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// Copyright Epic Games, Inc. All Rights Reserved.
# pragma once
# include "Kismet/BlueprintFunctionLibrary.h"
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# include "SmartObjectRuntime.h"
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# include "SmartObjectBlueprintFunctionLibrary.generated.h"
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struct FBlackboardKeySelector ;
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struct FGameplayTagContainer ;
class UBlackboardComponent ;
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class AAIController ;
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class UBTNode ;
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UCLASS ( meta = ( ScriptName = " SmartObjectLibrary " ) )
class SMARTOBJECTSMODULE_API USmartObjectBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY ( )
public :
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UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static FSmartObjectClaimHandle GetValueAsSOClaimHandle ( UBlackboardComponent * BlackboardComponent , const FName & KeyName ) ;
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static void SetValueAsSOClaimHandle ( UBlackboardComponent * BlackboardComponent , const FName & KeyName , FSmartObjectClaimHandle Value ) ;
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool IsValidSmartObjectClaimHandle ( const FSmartObjectClaimHandle Handle ) { return Handle . IsValid ( ) ; }
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/**
* Adds to the simulation all smart objects for an actor or removes them according to ' bAdd ' .
* @ param SmartObjectActor The actor containing the smart objects to add or remove from the simulation
* @ param bAdd Whether the smart objects should be added or removed from the simulation
* @ return True if the requested operation succeeded ; false otherwise
* @ note Removing a smart object from the simulation will interrupt all active interactions . If you simply need
* to make the object unavailable for queries consider using one of the SetSmartObjectEnabled functions so active
* interactions can be gracefully completed .
* @ see SetSmartObjectEnabled , SetMultipleSmartObjectsEnabled
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool AddOrRemoveSmartObject ( UPARAM ( DisplayName = " SmartObjectActor " ) AActor * SmartObject , UPARAM ( DisplayName = " bAdd " ) const bool bEnabled ) ;
/**
* Adds to the simulation all smart objects for multiple actors or removes them according to ' bAdd ' .
* @ param SmartObjectActors The actors containing the smart objects to add or remove from the simulation
* @ param bAdd Whether the smart objects should be added or removed from the simulation
* @ return True if all actors were valid and the requested operation succeeded ; false otherwise
* @ note Removing a smart object from the simulation will interrupt all active interactions . If you simply need
* to make the object unavailable for queries consider using one of the SetSmartObjectEnabled functions so active
* interactions can be gracefully completed .
* @ see SetSmartObjectEnabled , SetMultipleSmartObjectsEnabled
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool AddOrRemoveMultipleSmartObjects ( const TArray < AActor * > & SmartObjectActors , const bool bAdd ) ;
/**
* Adds to the simulation all smart objects for an actor .
* @ param SmartObjectActor The actor containing the smart objects to add to the simulation
* @ return True if the requested operation succeeded ; false otherwise
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool AddSmartObject ( AActor * SmartObjectActor ) ;
/**
* Adds to the simulation all smart objects for multiple actors .
* @ param SmartObjectActors The actors containing the smart objects to add to the simulation
* @ return True if the requested operation succeeded ; false otherwise
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool AddMultipleSmartObjects ( const TArray < AActor * > & SmartObjectActors ) ;
/**
* Removes from the simulation all smart objects for an actor .
* @ param SmartObjectActor The actor containing the smart objects to add or remove from the simulation
* @ return True if the requested operation succeeded ; false otherwise
* @ note Removing a smart object from the simulation will interrupt all active interactions . If you simply need
* to make the object unavailable for queries consider using one of the SetSmartObjectEnabled functions so active
* interactions can be gracefully completed .
* @ see SetSmartObjectEnabled , SetMultipleSmartObjectsEnabled
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool RemoveSmartObject ( AActor * SmartObjectActor ) ;
/**
* Removes from the simulation all smart objects for multiple actors .
* @ param SmartObjectActors The actors containing the smart objects to remove from the simulation
* @ return True if the requested operation succeeded ; false otherwise
* @ note Removing a smart object from the simulation will interrupt all active interactions . If you simply need
* to make the object unavailable for queries consider using one of the SetSmartObjectEnabled functions so active
* interactions can be gracefully completed .
* @ see SetSmartObjectEnabled , SetMultipleSmartObjectsEnabled
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool RemoveMultipleSmartObjects ( const TArray < AActor * > & SmartObjectActors ) ;
/**
* Marks all smart objects for an actor as enabled or not according to ' bEnabled ' . A smart object marked as Enabled is available for queries .
