diff --git a/.vs/BlueRoseNote_New/v17/.wsuo b/.vs/BlueRoseNote_New/v17/.wsuo new file mode 100644 index 0000000..98804ba Binary files /dev/null and b/.vs/BlueRoseNote_New/v17/.wsuo differ diff --git a/.vs/BlueRoseNote_New/v17/Browse.VC.db b/.vs/BlueRoseNote_New/v17/Browse.VC.db new file mode 100644 index 0000000..4a689fc Binary files /dev/null and b/.vs/BlueRoseNote_New/v17/Browse.VC.db differ diff --git a/.vs/BlueRoseNote_New/v17/workspaceFileList.bin b/.vs/BlueRoseNote_New/v17/workspaceFileList.bin new file mode 100644 index 0000000..bf354f6 Binary files /dev/null and b/.vs/BlueRoseNote_New/v17/workspaceFileList.bin differ diff --git a/.vs/ProjectSettings.json b/.vs/ProjectSettings.json new file mode 100644 index 0000000..f8b4888 --- /dev/null +++ b/.vs/ProjectSettings.json @@ -0,0 +1,3 @@ +{ + "CurrentProjectSetting": null +} \ No newline at end of file diff --git a/.vs/VSWorkspaceState.json b/.vs/VSWorkspaceState.json new file mode 100644 index 0000000..6b61141 --- /dev/null +++ b/.vs/VSWorkspaceState.json @@ -0,0 +1,6 @@ +{ + "ExpandedNodes": [ + "" + ], + "PreviewInSolutionExplorer": false +} \ No newline at end of file diff --git a/.vs/slnx.sqlite b/.vs/slnx.sqlite new file mode 100644 index 0000000..61d5331 Binary files /dev/null and b/.vs/slnx.sqlite differ diff --git a/03-UnrealEngine/Sequence/Sequence Runtime Binding.md b/03-UnrealEngine/Sequence/Sequence Runtime Binding.md index 0339ce0..e0b78fe 100644 --- a/03-UnrealEngine/Sequence/Sequence Runtime Binding.md +++ b/03-UnrealEngine/Sequence/Sequence Runtime Binding.md @@ -26,41 +26,6 @@ rating: ⭐ 2. [x] 使用Sequence的EventTrack设置若干事件。 3. 模改UMovieSceneSkeletalAnimationTrack,实现一个可以自动根据Tag捕获对应角色并且播发动画的功能。 -# 方案一 -- UMovieSceneTrack::SetEvalDisabled(bool) -- ULevelSequence::MarkAsChanged() -- MovieSceneCompiledDataManager::GetPrecompiledData()->Compile(ULevelSequence*) -```c++ -// You first have to set the unwanted track as disabled via -void YourDisableTrackFunction(UMovieSceneTrack* MovieSceneTrack, bool Value) -{ - if (MovieSceneTrack) - { - MovieSceneTrack->SetEvalDisabled(Value); - } -} - - -// Then notify the sequencer that the tracks have been modified using MarkAsChanged and UMovieSceneCompiledDataManager::GetPrecompiledData()->Compile. -void YourMarkAsChangedFunction(ULevelSequence* Sequence) -{ - if (Sequence) - { - Sequence->MarkAsChanged(); - if (UMovieSceneCompiledDataManager::GetPrecompiledData()) - { - UMovieSceneCompiledDataManager::GetPrecompiledData()->Compile(Sequence); - } - } -} -``` - -# 方案二 -UMovieSceneSequenceExtensions methods are not exported. They don’t have the PLUGIN_API macro in the class, so you can’t link to them. Someone on discord said you can copy the plugin into your own project and add your own API macro and rebuild, but seems like a bit of work. -```c++ -#include "LevelSequencePlayer.h" #include "MovieSceneSequencePlaybackSettings.h" #include "DefaultLevelSequenceInstanceData.h" #include "LevelSequenceActor.h" void UMyAnimInstance::StartSequence_Implementation() { FMovieSceneSequencePlaybackSettings Settings; ALevelSequenceActor *SequenceActor = nullptr; ULevelSequencePlayer* player = ULevelSequencePlayer::CreateLevelSequencePlayer(this, this->MySequence, Settings, SequenceActor); check(player); check(SequenceActor); SequenceActor->bOverrideInstanceData = 1; UDefaultLevelSequenceInstanceData* InstanceData = Cast(SequenceActor->DefaultInstanceData.Get()); InstanceData->TransformOrigin = this->GetOwningActor()->GetActorTransform(); UMovieScene* MovieScene = this->MySequence->GetMovieScene(); check(MovieScene); const FMovieSceneBinding* Binding = Algo::FindBy(MovieScene->GetBindings(), FString("SequencerActor"), &FMovieSceneBinding::GetName); check(Binding); EMovieSceneObjectBindingSpace Space = EMovieSceneObjectBindingSpace::Root; FMovieSceneObjectBindingID BindingID = UE::MovieScene::FRelativeObjectBindingID(Binding->GetObjectGuid()); // Not sure about this if (Space == EMovieSceneObjectBindingSpace::Root) { BindingID.ReinterpretAsFixed(); } SequenceActor->AddBinding(BindingID, this->GetOwningActor()); player->Play(); // Save actor and player in properties this->SequencerActor = SequenceActor; this->SequencerPlayer = player; } -``` - # 自定义Track - Runtime修改绑定 - UE4:扩展Sequencer的BakeTransform有关Camera的参数:https://zhuanlan.zhihu.com/p/554484287 @@ -497,12 +462,8 @@ SequenceRecorder模块的基类是ISequenceRecorder。 - 控制和数据流是非常线性的,没有循环或递归的依赖性(也就是说,没有一种逻辑会要求重新计算已经计算出的数值)。 - 只有初始设置和最终属性设置器才有线程限制。 - -TODO: -1. https://www.unrealengine.com/marketplace/zh-CN/product/blueprintsequencertrack -2. - 可参考Tracker实现: +- https://www.unrealengine.com/marketplace/zh-CN/product/blueprintsequencertrack - GeometryCacheTracks & GeometryCacheSequencer - MovieSceneEventTrack - MovieSceneEventSection