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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeCompiler.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeCompiler.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeTypes.h"
#include "Conditions/StateTreeCondition_Common.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "StateTreeConditionBase.h"
#include "StateTreeState.h"
#include "StateTreeExecutionContext.h"
#include "StateTreePropertyBindingCompiler.h"
bool FStateTreeCompiler::Compile(UStateTree& InStateTree)
{
StateTree = &InStateTree;
TreeData = Cast<UStateTreeEditorData>(StateTree->EditorData);
if (!TreeData)
{
return false;
}
// Cleanup existing state
StateTree->ResetCompiled();
if (!BindingsCompiler.Init(StateTree->PropertyBindings, Log))
{
StateTree->ResetCompiled();
return false;
}
// Copy schema the EditorData
StateTree->Schema = DuplicateObject(TreeData->Schema, StateTree);
// Copy parameters from EditorData
StateTree->Parameters = TreeData->RootParameters.Parameters;
// Mark parameters as binding source
StateTree->ParametersDataViewIndex = BindingsCompiler.AddSourceStruct(
{ TEXT("Parameters"), StateTree->Parameters.GetPropertyBagStruct(), EStateTreeBindableStructSource::TreeParameter, TreeData->RootParameters.ID });
// Mark all named external values as binding source
if (StateTree->Schema)
{
StateTree->NamedExternalDataDescs = StateTree->Schema->GetNamedExternalDataDescs();
for (FStateTreeExternalDataDesc& Desc : StateTree->NamedExternalDataDescs)
{
Desc.Handle.DataViewIndex = BindingsCompiler.AddSourceStruct({Desc.Name, Desc.Struct, EStateTreeBindableStructSource::TreeData, Desc.ID});
}
}
if (!CreateStates())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateEvaluators())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateStateTasksAndParameters())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateStateTransitions())
{
StateTree->ResetCompiled();
return false;
}
StateTree->Nodes = Nodes;
StateTree->DefaultInstanceData.Init(*StateTree, InstanceStructs, InstanceObjects);
StateTree->SharedInstanceData.Init(*StateTree, SharedInstanceStructs, SharedInstanceObjects);
BindingsCompiler.Finalize();
if (!StateTree->Link())
{
StateTree->ResetCompiled();
return false;
}
return true;
}
FStateTreeHandle FStateTreeCompiler::GetStateHandle(const FGuid& StateID) const
{
const int32* Idx = IDToState.Find(StateID);
if (Idx == nullptr)
{
return FStateTreeHandle::Invalid;
}
return FStateTreeHandle(uint16(*Idx));
}
UStateTreeState* FStateTreeCompiler::GetState(const FGuid& StateID)
{
const int32* Idx = IDToState.Find(StateID);
if (Idx == nullptr)
{
return nullptr;
}
return SourceStates[*Idx];
}
bool FStateTreeCompiler::CreateStates()
{
// Create item for the runtime execution state
InstanceStructs.Add(FInstancedStruct::Make<FStateTreeExecutionState>());
// Create main tree (omit subtrees)
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
if (SubTree != nullptr)
{
if (!CreateStateRecursive(*SubTree, FStateTreeHandle::Invalid))
{
return false;
}
}
}
// Create Subtrees
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
TArray<UStateTreeState*> Stack;
Stack.Push(SubTree);
while (!Stack.IsEmpty())
{
if (UStateTreeState* State = Stack.Pop())
{
if (State->Type == EStateTreeStateType::Subtree)
{
if (!CreateStateRecursive(*State, FStateTreeHandle::Invalid))
{
return false;
}
}
Stack.Append(State->Children);
}
}
}
return true;
}
bool FStateTreeCompiler::CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent)
{
FStateTreeCompilerLogStateScope LogStateScope(&State, Log);
const int32 StateIdx = StateTree->States.AddDefaulted();
FCompactStateTreeState& CompactState = StateTree->States[StateIdx];
CompactState.Name = State.Name;
CompactState.Parent = Parent;
CompactState.Type = State.Type;
SourceStates.Add(&State);
IDToState.Add(State.ID, StateIdx);
// Child states
check(StateTree->States.Num() <= int32(MAX_uint16));
CompactState.ChildrenBegin = uint16(StateTree->States.Num());
for (UStateTreeState* Child : State.Children)
{
if (Child != nullptr && Child->Type != EStateTreeStateType::Subtree)
{
if (!CreateStateRecursive(*Child, FStateTreeHandle((uint16)StateIdx)))
{
return false;
}
}
}
check(StateTree->States.Num() <= int32(MAX_uint16));
StateTree->States[StateIdx].ChildrenEnd = uint16(StateTree->States.Num()); // Cannot use CompactState here, it may be invalid due to array resize.
