[Backout] - CL23746516

[FYI] Yoan.StAmant
Original CL Desc
-----------------------------------------------------------------
[SmartObject] updated the smartobject blueprint library:
- renamed 'K2_SetSmartObjectEnabled' to 'AddOrRemoveSmartObject' since 'Enabled= false' is a concept used when the object is no longer available for queries but active interactions can finish.
- added functions to add to/remove from the simulation all smart objects from a single or a list of actors.
- added functions to enable/disable smart objects on a single or a list of actors.
#jira UE-165689
#rb mikko.mononen
#rb maxime.mercier
#rb patrick.carroll
#preflight 63c6fda33f587d9e1403726c

[CL 23752173 by bob tellez in ue5-main branch]
This commit is contained in:
bob tellez
2023-01-18 01:06:52 -05:00
parent 09e68111e3
commit 5a84e8a7d8
3 changed files with 13 additions and 183 deletions

View File

@@ -1,5 +1,2 @@
[/Script/SmartObjectsModule.SmartObjectSubsystem]
SpacePartitionClassName=/Script/SmartObjectsModule.SmartObjectHashGrid
[CoreRedirects]
+FunctionRedirects=(OldName="K2_SetSmartObjectEnabled",NewName="AddOrRemoveSmartObject")

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@@ -30,102 +30,27 @@ void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardCo
BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
}
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveSmartObject(AActor* SmartObjectActor, const bool bAdd)
bool USmartObjectBlueprintFunctionLibrary::K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, bAdd);
}
bool USmartObjectBlueprintFunctionLibrary::AddSmartObject(AActor* SmartObjectActor)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/true);
}
bool USmartObjectBlueprintFunctionLibrary::AddMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
{
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/true);
}
bool USmartObjectBlueprintFunctionLibrary::RemoveSmartObject(AActor* SmartObjectActor)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/false);
}
bool USmartObjectBlueprintFunctionLibrary::RemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
{
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/false);
}
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors, const bool bAdd)
{
bool bSuccess = true;
if (SmartObjectActors.IsEmpty())
if (SmartObject == nullptr)
{
return bSuccess;
return false;
}
USmartObjectSubsystem* Subsystem = nullptr;
for (const AActor* SmartObjectActor : SmartObjectActors)
UWorld* World = SmartObject->GetWorld();
if (World == nullptr)
{
if (SmartObjectActor == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
bSuccess = false;
continue;
}
if (Subsystem == nullptr)
{
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
if (Subsystem == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
return false;
}
}
bSuccess = bAdd ? Subsystem->RegisterSmartObjectActor(*SmartObjectActor) : Subsystem->RemoveSmartObjectActor(*SmartObjectActor) && bSuccess;
return false;
}
return bSuccess;
}
bool USmartObjectBlueprintFunctionLibrary::SetSmartObjectEnabled(AActor* SmartObjectActor, const bool bEnabled)
{
return SetMultipleSmartObjectsEnabled({SmartObjectActor}, bEnabled);
}
bool USmartObjectBlueprintFunctionLibrary::SetMultipleSmartObjectsEnabled(const TArray<AActor*>& SmartObjectActors, const bool bEnabled)
{
bool bSuccess = true;
if (SmartObjectActors.IsEmpty())
USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World);
if (Subsystem == nullptr)
{
return bSuccess;
return false;
}
USmartObjectSubsystem* Subsystem = nullptr;
for (const AActor* SmartObjectActor : SmartObjectActors)
{
if (SmartObjectActor == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
bSuccess = false;
continue;
}
if (Subsystem == nullptr)
{
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
if (Subsystem == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
return false;
}
}
bSuccess = Subsystem->SetSmartObjectActorEnabled(*SmartObjectActor, bEnabled) && bSuccess;
}
return bSuccess;
return bEnabled ? Subsystem->RegisterSmartObjectActor(*SmartObject)
: Subsystem->RemoveSmartObjectActor(*SmartObject);
}
void USmartObjectBlueprintFunctionLibrary::SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value)

View File

@@ -6,7 +6,6 @@
#include "SmartObjectRuntime.h"
#include "SmartObjectBlueprintFunctionLibrary.generated.h"
struct FBlackboardKeySelector;
struct FGameplayTagContainer;
class UBlackboardComponent;
class AAIController;
@@ -26,99 +25,8 @@ public:
UFUNCTION(BlueprintCallable, Category = "SmartObject")
static bool IsValidSmartObjectClaimHandle(const FSmartObjectClaimHandle Handle) { return Handle.IsValid(); }
/**
* 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);
/**
* 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);
UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "SetSmartObjectEnabled"))
static bool K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled);
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);