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			475 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: Sequence Runtime Binding
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date: 2024-05-16 17:55:58
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excerpt: 
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tags: 
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rating: ⭐
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---
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# 前言
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***MovieSceneTextTrack*** 引擎插件可以作为参考。
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***UMovieSceneCVarTrackInstance***
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参考:
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1. [sequencer mute tracks at runtime from c](https://forums.unrealengine.com/t/sequencer-mute-tracks-at-runtime-from-c/476278/3)
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2. 其他参考
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	1. [Actor Rebinding in Blueprints with Sequencer(官方文档)]https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/AnimateDynamicObjects/
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	2. [Level Sequence actor rebinding in C++](https://www.reddit.com/r/unrealengine/comments/btk1uz/level_sequence_actor_rebinding_in_c/)
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3. Sequence ECS资料
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	1. [大规模内容的性能保障:虚幻引擎4.26中的Sequencer(官方文档)](https://www.unrealengine.com/zh-CN/tech-blog/performance-at-scale-sequencer-in-unreal-engine-4-26)
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	2. [UE4.26(5.0)后的Sequence系统](https://zhuanlan.zhihu.com/p/589465561)
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	3. [UE5 Sequence 浅-浅-析](https://zhuanlan.zhihu.com/p/676690043)
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4. ECS资料 
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	1. [一文看懂ECS架构]https://zhuanlan.zhihu.com/p/618971664
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可行思路:
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1. 给导播创建一个快捷键(Hotkey),之后在触发根据Tag切换对应角色动画蓝图中的逻辑。
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2. [x] 使用Sequence的EventTrack设置若干事件。
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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。
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# 自定义Track
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- Runtime修改绑定
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	- UE4:扩展Sequencer的BakeTransform有关Camera的参数:https://zhuanlan.zhihu.com/p/554484287
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	- **LevelSequence对象绑定分析**:https://zhuanlan.zhihu.com/p/548155341
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- 自定义Track
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	- https://zhuanlan.zhihu.com/p/396353973
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	- https://zhuanlan.zhihu.com/p/414179358
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	- https://zhuanlan.zhihu.com/p/413151867
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- LevelSequence分析
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	- https://zhuanlan.zhihu.com/p/157892605
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## UMovieSceneTrackInstance
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大部分Track的instance类。
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## 继承关系
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UMovieSceneSignedObject -> UObject。一个UMovieScene由若干个MasterTrack(UMovieSceneTrack)组成,UMovieScene相当于是UMovieSceneTracks的容器,那么UMovieSceneTrack又由UMovieSceneSections组成,UMovieSceneSection就是一个Track中间的某一段。
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### UMovieSceneSignedObject
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子类有UMovieScene、UMovieSceneSequence、UMovieSceneTrack、UMovieSceneSection。
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定义: 
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- FGuid Signature:用于确定Object身份,以便于绑定。
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- FOnSignatureChanged OnSignatureChangedEvent:ChangedEvent。
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### UMovieSceneSection
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#### UMovieSceneSkeletalAnimationSection
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### UMovieSceneTrack
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#### UMovieSceneSkeletalAnimationTrack
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- `TArray<TObjectPtr<UMovieSceneSection>> AnimationSections`:存储所有动画Section。
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- FMovieSceneSkeletalAnimRootMotionTrackParams RootMotionParams:RootMotion控制。
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编辑器代码:**FSkeletalAnimationTrackEditor**
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## Sequence绑定机制笔记
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1. _SpawnableObject_(自动Spawn的Object)  
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    表示该Object在Sequence被Evaluate的时候自动Spawn,并且由Sequence来管理生命周期
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2. _PossessableObject_(可以被赋予的Object)  
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    表示该Object可以被外部赋予,比如我手动赋予一个Actor给某个Track
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### UMovieSceneSequence
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UMovieSceneSequence::CreatePossessable()
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UMovieSceneSequence::BindPossessableObject()