* @ param SmartObjectActor The actor containing the smart objects to enable / disable
* @ param bEnabled Whether the smart objects should be enabled or not
* @ return True if the requested operation succeeded ; false otherwise
* @ note Disabling a smart object will not interrupt active interactions , it will simply
* mark the object unavailable for new queries and broadcast an event that can be handled
* by the interacting agent to complete earlier . If the object should not be consider usable anymore
* and the interactions aborted then consider using one of the Add / RemoveSmartObject functions .
* @ see AddOrRemoveSmartObject , AddOrRemoveMultipleSmartObjects , AddSmartObject , AddMultipleSmartObjects , RemoveSmartObject , RemoveMultipleSmartObjects
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " )
static bool SetSmartObjectEnabled ( AActor * SmartObjectActor , const bool bEnabled ) ;
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/**
* Marks a smart object slot from a request result as claimed .
* @ param WorldContextObject Object used to fetch the SmartObjectSubsystem of its associated world .
* @ param SlotHandle Handle to a smart object slot .
* @ param UserActor Actor claiming the smart object
* @ return A handle binding the claimed smart object , its slot and a user id .
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " , meta = ( WorldContext = " WorldContextObject " ) )
static FSmartObjectClaimHandle MarkSmartObjectSlotAsClaimed ( UObject * WorldContextObject , const FSmartObjectSlotHandle SlotHandle , const AActor * UserActor = nullptr ) ;
/**
* Marks a previously claimed smart object slot as occupied .
* @ param WorldContextObject Object used to fetch the SmartObjectSubsystem of its associated world .
* @ param ClaimHandle Handle to a claimed slot returned by any of the Claim methods .
* @ param DefinitionClass The type of behavior definition the user wants to use .
* @ return The base class pointer of the requested behavior definition class associated to the slot
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " , meta = ( WorldContext = " WorldContextObject " ) )
static const USmartObjectBehaviorDefinition * MarkSmartObjectSlotAsOccupied ( UObject * WorldContextObject , const FSmartObjectClaimHandle ClaimHandle , TSubclassOf < USmartObjectBehaviorDefinition > DefinitionClass ) ;
/**
* Marks a claimed or occupied smart object as free .
* @ param WorldContextObject Object used to fetch the SmartObjectSubsystem of its associated world .
* @ param ClaimHandle Handle to a claimed slot returned by any of the Claim methods .
* @ return Whether the claim was successfully released or not
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " , meta = ( WorldContext = " WorldContextObject " ) )
static bool MarkSmartObjectSlotAsFree ( UObject * WorldContextObject , const FSmartObjectClaimHandle ClaimHandle ) ;
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/**
* Marks all smart objects for a list of actors as enabled or not according to ' bEnabled ' . A smart object marked as Enabled is available for queries .
* @ param SmartObjectActors The actors containing the smart objects to enable / disable
* @ param bEnabled Whether the smart objects should be in the simulation ( added ) or not ( removed )
* @ return True if all actors were valid and the requested operation succeeded ; false otherwise
* @ note Disabling a smart object will not interrupt active interactions , it will simply
* mark the object unavailable for new queries and broadcast an event that can be handled
* by the interacting agent to complete earlier . If the object should not be consider usable anymore
* and the interactions aborted then consider using one of the Add / RemoveSmartObject functions .
* @ see AddOrRemoveSmartObject , AddOrRemoveMultipleSmartObjects , AddSmartObject , AddMultipleSmartObjects , RemoveSmartObject , RemoveMultipleSmartObjects
*/
UFUNCTION ( BlueprintCallable , Category = " SmartObject " , meta = ( DisplayName = " SetMultipleSmartObjectsEnabled " ) )
static bool SetMultipleSmartObjectsEnabled ( const TArray < AActor * > & SmartObjectActors , const bool bEnabled ) ;
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UFUNCTION ( BlueprintCallable , Category = " AI|BehaviorTree " , meta = ( HidePin = " NodeOwner " , DefaultToSelf = " NodeOwner " , DisplayName = " Set Blackboard Value As Smart Object Claim Handle " ) )
static void SetBlackboardValueAsSOClaimHandle ( UBTNode * NodeOwner , const FBlackboardKeySelector & Key , const FSmartObjectClaimHandle & Value ) ;
UFUNCTION ( BlueprintPure , Category = " AI|BehaviorTree " , meta = ( HidePin = " NodeOwner " , DefaultToSelf = " NodeOwner " , DisplayName = " Get Blackboard Value As Smart Object Claim Handle " ) )
static FSmartObjectClaimHandle GetBlackboardValueAsSOClaimHandle ( UBTNode * NodeOwner , const FBlackboardKeySelector & Key ) ;
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} ;