예제 #1
0
파일: Sequencer.cpp 프로젝트: johndpope/UE4
FGuid FSequencer::AddSpawnableForAssetOrClass( UObject* Object, UObject* CounterpartGamePreviewObject )
{
	FGuid NewSpawnableGuid;
	
	if( ObjectBindingManager->AllowsSpawnableObjects() )
	{
		// Grab the MovieScene that is currently focused.  We'll add our Blueprint as an inner of the
		// MovieScene asset.
		UMovieScene* OwnerMovieScene = GetFocusedMovieScene();

		// @todo sequencer: Undo doesn't seem to be working at all
		const FScopedTransaction Transaction( LOCTEXT("UndoAddingObject", "Add Object to MovieScene") );

		// Use the class as the spawnable's name if this is an actor class, otherwise just use the object name (asset)
		const bool bIsActorClass = Object->IsA( AActor::StaticClass() ) && !Object->HasAnyFlags( RF_ArchetypeObject );
		const FName AssetName = bIsActorClass ? Object->GetClass()->GetFName() : Object->GetFName();

		// Inner objects don't need a name (it will be auto-generated by the UObject system), but we want one in this case
		// because the class of any actors that are created from this Blueprint may end up being user-facing.
		const FName BlueprintName = MakeUniqueObjectName( OwnerMovieScene, UBlueprint::StaticClass(), AssetName );

		// Use the asset name as the initial spawnable name
		const FString NewSpawnableName = AssetName.ToString();		// @todo sequencer: Need UI to allow user to rename these slots

		// Create our new blueprint!
		UBlueprint* NewBlueprint = NULL;
		{
			// @todo sequencer: Add support for forcing specific factories for an asset
			UActorFactory* FactoryToUse = NULL;
			if( bIsActorClass )
			{
				// Placing an actor class directly::
				FactoryToUse = GEditor->FindActorFactoryForActorClass( Object->GetClass() );
			}
			else
			{
				// Placing an asset
				FactoryToUse = FActorFactoryAssetProxy::GetFactoryForAssetObject( Object );
			}

			if( FactoryToUse != NULL )
			{
				// Create the blueprint
				NewBlueprint = FactoryToUse->CreateBlueprint( Object, OwnerMovieScene, BlueprintName );
			}
			else if( bIsActorClass )
			{
				// We don't have a factory, but we can still try to create a blueprint for this actor class
				NewBlueprint = FKismetEditorUtilities::CreateBlueprint( Object->GetClass(), OwnerMovieScene, BlueprintName, EBlueprintType::BPTYPE_Normal, UBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass() );
			}
		}

		if( ensure( NewBlueprint != NULL ) )
		{
			if( NewBlueprint->GeneratedClass != NULL && FBlueprintEditorUtils::IsActorBased( NewBlueprint ) )
			{
				AActor* ActorCDO = CastChecked< AActor >( NewBlueprint->GeneratedClass->ClassDefaultObject );

				// If we have a counterpart object, then copy the properties from that object back into our blueprint's CDO
				// @todo sequencer livecapture: This isn't really good enough to handle complex actors.  The dynamically-spawned actor could have components that
				// were created in its construction script or via straight-up C++ code.  Instead what we should probably do is duplicate the PIE actor and generate
				// our CDO from that duplicate.  It could get pretty complex though.
				if( CounterpartGamePreviewObject != NULL )
				{
					AActor* CounterpartGamePreviewActor = CastChecked< AActor >( CounterpartGamePreviewObject );
					CopyActorProperties( CounterpartGamePreviewActor, ActorCDO );
				}
				else
				{
					// Place the new spawnable in front of the camera (unless we were automatically created from a PIE actor)
					PlaceActorInFrontOfCamera( ActorCDO );
				}
			}

			NewSpawnableGuid = OwnerMovieScene->AddSpawnable( NewSpawnableName, NewBlueprint, CounterpartGamePreviewObject );

			if (IsShotFilteringOn())
			{
				AddUnfilterableObject(NewSpawnableGuid);
			}
		}
	
	}

	return NewSpawnableGuid;
}
void UActorRecording::StartRecordingActorProperties(ULevelSequence* CurrentSequence, float CurrentSequenceTime)
{
	if(CurrentSequence != nullptr)
	{
		// set up our spawnable or possessable for this actor
		UMovieScene* MovieScene = CurrentSequence->GetMovieScene();

		AActor* Actor = GetActorToRecord();

		if (bRecordToPossessable)
		{ 
			Guid = MovieScene->AddPossessable(Actor->GetActorLabel(), Actor->GetClass());
			CurrentSequence->BindPossessableObject(Guid, *Actor, Actor->GetWorld());
		}
		else
		{
			FString TemplateName = GetUniqueSpawnableName(MovieScene, Actor->GetName());