return true;
}
bool FStateTreeCompiler::CreateConditions(UStateTreeState& State, TConstArrayView<FStateTreeEditorNode> Conditions)
{
for (int32 Index = 0; Index < Conditions.Num(); Index++)
{
const bool bIsFirst = Index == 0;
const FStateTreeEditorNode& CondNode = Conditions[Index];
// First operand should be copy as we dont have a previous item to operate on.
const EStateTreeConditionOperand Operand = bIsFirst ? EStateTreeConditionOperand::Copy : CondNode.ConditionOperand;
// First indent must be 0 to make the parentheses calculation match.
const int32 CurrIndent = bIsFirst ? 0 : CondNode.ConditionIndent;
// Next indent, or terminate at zero.
const int32 NextIndent = Conditions.IsValidIndex(Index + 1) ? Conditions[Index].ConditionIndent : 0;
const int32 DeltaIndent = NextIndent - CurrIndent;
check(DeltaIndent >= MIN_int8 && DeltaIndent <= MAX_int8);
if (!CreateCondition(State, CondNode, Operand, (int8)DeltaIndent))
{
return false;
}
}
return true;
}
bool FStateTreeCompiler::CreateEvaluators()
{
check(Nodes.Num() <= int32(MAX_uint16));
StateTree->EvaluatorsBegin = uint16(Nodes.Num());
for (FStateTreeEditorNode& EvalNode : TreeData->Evaluators)
{
if (!CreateEvaluator(EvalNode))
{
return false;
}
}
const int32 EvaluatorsNum = Nodes.Num() - int32(StateTree->EvaluatorsBegin);
check(EvaluatorsNum <= int32(MAX_uint16));
StateTree->EvaluatorsNum = uint16(EvaluatorsNum);
return true;
}
bool FStateTreeCompiler::CreateStateTasksAndParameters()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FCompactStateTreeState& CompactState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState != nullptr);
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
// Create parameters
if (SourceState->Type == EStateTreeStateType::Linked || SourceState->Type == EStateTreeStateType::Subtree)
{
// Both linked and subtree has instance data describing their parameters.
// This allows to resolve the binding paths and lets us have bindable parameters when transitioned into a parameterized subtree directly.
FInstancedStruct& Instance = InstanceStructs.AddDefaulted_GetRef();
const int32 InstanceIndex = InstanceStructs.Num() - 1;
check(InstanceIndex <= int32(MAX_uint16));
CompactState.ParameterInstanceIndex = InstanceIndex;
Instance.InitializeAs<FCompactStateTreeParameters>();
FCompactStateTreeParameters& CompactParams = Instance.GetMutable<FCompactStateTreeParameters>();
CompactParams.Parameters = SourceState->Parameters.Parameters;
if (SourceState->Type == EStateTreeStateType::Subtree)
{
// Register a binding source
CompactState.ParameterDataViewIndex = BindingsCompiler.AddSourceStruct({ SourceState->Name, SourceState->Parameters.Parameters.GetPropertyBagStruct(), EStateTreeBindableStructSource::StateParameter, SourceState->Parameters.ID });
}
else if (SourceState->Type == EStateTreeStateType::Linked)
{
// Binding target
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = SourceState->Parameters.ID;
StructDesc.Name = SourceState->Name;
StructDesc.DataSource = EStateTreeBindableStructSource::StateParameter;
StructDesc.Struct = SourceState->Parameters.Parameters.GetPropertyBagStruct();
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
CompactParams.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
}
}
// Create tasks
check(Nodes.Num() <= int32(MAX_uint16));
CompactState.TasksBegin = uint16(Nodes.Num());
for (FStateTreeEditorNode& TaskNode : SourceState->Tasks)
{
if (!CreateTask(*SourceState, TaskNode))
{
return false;
}
}
if (!CreateTask(*SourceState, SourceState->SingleTask))
{
return false;
}
const int32 TasksNum = Nodes.Num() - int32(CompactState.TasksBegin);
check(TasksNum <= int32(MAX_uint8));
CompactState.TasksNum = uint8(TasksNum);
}
return true;
}
bool FStateTreeCompiler::CreateStateTransitions()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FCompactStateTreeState& CompactState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState != nullptr);
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
// Enter conditions.
