// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/EngineTypes.h" #include "UObject/UnrealType.h" #include "UObject/ObjectKey.h" #include "Curves/KeyHandle.h" #include "Misc/FrameNumber.h" #include "UObject/WeakFieldPtr.h" #include "TrackInstancePropertyBindings.h" // For backwards compatibility class AActor; class UCameraComponent; class UMovieScene; class UMovieSceneSection; class UMovieSceneSubSection; class UMovieSceneSequence; class USceneComponent; class USoundBase; template class TSubclassOf; class UMovieSceneCustomBinding; struct FRichCurve; enum class EMovieSceneKeyInterpolation : uint8; struct FMovieSceneChannel; struct FMovieSceneChannelMetaData; struct FMovieSceneSequenceID; class UMovieSceneCondition; class UMovieSceneTrack; namespace UE::MovieScene { struct FSharedPlaybackState; } class MovieSceneHelpers { public: /* * Helper struct to cache the package dirty state and then to restore it * after this leaves scope. This is for a few minor areas where calling * functions on actors dirties them, but Sequencer doesn't actually want * the package to be dirty as it causes Sequencer to unnecessairly dirty * actors. */ struct FMovieSceneScopedPackageDirtyGuard { MOVIESCENE_API FMovieSceneScopedPackageDirtyGuard(class USceneComponent* InComponent); MOVIESCENE_API virtual ~FMovieSceneScopedPackageDirtyGuard(); private: class USceneComponent* Component; bool bPackageWasDirty; }; /** Get displayable names */ static MOVIESCENE_API FText GetDisplayPathName(const UMovieSceneTrack* Track); static MOVIESCENE_API FText GetDisplayPathName(const UMovieSceneSection* Section); static MOVIESCENE_API FText GetDisplayPathName(const UMovieSceneSection* Section, const FMovieSceneChannel* Channel, const FMovieSceneChannelMetaData& ChannelMetaData); /** * @return Whether the section is keyable (active, on a track that is not muted, etc */ static MOVIESCENE_API bool IsSectionKeyable(const UMovieSceneSection*); /** * Finds a section that exists at a given time * * @param Time The time to find a section at * @param RowIndex Limit the search to a given row index * @return The found section or null */ static MOVIESCENE_API UMovieSceneSection* FindSectionAtTime( TArrayView Sections, FFrameNumber Time, int32 RowIndex = INDEX_NONE ); /** * Finds the nearest section to the given time * * @param Time The time to find a section at * @param RowIndex Limit the search to a given row index * @return The found section or null */ static MOVIESCENE_API UMovieSceneSection* FindNearestSectionAtTime( TArrayView Sections, FFrameNumber Time, int32 RowIndex = INDEX_NONE ); /** Find the next section that doesn't overlap - the section that has the next closest start time to the requested start time */ static MOVIESCENE_API UMovieSceneSection* FindNextSection(TArrayView Sections, FFrameNumber Time); /** Find the previous section that doesn't overlap - the section that has the previous closest start time to the requested start time */ static MOVIESCENE_API UMovieSceneSection* FindPreviousSection(TArrayView Sections, FFrameNumber Time); /* * Fix up consecutive sections so that there are no gaps * * @param Sections All the sections * @param Section The section that was modified * @param bDelete Was this a deletion? * @param bCleanUp Should we cleanup any invalid sections? * @return Whether the list of sections was modified as part of the clean-up */ static MOVIESCENE_API bool FixupConsecutiveSections(TArray& Sections, UMovieSceneSection& Section, bool bDelete, bool bCleanUp = false); /** * Fix up consecutive sections so that there are no gaps, but there can be overlaps, in which case the sections * blend together. * * @param Sections All the sections * @param Section The section that was modified * @param bDelete Was this a deletion? * @param bCleanUp Should we cleanup any invalid sections? * @return Whether the list of sections was modified as part of the clean-up */ static MOVIESCENE_API bool FixupConsecutiveBlendingSections(TArray& Sections, UMovieSceneSection& Section, bool bDelete, bool bCleanUp = false); /* * Sort consecutive sections so that they are in order based on start time */ static MOVIESCENE_API void SortConsecutiveSections(TArray& Sections); /* * Gather up descendant movie scenes from the incoming sequence */ static MOVIESCENE_API void GetDescendantMovieScenes(UMovieSceneSequence* InSequence, TArray & InMovieScenes); /* * Gather up descendant movie scene sub-sections from the incoming movie scene */ static MOVIESCENE_API void GetDescendantSubSections(const UMovieScene* InMovieScene, TArray& InSubSections); /** * Get the scene component from the