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绑定过程可以参考:
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ULevelSequenceEditorSubsystem::AddActorsToBinding(const TArray<AActor*>& Actors, const FMovieSceneBindingProxy& ObjectBinding)
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### ActorToSequencer
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菜单出现逻辑位于:FLevelSequenceEditorActorBinding::BuildSequencerAddMenu(FMenuBuilder& MenuBuilder)。
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`FLevelSequenceEditorActorBinding::AddPossessActorMenuExtensions(FMenuBuilder& MenuBuilder)`
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=>
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`FLevelSequenceEditorActorBinding::AddActorsToSequencer(AActor*const* InActors, int32 NumActors)`
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=>
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`TArray<FGuid> FSequencer::AddActors(const TArray<TWeakObjectPtr<AActor> >& InActors, bool bSelectActors);`
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=>
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`TArray<FGuid> FSequencerUtilities::AddActors(TSharedRef<ISequencer> Sequencer, const TArray<TWeakObjectPtr<AActor> >& InActors)`
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```c++
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TArray<FGuid> FSequencerUtilities::AddActors(TSharedRef<ISequencer> Sequencer, const TArray<TWeakObjectPtr<AActor> >& InActors)
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{
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	TArray<FGuid> PossessableGuids;
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	UMovieSceneSequence* Sequence = Sequencer->GetFocusedMovieSceneSequence();
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	if (!Sequence)
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	{
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		return PossessableGuids;
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	}
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	UMovieScene* MovieScene = Sequence->GetMovieScene();
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	if (!MovieScene)
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	{
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		return PossessableGuids;
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	}
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	if (MovieScene->IsReadOnly())
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	{
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		ShowReadOnlyError();
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		return PossessableGuids;
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	}
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	const FScopedTransaction Transaction(LOCTEXT("AddActors", "Add Actors"));
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	Sequence->Modify();
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	for (TWeakObjectPtr<AActor> WeakActor : InActors)
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	{
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		if (AActor* Actor = WeakActor.Get())
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		{
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			FGuid ExistingGuid = Sequencer->FindObjectId(*Actor, Sequencer->GetFocusedTemplateID());
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			if (!ExistingGuid.IsValid())
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			{
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				FGuid PossessableGuid = CreateBinding(Sequencer, *Actor, Actor->GetActorLabel());
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				PossessableGuids.Add(PossessableGuid);
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				if (ACameraActor* CameraActor = Cast<ACameraActor>(Actor))
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				{
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					NewCameraAdded(Sequencer, CameraActor, PossessableGuid);
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				}
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				Sequencer->OnActorAddedToSequencer().Broadcast(Actor, PossessableGuid);
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			}
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		}
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	}
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	return PossessableGuids;
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}
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```
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其他参考
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```c++
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const FGuid PossessableGuid = OwnerMovieScene->AddPossessable(InName, InObject.GetClass());
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if (!OwnerMovieScene->FindPossessable(PossessableGuid)->BindSpawnableObject(Sequencer->GetFocusedTemplateID(), &InObject, &Sequencer.Get()))
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{
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	OwnerSequence->BindPossessableObject(PossessableGuid, InObject, BindingContext);
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}
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```
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```c++
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FGuid FSequencerUtilities::CreateBinding(TSharedRef<ISequencer> Sequencer, UObject& InObject, const FString& InName)
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{
