UObject* FMovieSceneSequenceInstance::FindObject(const FGuid& ObjectId, const IMovieScenePlayer& Player) const
{
	if(MovieSceneSequence.IsValid())
	{
		// Attempt to find a possessable first
		UMovieScene* MovieScene = MovieSceneSequence->GetMovieScene();
		if (MovieScene != nullptr)
		{
			FMovieScenePossessable* Possessable = MovieScene->FindPossessable(ObjectId);
			if (Possessable)
			{
				UObject* ParentObject = Player.GetPlaybackContext();
				if (Possessable->GetParent().IsValid())
				{
					ParentObject = FindObject(Possessable->GetParent(), Player);
				}

				return MovieSceneSequence->FindPossessableObject(ObjectId, ParentObject);
			}
			else
			{
				return FindSpawnedObject(ObjectId);
			}
		}
	}

	return nullptr;
}
예제 #2
0
파일: Sequencer.cpp 프로젝트: johndpope/UE4
FGuid FSequencer::GetHandleToObject( UObject* Object )
{
	TSharedRef<FMovieSceneInstance> FocusedMovieSceneInstance = GetFocusedMovieSceneInstance();
	UMovieScene* FocusedMovieScene = FocusedMovieSceneInstance->GetMovieScene();

	FGuid ObjectGuid = ObjectBindingManager->FindGuidForObject( *FocusedMovieScene, *Object );

	if (ObjectGuid.IsValid())
	{
		// Make sure that the possessable is still valid, if it's not remove the binding so new one 
		// can be created.  This can happen due to undo.
		FMovieScenePossessable* Possessable = FocusedMovieScene->FindPossessable(ObjectGuid);
		if (Possessable == nullptr )
		{
			ObjectBindingManager->UnbindPossessableObjects(ObjectGuid);
			ObjectGuid.Invalidate();
		}
	}
	
	bool bPossessableAdded = false;
	
	// If the object guid was not found attempt to add it
	// Note: Only possessed actors can be added like this
	if( !ObjectGuid.IsValid() && ObjectBindingManager->CanPossessObject( *Object ) )
	{
		// @todo sequencer: Undo doesn't seem to be working at all
		const FScopedTransaction Transaction( LOCTEXT("UndoPossessingObject", "Possess Object with MovieScene") );
		
		// Possess the object!
		{
			// Create a new possessable
			FocusedMovieScene->Modify();

			ObjectGuid = FocusedMovieScene->AddPossessable( Object->GetName(), Object->GetClass() );
			
			if ( IsShotFilteringOn() )
			{
				AddUnfilterableObject(ObjectGuid);
			}
			
			ObjectBindingManager->BindPossessableObject( ObjectGuid, *Object );
			
			bPossessableAdded = true;
		}
	}
	
	if( bPossessableAdded )
	{
		SpawnOrDestroyPuppetObjects( GetFocusedMovieSceneInstance() );
			
		NotifyMovieSceneDataChanged();
	}
	
	return ObjectGuid;
}
const UClass* FSequencerObjectBindingNode::GetClassForObjectBinding() const
{
	UMovieScene* MovieScene = GetSequencer().GetFocusedMovieSceneSequence()->GetMovieScene();
	FMovieSceneSpawnable* Spawnable = MovieScene->FindSpawnable(ObjectBinding);
	FMovieScenePossessable* Possessable = MovieScene->FindPossessable(ObjectBinding);
	
	// should exist, but also shouldn't be both a spawnable and a possessable
	check((Spawnable != nullptr) ^ (Possessable != nullptr));
	check((nullptr == Spawnable) || (nullptr != Spawnable->GetObjectTemplate())  );
	const UClass* ObjectClass = Spawnable ? Spawnable->GetObjectTemplate()->GetClass() : Possessable->GetPossessedObjectClass();

	return ObjectClass;
}
FSequencerObjectBindingNode::FSequencerObjectBindingNode(FName NodeName, const FText& InDisplayName, const FGuid& InObjectBinding, TSharedPtr<FSequencerDisplayNode> InParentNode, FSequencerNodeTree& InParentTree)
	: FSequencerDisplayNode(NodeName, InParentNode, InParentTree)
	, ObjectBinding(InObjectBinding)
	, DefaultDisplayName(InDisplayName)
{
	UMovieScene* MovieScene = GetSequencer().GetFocusedMovieSceneSequence()->GetMovieScene();