CompactState.EnterConditionsBegin = uint16(Nodes.Num());
if (!CreateConditions(*SourceState, SourceState->EnterConditions))
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to create state enter condition."));
return false;
}
CompactState.EnterConditionsNum = uint8(uint16(Nodes.Num()) - CompactState.EnterConditionsBegin);
// Linked state
if (SourceState->Type == EStateTreeStateType::Linked)
{
// Make sure the linked state is not self or parent to this state.
const UStateTreeState* LinkedParentState = nullptr;
for (const UStateTreeState* State = SourceState; State != nullptr; State = State->Parent)
{
if (State->ID == SourceState->LinkedState.ID)
{
LinkedParentState = State;
break;
}
}
if (LinkedParentState != nullptr)
{
Log.Reportf(EMessageSeverity::Error,
TEXT("State is linked to it's parent state '%s', which will create infinite loop."),
*LinkedParentState->Name.ToString());
return false;
}
CompactState.LinkedState = GetStateHandle(SourceState->LinkedState.ID);
if (!CompactState.LinkedState.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve linked state '%s'."),
*SourceState->LinkedState.Name.ToString());
return false;
}
}
// Transitions
CompactState.TransitionsBegin = uint16(StateTree->Transitions.Num());
for (FStateTreeTransition& Transition : SourceState->Transitions)
{
FCompactStateTransition& CompactTransition = StateTree->Transitions.AddDefaulted_GetRef();
CompactTransition.Event = Transition.Event;
CompactTransition.Type = Transition.State.Type;
CompactTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255);
CompactTransition.State = FStateTreeHandle::Invalid;
if (!ResolveTransitionState(*SourceState, Transition.State, CompactTransition.State))
{
return false;
}
// Note: Unset transition is allowed here. It can be used to mask a transition at parent.
CompactTransition.ConditionsBegin = uint16(Nodes.Num());
if (!CreateConditions(*SourceState, Transition.Conditions))
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to create condition for transition to '%s'."),
*Transition.State.Name.ToString());
return false;
}
CompactTransition.ConditionsNum = uint8(uint16(Nodes.Num()) - CompactTransition.ConditionsBegin);
}
CompactState.TransitionsNum = uint8(uint16(StateTree->Transitions.Num()) - CompactState.TransitionsBegin);
}
// @todo: Add test to check that all success/failure transition is possible (see editor).
return true;
}
bool FStateTreeCompiler::ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const
{
if (Link.Type == EStateTreeTransitionType::GotoState)
{
OutTransitionHandle = GetStateHandle(Link.ID);
if (!OutTransitionHandle.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition to state '%s'."),
*Link.Name.ToString());
return false;
}
}
else if (Link.Type == EStateTreeTransitionType::NextState)
{
// Find next state.
const UStateTreeState* NextState = SourceState.GetNextSiblingState();
if (NextState == nullptr)
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition, there's no next state."));
return false;
}
OutTransitionHandle = GetStateHandle(NextState->ID);
if (!OutTransitionHandle.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition next state, no handle found for '%s'."),
*NextState->Name.ToString());
return false;
}
}
return true;
}
bool FStateTreeCompiler::CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent)
{
if (!CondNode.Node.IsValid())
{
// Empty line in conditions array, just silently ignore.
return true;
}
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = CondNode.ID;
StructDesc.Name = CondNode.Node.GetScriptStruct()->GetFName();
StructDesc.DataSource = EStateTreeBindableStructSource::Condition;
// Check that item has valid instance initialized.
if (!CondNode.Instance.IsValid() && CondNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed condition, missing instance value."));
return false;
}
// Copy the condition
const FInstancedStruct& Node = Nodes.Add_GetRef(CondNode.Node);
FStateTreeConditionBase& Cond = Node.GetMutable<FStateTreeConditionBase>();
Cond.Operand = Operand;
Cond.DeltaIndent = DeltaIndent;
if (CondNode.Instance.IsValid())
{
// Struct instance
const int32 InstanceIndex = SharedInstanceStructs.Add(CondNode.Instance);
// Create binding source struct descriptor.
StructDesc.Struct = CondNode.Instance.GetScriptStruct();
StructDesc.Name = Cond.Name;
check(InstanceIndex <= int32(MAX_uint16));
Cond.InstanceIndex = uint16(InstanceIndex);
Cond.bInstanceIsObject = false;
}
else
{
// Object Instance
check(CondNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(CondNode.InstanceObject, StateTree);
const int32 InstanceIndex = SharedInstanceObjects.Add(Instance);
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Cond.Name;
check(InstanceIndex <= int32(MAX_uint16));
Cond.InstanceIndex = uint16(InstanceIndex);
Cond.bInstanceIsObject = true;
}
// Mark the struct as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Cond.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Cond.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode)
{
// Silently ignore empty nodes.
if (!TaskNode.Node.IsValid())
{
return true;
}
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = TaskNode.ID;
StructDesc.Name = TaskNode.Node.GetScriptStruct()->GetFName();
StructDesc.DataSource = EStateTreeBindableStructSource::Task;
// Check that node has valid instance initialized.
if (!TaskNode.Instance.IsValid() && TaskNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed task, missing instance value."));
return false;
}
// Copy the task
const FInstancedStruct& Node = Nodes.Add_GetRef(TaskNode.Node);
FStateTreeTaskBase& Task = Node.GetMutable<FStateTreeTaskBase>();
if (TaskNode.Instance.IsValid())
{
// Struct Instance
const int32 InstanceIndex = InstanceStructs.Add(TaskNode.Instance);
// Create binding source struct descriptor.
