void FMovieSceneCinematicShotTrackInstance::RestoreState(const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance) { FMovieSceneSubTrackInstance::RestoreState(RuntimeObjects, Player, SequenceInstance); Player.UpdateCameraCut(nullptr, nullptr); //@todo Need to manage how this interacts with the fade track /* // Reset editor preview/fade EMovieSceneViewportParams ViewportParams; ViewportParams.SetWhichViewportParam = (EMovieSceneViewportParams::SetViewportParam)(EMovieSceneViewportParams::SVP_FadeAmount | EMovieSceneViewportParams::SVP_FadeColor); ViewportParams.FadeAmount = 0.f; ViewportParams.FadeColor = FLinearColor::Black; TMap<FViewportClient*, EMovieSceneViewportParams> ViewportParamsMap; Player.GetViewportSettings(ViewportParamsMap); for (auto ViewportParamsPair : ViewportParamsMap) { ViewportParamsMap[ViewportParamsPair.Key] = ViewportParams; } Player.SetViewportSettings(ViewportParamsMap); */ }
void FMovieSceneShotTrackInstance::ClearInstance( IMovieScenePlayer& Player ) { FSubMovieSceneTrackInstance::ClearInstance( Player ); Player.UpdateCameraCut( nullptr, false ); }
void FMovieSceneCinematicShotTrackInstance::ClearInstance(IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance) { FMovieSceneSubTrackInstance::ClearInstance(Player, SequenceInstance); Player.UpdateCameraCut(nullptr, nullptr); }