runtime object * * @param Object The object to get the scene component for * @return The found scene component */ static MOVIESCENE_API USceneComponent* SceneComponentFromRuntimeObject(UObject* Object); static MOVIESCENE_API UObject* ResolveSceneComponentBoundObject(UObject* Object); /** * Get the active camera component from the actor * * @param InActor The actor to look for the camera component on * @return The active camera component */ static MOVIESCENE_API UCameraComponent* CameraComponentFromActor(const AActor* InActor); /** * Find and return camera component from the runtime object * * @param Object The object to get the camera component for * @return The found camera component */ static MOVIESCENE_API UCameraComponent* CameraComponentFromRuntimeObject(UObject* RuntimeObject); /** * Set the runtime object movable * * @param Object The object to set the mobility for * @param Mobility The mobility of the runtime object */ static MOVIESCENE_API void SetRuntimeObjectMobility(UObject* Object, EComponentMobility::Type ComponentMobility = EComponentMobility::Movable); /* * Get the duration for the given sound * @param Sound The sound to get the duration for * @return The duration in seconds */ static MOVIESCENE_API float GetSoundDuration(USoundBase* Sound); /** * Sort predicate that sorts lower bounds of a range */ static bool SortLowerBounds(TRangeBound A, TRangeBound B) { return TRangeBound::MinLower(A, B) == A && A != B; } /** * Sort predicate that sorts upper bounds of a range */ static bool SortUpperBounds(TRangeBound A, TRangeBound B) { return TRangeBound::MinUpper(A, B) == A && A != B; } /** * Sort predicate that sorts overlapping sections by row primarily, then by overlap priority */ static MOVIESCENE_API bool SortOverlappingSections(const UMovieSceneSection* A, const UMovieSceneSection* B); /* * Get weight needed to modify the global difference in order to correctly key this section due to it possibly being blended by other sections. * @param Section The Section who's weight we are calculating. * @param Time we are at. * @return Returns the weight that needs to be applied to the global difference to correctly key this section. */ static MOVIESCENE_API float CalculateWeightForBlending(UMovieSceneSection* SectionToKey, FFrameNumber Time); /* * Return a name unique to the binding names in the given movie scene * @param InMovieScene The movie scene to look for existing possessables. * @param InName The requested name to make unique. * @return The unique name */ static MOVIESCENE_API FString MakeUniqueBindingName(UMovieScene* InMovieScene, const FString& InName); /* * Return a name unique to the spawnable names in the given movie scene * @param InMovieScene The movie scene to look for existing spawnables. * @param InName The requested name to make unique. * @return The unique name */ static MOVIESCENE_API FString MakeUniqueSpawnableName(UMovieScene* InMovieScene, const FString& InName); /** * Return a copy of the source object, suitable for use as a spawnable template. * @param InSourceObject The source object to convert into a spawnable template * @param InMovieScene The movie scene the spawnable template will be associated with * @param InName The name to use for the spawnable template * @return The spawnable template */ static MOVIESCENE_API UObject* MakeSpawnableTemplateFromInstance(UObject& InSourceObject, UMovieScene* InMovieScene, FName InName); /* * Returns whether the given ObjectId is valid and is currently bound to at least 1 spawnable give the current context. * More specifically, if a FMovieSceneSpawnable exists with this ObjectId, true will be returned. * If a Level Sequence binding reference exists with a Custom Binding implementing MovieSceneSpawnableBindingBase, true will be returned. * If a Level Sequence binding reference exists with a Custom Binding implementing MovieSceneReplaceableBindingBase and the Context is an editor world, then true will be returned. * Otherwise, false will be returned. */ static MOVIESCENE_API bool IsBoundToAnySpawnable(UMovieSceneSequence* Sequence, const FGuid& ObjectId, TSharedRef SharedPlaybackState); /* * Returns whether the given ObjectId is valid and is the given bindingindex is currently bound to a spawnable give the current context. * More specifically, if a FMovieSceneSpawnable exists with this ObjectId, true will be returned. * If a Level Sequence binding reference for this guid with the given BindingIndex exists with a Custom Binding implementing MovieSceneSpawnableBindingBase, true will be returned. * If a Level Sequence binding reference for this guid with the