	if (MovieScene->FindPossessable(ObjectBinding))
	{
		BindingType = EObjectBindingType::Possessable;
	}
	else if (MovieScene->FindSpawnable(ObjectBinding))
	{
		BindingType = EObjectBindingType::Spawnable;
	}
	else
	{
		BindingType = EObjectBindingType::Unknown;
	}
}
TSharedPtr<FMovieSceneAnimationSectionRecorder> UActorRecording::StartRecordingComponentProperties(const FName& BindingName, USceneComponent* SceneComponent, UObject* BindingContext, ULevelSequence* CurrentSequence, float CurrentSequenceTime, const FAnimationRecordingSettings& InAnimationSettings)
{
	// first create a possessable for this component to be controlled by
	UMovieScene* OwnerMovieScene = CurrentSequence->GetMovieScene();

	const FGuid PossessableGuid = OwnerMovieScene->AddPossessable(BindingName.ToString(), SceneComponent->GetClass());

	// Set up parent/child guids for possessables within spawnables
	FMovieScenePossessable* ChildPossessable = OwnerMovieScene->FindPossessable(PossessableGuid);
	if (ensure(ChildPossessable))
	{
		ChildPossessable->SetParent(Guid);
	}

	FMovieSceneSpawnable* ParentSpawnable = OwnerMovieScene->FindSpawnable(Guid);
	if (ParentSpawnable)
	{
		ParentSpawnable->AddChildPossessable(PossessableGuid);
	}

	// BindingName must be the component's path relative to its owner Actor
	FLevelSequenceObjectReference ObjectReference(FUniqueObjectGuid(), BindingName.ToString());

	CurrentSequence->BindPossessableObject(PossessableGuid, ObjectReference);

	// First try built-in animation recorder...
	TSharedPtr<FMovieSceneAnimationSectionRecorder> AnimationRecorder = nullptr;
	if (FSequenceRecorder::Get().GetAnimationRecorderFactory().CanRecordObject(SceneComponent))
	{
		AnimationRecorder = FSequenceRecorder::Get().GetAnimationRecorderFactory().CreateSectionRecorder(this, InAnimationSettings);
		AnimationRecorder->CreateSection(SceneComponent, OwnerMovieScene, PossessableGuid, CurrentSequenceTime);
		AnimationRecorder->Record(CurrentSequenceTime);
		SectionRecorders.Add(AnimationRecorder);
	}

	// ...and transform...
	if (FSequenceRecorder::Get().GetTransformRecorderFactory().CanRecordObject(SceneComponent))
	{
		TSharedPtr<IMovieSceneSectionRecorder> Recorder = FSequenceRecorder::Get().GetTransformRecorderFactory().CreateSectionRecorder(true, nullptr);
		if (Recorder.IsValid())
		{
			Recorder->CreateSection(SceneComponent, OwnerMovieScene, PossessableGuid, CurrentSequenceTime);
			Recorder->Record(CurrentSequenceTime);
			SectionRecorders.Add(Recorder);
		}
	}

	// ...now any external recorders
	TArray<IMovieSceneSectionRecorderFactory*> ModularFeatures = IModularFeatures::Get().GetModularFeatureImplementations<IMovieSceneSectionRecorderFactory>(MovieSceneSectionRecorderFactoryName);
	for (IMovieSceneSectionRecorderFactory* Factory : ModularFeatures)
	{
		if (Factory->CanRecordObject(SceneComponent))
		{
			TSharedPtr<IMovieSceneSectionRecorder> Recorder = Factory->CreateSectionRecorder(ActorSettings);
			if (Recorder.IsValid())
			{
				Recorder->CreateSection(SceneComponent, OwnerMovieScene, PossessableGuid, CurrentSequenceTime);
				Recorder->Record(CurrentSequenceTime);
				SectionRecorders.Add(Recorder);
			}
		}
	}

	return AnimationRecorder;
}