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	const FScopedTransaction Transaction(LOCTEXT("CreateBinding", "Create New Binding"));
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	UMovieSceneSequence* OwnerSequence = Sequencer->GetFocusedMovieSceneSequence();
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	UMovieScene* OwnerMovieScene = OwnerSequence->GetMovieScene();
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	OwnerSequence->Modify();
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	OwnerMovieScene->Modify();
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	const FGuid PossessableGuid = OwnerMovieScene->AddPossessable(InName, InObject.GetClass());
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	// Attempt to use the parent as a context if necessary
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	UObject* ParentObject = OwnerSequence->GetParentObject(&InObject);
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	UObject* BindingContext = Sequencer->GetPlaybackContext();
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	AActor* ParentActorAdded = nullptr;
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	FGuid ParentGuid;
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	if (ParentObject)
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	{
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		// Ensure we have possessed the outer object, if necessary
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		ParentGuid = Sequencer->GetHandleToObject(ParentObject, false);
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		if (!ParentGuid.IsValid())
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		{
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			ParentGuid = Sequencer->GetHandleToObject(ParentObject);
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			ParentActorAdded = Cast<AActor>(ParentObject);
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		}
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		if (OwnerSequence->AreParentContextsSignificant())
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		{
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			BindingContext = ParentObject;
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		}
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		// Set up parent/child guids for possessables within spawnables
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		if (ParentGuid.IsValid())
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		{
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			FMovieScenePossessable* ChildPossessable = OwnerMovieScene->FindPossessable(PossessableGuid);
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			if (ensure(ChildPossessable))
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			{
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				ChildPossessable->SetParent(ParentGuid, OwnerMovieScene);
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			}
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			FMovieSceneSpawnable* ParentSpawnable = OwnerMovieScene->FindSpawnable(ParentGuid);
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			if (ParentSpawnable)
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			{
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				ParentSpawnable->AddChildPossessable(PossessableGuid);
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			}
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		}
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	}
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	if (!OwnerMovieScene->FindPossessable(PossessableGuid)->BindSpawnableObject(Sequencer->GetFocusedTemplateID(), &InObject, &Sequencer.Get()))
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	{
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		OwnerSequence->BindPossessableObject(PossessableGuid, InObject, BindingContext);
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	}
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	// Broadcast if a parent actor was added as a result of adding this object
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	if (ParentActorAdded && ParentGuid.IsValid())
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	{
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		Sequencer->OnActorAddedToSequencer().Broadcast(ParentActorAdded, ParentGuid);
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	}
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	return PossessableGuid;
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}
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```
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### FAudioTrackEditor
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FAudioTrackEditor::HandleAssetAdded(UObject* Asset, const FGuid& TargetObjectGuid) => FAudioTrackEditor::AddNewSound() => UMovieSceneAudioTrack::AddNewSoundOnRow(USoundBase* Sound, FFrameNumber Time, int32 RowIndex)
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## MovieSceneSkeletalAnimationTrack
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- UMovieSceneSkeletalAnimationTrack
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- UMovieSceneSkeletalAnimationSection
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	- FMovieSceneSkeletalAnimationParams
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		- `TObjectPtr<UAnimSequenceBase> Animation`
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- FSkeletalAnimationTrackEditor
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- UMovieSceneSkeletalAnimationSystem