given BindingIndex exists with a Custom Binding implementing MovieSceneReplaceableBindingBase and the Context is an editor world, then true will be returned. * Otherwise, false will be returned. */ static MOVIESCENE_API bool IsBoundToSpawnable(UMovieSceneSequence* Sequence, const FGuid& ObjectId, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); /* * Attempts to create a new custom spawnable binding for the passed in UObject*. * Where possible, it is preferred to call FSequencerUtilities::CreateOrReplaceBinding as it handles more cases. This should only be called in cases where there is no editor or sequencer context. * FactoryCreatedActor may be passed in as an alternative option for creating the binding in the case an actor factory was able to create an actor from this object. */ static MOVIESCENE_API FGuid TryCreateCustomSpawnableBinding(UMovieSceneSequence* Sequence, UObject* CustomBindingObject); /* * Returns the objects currently bound to the given objectid and binding index (optional). */ static MOVIESCENE_API TArray GetBoundObjects(const FMovieSceneSequenceID& SequenceID, const FGuid& ObjectId, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); UE_DEPRECATED(5.7, "This method has been deprecated. Please use GetBoundObjects which returns an array of bound objects.") static MOVIESCENE_API UObject* GetSingleBoundObject(UMovieSceneSequence* Sequence, const FGuid& ObjectId, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); /* * If the binding for the given ObjectId supports object templates, returns the template, otherwise returns nullptr */ static MOVIESCENE_API UObject* GetObjectTemplate(UMovieSceneSequence* Sequence, const FGuid& ObjectId, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); /* * If the binding for the given ObjectId supports object templates, sets the template and returns true, otherwise returns false */ static MOVIESCENE_API bool SetObjectTemplate(UMovieSceneSequence* Sequence, const FGuid& ObjectId, UObject* InSourceObject, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); /* * Returns whether the binding for the given ObjectId supports object templates */ static MOVIESCENE_API bool SupportsObjectTemplate(UMovieSceneSequence* Sequence, const FGuid& ObjectId, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); /* * If the binding for the given ObjectId supports object templates, copies the object template into the binding and returns true, otherwise returns false */ static MOVIESCENE_API bool CopyObjectTemplate(UMovieSceneSequence* Sequence, const FGuid& ObjectId, UObject* InSourceObject, TSharedRef SharedPlaybackState, int32 BindingIndex = 0); #if WITH_EDITORONLY_DATA /* * Returns the bound object class for the binding for the given ObjectId. */ static MOVIESCENE_API const UClass* GetBoundObjectClass(UMovieSceneSequence* Sequence, const FGuid& ObjectId, int32 BindingIndex = 0); #endif /* Returns a sorted list of all custom binding type classes currently known. Slow, may desire to cache result*/ static void MOVIESCENE_API GetPrioritySortedCustomBindingTypes(TArray>& OutCustomBindingTypes); /* For cases where the user does not have a IMovieScenePlayer with a shared playback state, creates a transient one. Use sparingly. */ static TSharedRef MOVIESCENE_API CreateTransientSharedPlaybackState(UObject* WorldContext, UMovieSceneSequence* Sequence); /* Finds the resolution context to use to resolve the given guid. */ static MOVIESCENE_API UObject* GetResolutionContext(UMovieSceneSequence* Sequence, const FGuid& ObjectId, const FMovieSceneSequenceID& SequenceID, TSharedRef SharedPlaybackState); /* Given a movie scene track and an optional section inside it, returns an optional single condition that needs to be evaluated. * If multiple conditions exist in the given scope (for example a track condition, a track row condition for the row the section is on, and a section), * a UMovieSceneGroupCondition will be generated, and the caller is responsible for holding a reference to this new UObject. * If bFromCompilation is true, then any generated conditions will be stored on the movie scene. */ static MOVIESCENE_API const UMovieSceneCondition* GetSequenceCondition(const UMovieSceneTrack* Track, const UMovieSceneSection* Section, bool bFromCompilation=false); /* Helper function for evaluating a condition in a movie scene, taking advantage of any cacheing that may apply. */ static MOVIESCENE_API bool EvaluateSequenceCondition(const FGuid& BindingID, const FMovieSceneSequenceID& SequenceID, const UMovieSceneCondition* Condition, UObject* ConditionOwnerObject, TSharedRef SharedPlaybackState); };