFilename ) )
					{
						PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName );
						OutPkgsToSubmit.Remove( CurPackage );
					}
				}
			}
			else if(SourceControlState->CanCheckout())
			{
				PackagesToCheckout.Add( CurPackage );
			}
			else
			{
				PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName );
				OutPkgsToSubmit.Remove( CurPackage );
			}
		}

		// If any of the packages can't be checked out or are read-only, process the build setting's behavior to see if the build
		// should proceed or not
		if ( PkgsThatCantBeCheckedOut.Len() > 0 )
		{
			bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.UnableToCheckoutFilesBehavior,
				FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsaveableFiles", "The following assets cannot be checked out of source control (or are read-only) and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PkgsThatCantBeCheckedOut) ),
				OutErrorMessages );
		}
	}

	if ( bBuildSuccessful )
	{
		// Check out all of the packages from source control that need to be checked out
		if ( PackagesToCheckout.Num() > 0 )
		{
			TArray<FString> PackageFilenames = SourceControlHelpers::PackageFilenames(PackagesToCheckout);
			SourceControlProvider.Execute( ISourceControlOperation::Create<FCheckOut>(), PackageFilenames );

			// Update the package status of the packages that were just checked out to confirm that they
			// were actually checked out correctly
			SourceControlProvider.Execute(  ISourceControlOperation::Create<FUpdateStatus>(), PackageFilenames );

			FString FilesThatFailedCheckout;
			for ( TArray<UPackage*>::TConstIterator CheckedOutIter( PackagesToCheckout ); CheckedOutIter; ++CheckedOutIter )
			{
				UPackage* CurPkg = *CheckedOutIter;
				FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPkg, EStateCacheUsage::ForceUpdate);

				// If any of the packages failed to check out, remove them from the set of packages to submit
				if ( !SourceControlState.IsValid() || (!SourceControlState->IsCheckedOut() && !SourceControlState->IsAdded() && SourceControlState->IsSourceControlled()) )
				{
					FilesThatFailedCheckout += FString::Printf( TEXT("%s\n"), *CurPkg->GetName() );
					OutPkgsToSubmit.Remove( CurPkg );
				}
			}

			// If any of the packages failed to check out correctly, process the build setting's behavior to see if the build
			// should proceed or not
			if ( FilesThatFailedCheckout.Len() > 0 )
			{
				bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.UnableToCheckoutFilesBehavior,
					FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_FilesFailedCheckout", "The following assets failed to checkout of source control and cannot be submitted:\n{0}\n\nAttempt to continue the build?"), FText::FromString(FilesThatFailedCheckout)),
					OutErrorMessages );
			}
		}
	}

	// Verify there are still actually any packages left to submit. If there aren't, abort the build and warn the user of the situation.
	if ( bBuildSuccessful )
	{
		bBuildSuccessful = OutPkgsToSubmit.Num() > 0;
		if ( !bBuildSuccessful )
		{
			LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoValidLevels", "None of the current levels are valid for submission; automated build aborted."), OutErrorMessages );
		}
	}

	// If the build is safe to commence, force all of the levels visible to make sure the build operates correctly
	if ( bBuildSuccessful )
	{
		bool bVisibilityToggled = false;
		if ( !FLevelUtils::IsLevelVisible( GWorld->PersistentLevel ) )
		{
			EditorLevelUtils::SetLevelVisibility( GWorld->PersistentLevel, true, false );
			bVisibilityToggled = true;
		}
		for ( TArray<ULevelStreaming*>::TConstIterator LevelIter( GWorld->StreamingLevels ); LevelIter; ++LevelIter )
		{
			ULevelStreaming* CurStreamingLevel = *LevelIter;
			if ( CurStreamingLevel && !FLevelUtils::IsLevelVisible( CurStreamingLevel ) )
			{
				CurStreamingLevel->bShouldBeVisibleInEditor = true;
				bVisibilityToggled = true;
			}
		}
		if ( bVisibilityToggled )
		{
			GWorld->FlushLevelStreaming();
		}
	}

	return bBuildSuccessful;
}