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	- 里面有介绍System相关的逻辑 https://zhuanlan.zhihu.com/p/413151867
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- FSkeletalAnimationTrackEditMode
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Track的编辑器注册位于MovieSceneToolsModule.cpp:
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```c++
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AnimationTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSkeletalAnimationTrackEditor::CreateTrackEditor ) );
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```
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只对UMovieSceneSkeletalAnimationTrack生效:
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```c++
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bool FSkeletalAnimationTrackEditor::SupportsSequence(UMovieSceneSequence* InSequence) const  
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{  
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    ETrackSupport TrackSupported = InSequence ? InSequence->IsTrackSupported(UMovieSceneSkeletalAnimationTrack::StaticClass()) : ETrackSupport::NotSupported;  
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    return TrackSupported == ETrackSupport::Supported;  
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}
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FEditorModeRegistry::Get().RegisterMode<FSkeletalAnimationTrackEditMode>(  
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    FSkeletalAnimationTrackEditMode::ModeName,  
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    NSLOCTEXT("SkeletalAnimationTrackEditorMode", "SkelAnimTrackEditMode", "Skeletal Anim Track Mode"),  
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    FSlateIcon(),  
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    false);
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```
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### FSkeletalAnimationTrackEditor
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FSkeletalAnimationTrackEditor::BuildTrackContextMenu():在MovieSceneSkeletalAnimationTrack的Animation上右键出现的菜单。
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FSkeletalAnimationTrackEditor::BuildOutlinerEditWidget:MovieSceneSkeletalAnimationTrack下面生成Animtion那一列。
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##  播放逻辑
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```c++
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ALevelSequenceActor::InitializePlayer() 
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ALevelSequenceActor->SequencePlayer->Play(); 
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ALevelSequenceActor->SequencePlayer->Update(DeltaSeconds);
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```
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具体的逻辑位于UMovieSceneSequencePlayer::PlayInternal():
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```c++
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void UMovieSceneSequencePlayer::PlayInternal()
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{
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	if (NeedsQueueLatentAction())
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	{
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		QueueLatentAction(FMovieSceneSequenceLatentActionDelegate::CreateUObject(this, &UMovieSceneSequencePlayer::PlayInternal));
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		return;
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	}
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	if (!IsPlaying() && Sequence && CanPlay())
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	{
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		const FString SequenceName = GetSequenceName(true);
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		UE_LOG(LogMovieScene, Verbose, TEXT("PlayInternal - %s (current status: %s)"), *SequenceName, *UEnum::GetValueAsString(Status));
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		// Set playback status to playing before any calls to update the position
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		Status = EMovieScenePlayerStatus::Playing;
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		float PlayRate = bReversePlayback ? -PlaybackSettings.PlayRate : PlaybackSettings.PlayRate;
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		// If at the end and playing forwards, rewind to beginning
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		if (GetCurrentTime().Time == GetLastValidTime())
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		{
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			if (PlayRate > 0.f)
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			{
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				SetPlaybackPosition(FMovieSceneSequencePlaybackParams(FFrameTime(StartTime), EUpdatePositionMethod::Jump));
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			}
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		}
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		else if (GetCurrentTime().Time == FFrameTime(StartTime))
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		{
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			if (PlayRate < 0.f)
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			{
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				SetPlaybackPosition(FMovieSceneSequencePlaybackParams(GetLastValidTime(), EUpdatePositionMethod::Jump));
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			}
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		}
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		// Update now