StructDesc.Struct = TaskNode.Instance.GetScriptStruct();
StructDesc.Name = Task.Name;
check(InstanceIndex <= int32(MAX_uint16));
Task.InstanceIndex = uint16(InstanceIndex);
Task.bInstanceIsObject = false;
}
else
{
// Object Instance
check(TaskNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(TaskNode.InstanceObject, StateTree);
const int32 InstanceIndex = InstanceObjects.Add(Instance);
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Task.Name;
check(InstanceIndex <= int32(MAX_uint16));
Task.InstanceIndex = uint16(InstanceIndex);
Task.bInstanceIsObject = true;
}
// Mark the instance as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Task.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Task.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::CreateEvaluator(const FStateTreeEditorNode& EvalNode)
{
// Silently ignore empty nodes.
if (!EvalNode.Node.IsValid())
{
return true;
}
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = EvalNode.ID;
StructDesc.Name = EvalNode.Node.GetScriptStruct()->GetFName();
StructDesc.DataSource = EStateTreeBindableStructSource::Evaluator;
// Check that node has valid instance initialized.
if (!EvalNode.Instance.IsValid() && EvalNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed evaluator, missing instance value."));
return false;
}
// Copy the evaluator
const FInstancedStruct& Node = Nodes.Add_GetRef(EvalNode.Node);
FStateTreeEvaluatorBase& Eval = Node.GetMutable<FStateTreeEvaluatorBase>();
if (EvalNode.Instance.IsValid())
{
// Struct Instance
const int32 InstanceIndex = InstanceStructs.Add(EvalNode.Instance);
// Create binding source struct descriptor.
StructDesc.Struct = EvalNode.Instance.GetScriptStruct();
StructDesc.Name = Eval.Name;
check(InstanceIndex <= int32(MAX_uint16));
Eval.InstanceIndex = uint16(InstanceIndex);
Eval.bInstanceIsObject = false;
}
else
{
// Object Instance
check(EvalNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(EvalNode.InstanceObject, StateTree);
const int32 InstanceIndex = InstanceObjects.Add(Instance);
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Eval.Name;
check(InstanceIndex <= int32(MAX_uint16));
Eval.InstanceIndex = uint16(InstanceIndex);
Eval.bInstanceIsObject = true;
}
// Mark the instance as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Eval.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Eval.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const
{
bool bIsAnyEnum = false;
TArray<FStateTreePropertySegment> Segments;
const FProperty* LeafProperty = nullptr;
int32 LeafArrayIndex = INDEX_NONE;
const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex);
if (bResolved && LeafProperty)
{
if (const FProperty* OwnerProperty = LeafProperty->GetOwnerProperty())
{
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
{
bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct();
}
}
}
return bIsAnyEnum;
}
bool FStateTreeCompiler::GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const
{
OutBindings.Reset();
for (const FStateTreeEditorPropertyBinding& Binding : TreeData->EditorBindings.GetBindings())
{
if (Binding.TargetPath.StructID != TargetStruct.ID)
{
continue;
}
// Source must be one of the source structs we have discovered in the tree.
const FGuid SourceStructID = Binding.SourcePath.StructID;
const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID);
if (SourceStructIdx == INDEX_NONE)
{
Log.Reportf(EMessageSeverity::Error, TargetStruct,
TEXT("Failed to find binding source property '%s' for target '%s:%s'."),
*Binding.SourcePath.ToString(), *TargetStruct.Name.ToString(), *Binding.TargetPath.ToString());
return false;
}
const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx);
// Source must be accessible by the target struct via all execution paths.
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
TreeData->GetAccessibleStructs(Binding.TargetPath.StructID, AccessibleStructs);
const bool bSourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
{
return (Structs.ID == SourceStructID);
});
if (!bSourceAccessible)
{
Log.Reportf(EMessageSeverity::Error, TargetStruct,
TEXT("Property '%s:%s' cannot be bound to '%s:%s', because the binding source '%s' is not updated before '%s' in the tree."),
*SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(),
*TargetStruct.Name.ToString(), *Binding.TargetPath.ToString(),
*SourceStruct.Name.ToString(), *TargetStruct.Name.ToString());
return false;
}
// Special case fo AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types.
// The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum.
// We amend the paths here to point to the 'Value' property.
const bool bSourceIsAnyEnum = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath);
const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath);
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
{
FStateTreeEditorPropertyBinding ModifiedBinding(Binding);
if (bSourceIsAnyEnum)
{
ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
if (bTargetIsAnyEnum)
{
ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
OutBindings.Add(ModifiedBinding);
}
else
{
OutBindings.Add(Binding);
}
}
return true;
}