UMovieSceneCameraCutTrack* FCameraCutTrackEditor::FindOrCreateCameraCutTrack() { UMovieScene* FocusedMovieScene = GetFocusedMovieScene(); UMovieSceneTrack* CameraCutTrack = FocusedMovieScene->GetCameraCutTrack(); if (CameraCutTrack == nullptr) { const FScopedTransaction Transaction(LOCTEXT("AddCameraCutTrack_Transaction", "Add Camera Cut Track")); FocusedMovieScene->Modify(); CameraCutTrack = FocusedMovieScene->AddCameraCutTrack(UMovieSceneCameraCutTrack::StaticClass()); } return CastChecked<UMovieSceneCameraCutTrack>(CameraCutTrack); }
bool FCameraCutTrackEditor::HandleAddCameraCutTrackMenuEntryCanExecute() const { UMovieScene* FocusedMovieScene = GetFocusedMovieScene(); return ((FocusedMovieScene != nullptr) && (FocusedMovieScene->GetCameraCutTrack() == nullptr)); }
void FMovieSceneSequenceInstance::RefreshInstance( IMovieScenePlayer& Player ) { if(MovieSceneSequence.IsValid()) { UMovieScene* MovieScene = MovieSceneSequence->GetMovieScene(); TimeRange = MovieScene->GetPlaybackRange(); UMovieSceneTrack* CameraCutTrack = MovieScene->GetCameraCutTrack(); if (CameraCutTrack != nullptr) { FMovieSceneInstanceMap CameraCutTrackInstanceMap; if (CameraCutTrackInstance.IsValid()) { CameraCutTrackInstanceMap.Add(CameraCutTrack, CameraCutTrackInstance); } TArray<TWeakObjectPtr<UObject>> Objects; TArray<UMovieSceneTrack*> Tracks; Tracks.Add(CameraCutTrack); RefreshInstanceMap(Tracks, Objects, CameraCutTrackInstanceMap, Player); CameraCutTrackInstance = CameraCutTrackInstanceMap.FindRef(CameraCutTrack); } else if(CameraCutTrackInstance.IsValid()) { CameraCutTrackInstance->ClearInstance(Player, *this); CameraCutTrackInstance.Reset(); } // Get all the master tracks and create instances for them if needed const TArray<UMovieSceneTrack*>& MasterTracks = MovieScene->GetMasterTracks(); TArray<TWeakObjectPtr<UObject>> Objects; RefreshInstanceMap( MasterTracks, Objects, MasterTrackInstances, Player ); TSet< FGuid > FoundObjectBindings; // Get all tracks for each object binding and create instances for them if needed const TArray<FMovieSceneBinding>& ObjectBindings = MovieScene->GetBindings(); for( int32 BindingIndex = 0; BindingIndex < ObjectBindings.Num(); ++BindingIndex ) { const FMovieSceneBinding& ObjectBinding = ObjectBindings[BindingIndex]; // Create an instance for this object binding FMovieSceneObjectBindingInstance& BindingInstance = ObjectBindingInstances.FindOrAdd( ObjectBinding.GetObjectGuid() ); BindingInstance.ObjectGuid = ObjectBinding.GetObjectGuid(); FoundObjectBindings.Add( ObjectBinding.GetObjectGuid() ); // Populate the runtime objects for this instance of the binding. // @todo sequencer: SubSequences: We need to know which actors were removed and which actors were added so we know which saved actor state to restore/create BindingInstance.RuntimeObjects.Empty(); Player.GetRuntimeObjects( SharedThis( this ), BindingInstance.ObjectGuid, BindingInstance.RuntimeObjects ); // Refresh the instance's tracks const TArray<UMovieSceneTrack*>& Tracks = ObjectBinding.GetTracks(); RefreshInstanceMap( Tracks, BindingInstance.RuntimeObjects, BindingInstance.TrackInstances, Player ); } IMovieSceneSpawnRegister& SpawnRegister = Player.GetSpawnRegister(); // Remove object binding instances which are no longer bound TMap<FGuid, FMovieSceneObjectBindingInstance>::TIterator It = ObjectBindingInstances.CreateIterator(); for( ; It; ++It ) { if( !FoundObjectBindings.Contains( It.Key() ) ) { SpawnRegister.DestroySpawnedObject(It.Key(), *this, Player); // The instance no longer is bound to an existing guid It.RemoveCurrent(); } } } }