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		if (PlaybackSettings.bRestoreState)
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		{
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			RootTemplateInstance.EnableGlobalPreAnimatedStateCapture();
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		}
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		bPendingOnStartedPlaying = true;
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		Status = EMovieScenePlayerStatus::Playing;
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		TimeController->StartPlaying(GetCurrentTime());
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		if (PlayPosition.GetEvaluationType() == EMovieSceneEvaluationType::FrameLocked)
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		{
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			if (!OldMaxTickRate.IsSet())
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			{
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				OldMaxTickRate = GEngine->GetMaxFPS();
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			}
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			GEngine->SetMaxFPS(1.f / PlayPosition.GetInputRate().AsInterval());
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		}
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		//播放的核心逻辑估计在这里。
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		if (!PlayPosition.GetLastPlayEvalPostition().IsSet() || PlayPosition.GetLastPlayEvalPostition() != PlayPosition.GetCurrentPosition())
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		{
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			UpdateMovieSceneInstance(PlayPosition.PlayTo(PlayPosition.GetCurrentPosition()), EMovieScenePlayerStatus::Playing);
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		}
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		RunLatentActions();
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		UpdateNetworkSyncProperties();
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		if (bReversePlayback)
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		{
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			if (OnPlayReverse.IsBound())
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			{
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				OnPlayReverse.Broadcast();
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			}
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		}
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		else
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		{
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			if (OnPlay.IsBound())
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			{
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				OnPlay.Broadcast();
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			}
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		}
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	}
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}
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void UMovieSceneSequencePlayer::UpdateMovieSceneInstance(FMovieSceneEvaluationRange InRange, EMovieScenePlayerStatus::Type PlayerStatus, bool bHasJumped)
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{
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	FMovieSceneUpdateArgs Args;
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	Args.bHasJumped = bHasJumped;
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	UpdateMovieSceneInstance(InRange, PlayerStatus, Args);
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}
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void UMovieSceneSequencePlayer::UpdateMovieSceneInstance(FMovieSceneEvaluationRange InRange, EMovieScenePlayerStatus::Type PlayerStatus, const FMovieSceneUpdateArgs& Args)
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{
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	if (Observer && !Observer->CanObserveSequence())
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	{
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		return;
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	}
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	UMovieSceneSequence* MovieSceneSequence = RootTemplateInstance.GetSequence(MovieSceneSequenceID::Root);
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	if (!MovieSceneSequence)
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	{
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		return;
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	}
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#if !NO_LOGGING
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	if (UE_LOG_ACTIVE(LogMovieScene, VeryVerbose))
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	{
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		const FQualifiedFrameTime CurrentTime = GetCurrentTime();
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		const FString SequenceName = GetSequenceName(true);
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		UE_LOG(LogMovieScene, VeryVerbose, TEXT("Evaluating sequence %s at frame %d, subframe %f (%f fps)."), *SequenceName, CurrentTime.Time.FrameNumber.Value, CurrentTime.Time.GetSubFrame(), CurrentTime.Rate.AsDecimal());
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	}
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#endif
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	if (PlaybackClient)
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	{
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		PlaybackClient->WarpEvaluationRange(InRange);
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	}