			AActor* ObjectTemplate = CastChecked<AActor>(CurrentSequence->MakeSpawnableTemplateFromInstance(*Actor, *TemplateName));

			if (ObjectTemplate)
			{
				TInlineComponentArray<USkeletalMeshComponent*> SkeletalMeshComponents;
				ObjectTemplate->GetComponents(SkeletalMeshComponents);
				for (USkeletalMeshComponent* SkeletalMeshComponent : SkeletalMeshComponents)
				{
					SkeletalMeshComponent->SetAnimationMode(EAnimationMode::AnimationSingleNode);
					SkeletalMeshComponent->bEnableUpdateRateOptimizations = false;
					SkeletalMeshComponent->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
					SkeletalMeshComponent->ForcedLodModel = 1;
				}

				Guid = MovieScene->AddSpawnable(TemplateName, *ObjectTemplate);
			}
		}

		// now add tracks to record
		if(Guid.IsValid())
		{
			// add our folder
			FindOrAddFolder(MovieScene);

			// force set recording to record translations as we need this with no animation
			UMovieScene3DTransformSectionRecorderSettings* TransformSettings = ActorSettings.GetSettingsObject<UMovieScene3DTransformSectionRecorderSettings>();
			check(TransformSettings);
			TransformSettings->bRecordTransforms = true;

			// grab components so we can track attachments
			// don't include non-CDO here as they wont be part of our initial BP (duplicated above)
			// we will catch these 'extra' components on the first tick
			const bool bIncludeNonCDO = false;
			SyncTrackedComponents(bIncludeNonCDO);

			TInlineComponentArray<USceneComponent*> SceneComponents(GetActorToRecord());

			// check if components need recording
			TInlineComponentArray<USceneComponent*> ValidSceneComponents;
			for(TWeakObjectPtr<USceneComponent>& SceneComponent : TrackedComponents)
			{
				if(ValidComponent(SceneComponent.Get()))
				{
					ValidSceneComponents.Add(SceneComponent.Get());

					// add all parent components too
					TArray<USceneComponent*> ParentComponents;
					SceneComponent->GetParentComponents(ParentComponents);
					for(USceneComponent* ParentComponent : ParentComponents)
					{	
						ValidSceneComponents.AddUnique(ParentComponent);
					}
				}
			}

			ProcessNewComponentArray(ValidSceneComponents);

			TSharedPtr<FMovieSceneAnimationSectionRecorder> FirstAnimRecorder = nullptr;
			for(USceneComponent* SceneComponent : ValidSceneComponents)
			{
				TSharedPtr<FMovieSceneAnimationSectionRecorder> AnimRecorder = StartRecordingComponentProperties(SceneComponent->GetFName(), SceneComponent, GetActorToRecord(), CurrentSequence, CurrentSequenceTime, AnimationSettings);
				if(!FirstAnimRecorder.IsValid() && AnimRecorder.IsValid() && GetActorToRecord()->IsA<ACharacter>())
				{
					FirstAnimRecorder = AnimRecorder;
				}
			}

			// we need to create a transform track even if we arent recording transforms
			if (FSequenceRecorder::Get().GetTransformRecorderFactory().CanRecordObject(GetActorToRecord()))
			{
				TSharedPtr<IMovieSceneSectionRecorder> Recorder = FSequenceRecorder::Get().GetTransformRecorderFactory().CreateSectionRecorder(TransformSettings->bRecordTransforms, FirstAnimRecorder);
				if(Recorder.IsValid())
				{ 
					Recorder->CreateSection(GetActorToRecord(), MovieScene, Guid, CurrentSequenceTime);
					Recorder->Record(CurrentSequenceTime);
					SectionRecorders.Add(Recorder);
				}
			}

			TArray<IMovieSceneSectionRecorderFactory*> ModularFeatures = IModularFeatures::Get().GetModularFeatureImplementations<IMovieSceneSectionRecorderFactory>(MovieSceneSectionRecorderFactoryName);
			for (IMovieSceneSectionRecorderFactory* Factory : ModularFeatures)
			{
				if (Factory->CanRecordObject(GetActorToRecord()))
				{
					TSharedPtr<IMovieSceneSectionRecorder> Recorder = Factory->CreateSectionRecorder(ActorSettings);
					if (Recorder.IsValid())
					{
						Recorder->CreateSection(GetActorToRecord(), MovieScene, Guid, CurrentSequenceTime);
						Recorder->Record(CurrentSequenceTime);
						SectionRecorders.Add(Recorder);
					}
				}
			}	
		}
	}
}