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	// Once we have updated we must no longer skip updates
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	bSkipNextUpdate = false;
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	// We shouldn't be asked to run an async update if we have a blocking sequence.
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	check(!Args.bIsAsync || !EnumHasAnyFlags(MovieSceneSequence->GetFlags(), EMovieSceneSequenceFlags::BlockingEvaluation));
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	// We shouldn't be asked to run an async update if we don't have a tick manager.
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	check(!Args.bIsAsync || TickManager != nullptr);
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	FMovieSceneContext Context(InRange, PlayerStatus);
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	Context.SetHasJumped(Args.bHasJumped);
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	TSharedPtr<FMovieSceneEntitySystemRunner> Runner = RootTemplateInstance.GetRunner();
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	if (Runner)
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	{
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		Runner->QueueUpdate(Context, RootTemplateInstance.GetRootInstanceHandle());
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		if (Runner == SynchronousRunner || !Args.bIsAsync)
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		{
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			Runner->Flush();
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		}
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	}
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}
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```
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这段解析来自于:https://zhuanlan.zhihu.com/p/413151867
 | 
						||
```c++
 | 
						||
UMovieSceneSequencePlayer::Play()           //蓝图中调用
 | 
						||
UMovieSceneSequencePlayer::PlayInternal()
 | 
						||
UMovieSceneSequencePlayer::UpdateMovieSceneInstance
 | 
						||
RootTemplateInstance.Evaluate(Context, *this);
 | 
						||
 | 
						||
// FMovieSceneRootEvaluationTemplateInstance::Evaluate
 | 
						||
EntitySystemRunner.Update(Context, RootInstanceHandle);
 | 
						||
 | 
						||
FMovieSceneEntitySystemRunner::Flush()
 | 
						||
FMovieSceneEntitySystemRunner::DoFlushUpdateQueueOnce()
 | 
						||
FMovieSceneEntitySystemRunner::GameThread_ProcessQueue()
 | 
						||
FMovieSceneEntitySystemRunner::GameThread_SpawnPhase()
 | 
						||
 | 
						||
// FMovieSceneEntitySystemRunner::GameThread_SpawnPhase()
 | 
						||
/// System Linker->GetInstanceRegistry();
 | 
						||
FInstanceRegistry* InstanceRegistry = GetInstanceRegistry(); 
 | 
						||
FSequenceInstance& Instance = InstanceRegistry->MutateInstance(Update.InstanceHandle);
 | 
						||
Instance.Update(Linker, Update.Context);
 | 
						||
 | 
						||
// FSequenceInstance::Update
 | 
						||
SequenceUpdater->Update(Linker, Params, ComponentField, EntitiesScratch);
 | 
						||
 | 
						||
// FSequenceUpdater_Flat::Update
 | 
						||
FSequenceInstance& SequenceInstance = Linker->GetInstanceRegistry()->MutateInstance(InstanceHandle);
 | 
						||
SequenceInstance.Ledger.UpdateEntities
 | 
						||
 | 
						||
// FEntityLedger::UpdateEntities
 | 
						||
FInstanceRegistry* InstanceRegistry = Linker->GetInstanceRegistry();
 | 
						||
ImportEntity(Linker, ImportParams, EntityField, Query);
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
 | 
						||
暂停的核心逻辑:
 | 
						||
```c++
 | 
						||
FMovieSceneEvaluationRange CurrentTimeRange = PlayPosition.GetCurrentPositionAsRange();
 | 
						||
const FMovieSceneContext Context(CurrentTimeRange, EMovieScenePlayerStatus::Stopped);
 | 
						||
Runner->QueueUpdate(Context, RootTemplateInstance.GetRootInstanceHandle(), FSimpleDelegate::CreateWeakLambda(this, FinishPause));
 | 
						||
```
 | 
						||
 | 
						||
## SequenceRecorder
 | 
						||
SequenceRecorder模块的基类是ISequenceRecorder。
 | 
						||
 | 
						||
# Sequencer ECS
 | 
						||
## 使用ECS的原因
 | 
						||
**可伸缩性**  
 | 
						||
如果使用新的运行时,应该能够编写包含成百上千个轨道或序列的内容,并且将这些内容作为一个整体来优化求值逻辑。这包括:
 | 
						||
- 分配和组织数据,使性能不会随着活动Sequencer轨道的增加而快速恶化。
 | 
						||
- 能够完全删除已知不再需要的逻辑和分支,不必在每一帧都为它们付出成本。没有代码就是最快的代码。这条原则应该适用于Sequencer求值代码的所有方面,而不仅限于最高级。
 | 
						||
- 求值逻辑应该能够直接、高效且不受阻碍地批量访问必要数据,而不必通过复杂或低效的抽象与内存交互。
 | 
						||
 | 
						||
**并发性**  
 | 
						||
写入求值逻辑应该很简单,而且天然就能安全而高效地扩展到多个核心,包括上游/下游依赖性的表达定义(例如,并行地对所有曲线求值)。由于具备仅设置一次管线的综合优点,这不仅能让许多轻量级的小型动画受益,也有益于非常大的序列。  
 | 
						||
  
 | 
						||
**可扩展性**  
 | 
						||
应该可以在内置功能的基础上构建逻辑,而不必重新实现核心系统。添加与核心系统交互的上游或下游功能应该是可以合理实现的。这包括:
 | 
						||
- 在管线中的任何位置,当前帧的所有数据都应该是透明且可改变的。
 | 
						||
- 可靠的依赖性管理。
 | 
						||
 | 
						||
这些设计目标,再加上Sequencer本身的各种问题,使得采用[数据导向的设计](https://en.wikipedia.org/wiki/Data-oriented_design)原则成为自然而然的选择,理由如下:
 | 
						||
- 大部分Sequencer数据是同质的,可以循序布局。
 | 
						||
- 每种数据变换的逻辑通常具有非常高的独立性,与情境无关(即运行函数f(x)来得到曲线)。
 | 
						||
- 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。
 | 
						||
 | 
						||
可参考Tracker实现:
 | 
						||
- https://www.unrealengine.com/marketplace/zh-CN/product/blueprintsequencertrack
 | 
						||
- GeometryCacheTracks & GeometryCacheSequencer
 | 
						||
- MovieSceneEventTrack
 | 
						||
	- MovieSceneEventSection
 | 
						||
	- UMovieSceneEventTriggerSection -> UMovieSceneEventSectionBase -> UMovieSceneSection
 | 
						||
	- UMovieSceneEventRepeaterSection  -> UMovieSceneEventSectionBase -> UMovieSceneSection
 | 
						||
	- MovieSceneEventSystem
 | 
						||
	- MovieSceneEventChannel
 | 
						||
## Sequencer 组件相关概念
 |