// Copyright Epic Games, Inc. All Rights Reserved. #include "SmartObjectComponent.h" #include "Engine/World.h" #include "SmartObjectSubsystem.h" #include "VisualLogger/VisualLogger.h" #include "Net/UnrealNetwork.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent) #if WITH_EDITORONLY_DATA USmartObjectComponent::FOnSmartObjectChanged USmartObjectComponent::OnSmartObjectChanged; #endif // WITH_EDITORONLY_DATA USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void USmartObjectComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { // Required to allow for sub classes to replicate the state of this smart object. Super::GetLifetimeReplicatedProps(OutLifetimeProps); DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, DefinitionRef); DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, RegisteredHandle); } void USmartObjectComponent::PostInitProperties() { Super::PostInitProperties(); #if WITH_EDITORONLY_DATA if (HasAnyFlags(RF_ClassDefaultObject) == false) { AActor* Actor = GetOwner(); if (Actor != nullptr && Actor->HasAnyFlags(RF_ClassDefaultObject) == false) { // tagging owner actors since the tags get included in FWorldPartitionActorDesc // and that's the only way we can tell a given actor has a SmartObjectComponent // until it's fully loaded if (Actor->Tags.Contains(UE::SmartObject::WithSmartObjectTag) == false) { Actor->Tags.AddUnique(UE::SmartObject::WithSmartObjectTag); Actor->MarkPackageDirty(); } } } #endif // WITH_EDITORONLY_DATA } #if WITH_EDITORONLY_DATA bool USmartObjectComponent::ApplyDeprecation() { if (bDeprecationApplied) { return false; } // Older versions of the SmartObject Component used to have property `DefinitionAsset`. // which referenced the SmartObject Definition asset. The data is now stored in DefinitionRef. PRAGMA_DISABLE_DEPRECATION_WARNINGS if (DefinitionAsset_DEPRECATED) { DefinitionRef.SetSmartObjectDefinition(DefinitionAsset_DEPRECATED); } CachedDefinitionAssetVariation = nullptr; DefinitionAsset_DEPRECATED = nullptr; bDeprecationApplied = true; PRAGMA_ENABLE_DEPRECATION_WARNINGS return true; } bool USmartObjectComponent::ApplyParentDeprecation() { if (bDeprecationApplied) { return false; } if (USmartObjectComponent* Archetype = Cast(GetArchetype())) { // If our archetype was already deprecated it indicates that the current instance // was created from an up to date archetype so no need to deprecate those values // and we consider the deprecation applied if (const bool bArchetypeAlreadyDeprecated = !Archetype->ApplyParentDeprecation()) { bDeprecationApplied = true; return false; } } return ApplyDeprecation(); } #endif void USmartObjectComponent::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (Ar.IsLoading()) { // Keep track of deprecated definition before serialization in case we had a different asset // then we'll need to deprecate it const TObjectPtr AssetBeforeSerialization = DefinitionAsset_DEPRECATED; // CDOs don't run serialize, apply deprecation if needed ApplyParentDeprecation(); Super::Serialize(Ar); // Object had its own asset, deprecate it if (DefinitionAsset_DEPRECATED != AssetBeforeSerialization) { // Reset deprecation that might have been set before serializing bDeprecationApplied = false; ApplyDeprecation(); } } else #endif { Super::Serialize(Ar); } } #if WITH_EDITOR void USmartObjectComponent::OnRegister() { Super::OnRegister(); // Component gets registered on BeginPlay for game worlds const UWorld* World = GetWorld(); if (World != nullptr && !World->IsGameWorld()) { RegisterToSubsystem(); } } void USmartObjectComponent::OnUnregister() { // Component gets unregistered on EndPlay for game worlds const UWorld* World = GetWorld(); if (World != nullptr && World->IsGameWorld() == false) { UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess); } Super::OnUnregister(); } #endif // WITH_EDITOR void USmartObjectComponent::RegisterToSubsystem() { const UWorld* World = GetWorld(); if (World == nullptr) { return; } #if WITH_EDITOR // Do not process any component registered to preview world if (World->WorldType == EWorldType::EditorPreview) { return; } #endif // WITH_EDITOR if (GetOwnerRole() == ROLE_Authority) { // Note: we don't report error or ensure on missing subsystem since it might happen // in various scenarios (e.g. inactive world) if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World)) { Subsystem->RegisterSmartObject(*this); } } } void USmartObjectComponent::UnregisterFromSubsystem(const ESmartObjectUnregistrationType UnregistrationType) { const UWorld* World = GetWorld(); if (World == nullptr) { return; } #if WITH_EDITOR // Do not process any component registered to preview world if (World->WorldType == EWorldType::EditorPreview) { return; } #endif // WITH_EDITOR // Only attempt to unregister if we are the authoritative role if (GetRegisteredHandle().IsValid() && GetOwnerRole() == ENetRole::ROLE_Authority) { if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World)) { if (UnregistrationType == ESmartObjectUnregistrationType::ForceRemove || (!World->IsGameWorld() && (IsBeingDestroyed() || (GetOwner() && GetOwner()->IsActorBeingDestroyed())))) { // note that this case is really only expected in the editor when the component is being unregistered // as part of DestroyComponent (or from its owner destruction). Subsystem->RemoveSmartObject(*this); } else { Subsystem->UnregisterSmartObject(*this); } } } } void USmartObjectComponent::BeginPlay() { Super::BeginPlay(); // Register only for game worlds only since component is registered by OnRegister for the other scenarios. // Can't enforce a check here in case BeginPlay is manually dispatched on worlds of other type (e.g. Editor, Preview). const UWorld* World = GetWorld(); if (World != nullptr && World->IsGameWorld()) { RegisterToSubsystem(); } } void USmartObjectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) { // Unregister only for game worlds (see details in BeginPlay) const UWorld* World = GetWorld(); if (World != nullptr && World->IsGameWorld()) { // When the object gets destroyed or streamed out we unregister the component according to its registration type // to preserve runtime data for components bounds to existing objects. if (EndPlayReason == EEndPlayReason::RemovedFromWorld || EndPlayReason == EEndPlayReason::Destroyed) { UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess); } // In all other scenarios (e.g. LevelTransition, EndPIE, Quit, etc.) we always remove the runtime data else { UnregisterFromSubsystem(ESmartObjectUnregistrationType::ForceRemove); } } Super::EndPlay(EndPlayReason); } FBox USmartObjectComponent::GetSmartObjectBounds() const { FBox BoundingBox(ForceInitToZero); if (const AActor* Owner = GetOwner()) { if (const USmartObjectDefinition* Definition = GetDefinition()) { BoundingBox = Definition->GetBounds().TransformBy(Owner->GetTransform()); } } return BoundingBox; } const USmartObjectDefinition* USmartObjectComponent::GetDefinition() const { if (!CachedDefinitionAssetVariation) { if (USmartObjectDefinition* BaseDefinitionAsset = const_cast(DefinitionRef.GetSmartObjectDefinition())) { CachedDefinitionAssetVariation = BaseDefinitionAsset->GetAssetVariation(DefinitionRef.GetParameters()); } } return CachedDefinitionAssetVariation; } const USmartObjectDefinition* USmartObjectComponent::GetBaseDefinition() const { return DefinitionRef.GetSmartObjectDefinition(); } void USmartObjectComponent::SetDefinition(USmartObjectDefinition* Definition) { DefinitionRef.SetSmartObjectDefinition(Definition); } void USmartObjectComponent::SetRegisteredHandle(const FSmartObjectHandle Value, const ESmartObjectRegistrationType InRegistrationType) { ensure(Value.IsValid()); ensure(RegisteredHandle.IsValid() == false || RegisteredHandle == Value); RegisteredHandle = Value; ensure(RegistrationType == ESmartObjectRegistrationType::NotRegistered && InRegistrationType != ESmartObjectRegistrationType::NotRegistered); RegistrationType = InRegistrationType; } void USmartObjectComponent::InvalidateRegisteredHandle() { RegisteredHandle = FSmartObjectHandle::Invalid; RegistrationType = ESmartObjectRegistrationType::NotRegistered; } void USmartObjectComponent::OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance) { EventDelegateHandle = RuntimeInstance.GetMutableEventDelegate().AddUObject(this, &USmartObjectComponent::OnRuntimeEventReceived); } void USmartObjectComponent::OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance) { if (EventDelegateHandle.IsValid()) { RuntimeInstance.GetMutableEventDelegate().Remove(EventDelegateHandle); EventDelegateHandle.Reset(); } } bool USmartObjectComponent::SetSmartObjectEnabled(const bool bEnable) const { return SetSmartObjectEnabledForReason(UE::SmartObject::EnabledReason::Gameplay, bEnable); } bool USmartObjectComponent::SetSmartObjectEnabledForReason(const FGameplayTag ReasonTag, const bool bEnabled) const { if (GetRegisteredHandle().IsValid()) { if (USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld())) { Subsystem->SetEnabledForReason(GetRegisteredHandle(), ReasonTag, bEnabled); return true; } } return false; } bool USmartObjectComponent::IsSmartObjectEnabled() const { if (GetRegisteredHandle().IsValid()) { if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld())) { return Subsystem->IsEnabled(GetRegisteredHandle()); } } return false; } bool USmartObjectComponent::IsSmartObjectEnabledForReason(const FGameplayTag ReasonTag) const { if (GetRegisteredHandle().IsValid()) { if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld())) { return Subsystem->IsEnabledForReason(GetRegisteredHandle(), ReasonTag); } } return false; } TStructOnScope USmartObjectComponent::GetComponentInstanceData() const { return MakeStructOnScope(this, DefinitionRef); } #if WITH_EDITOR void USmartObjectComponent::PostEditUndo() { Super::PostEditUndo(); CachedDefinitionAssetVariation = nullptr; OnSmartObjectChanged.Broadcast(*this); } void USmartObjectComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); CachedDefinitionAssetVariation = nullptr; OnSmartObjectChanged.Broadcast(*this); } #endif // WITH_EDITOR //----------------------------------------------------------------------------- // FSmartObjectComponentInstanceData //----------------------------------------------------------------------------- bool FSmartObjectComponentInstanceData::ContainsData() const { return true; } void FSmartObjectComponentInstanceData::ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase) { // Apply data first since we might need to register to the subsystem // before the component gets re-registered by the base class. if (CacheApplyPhase == ECacheApplyPhase::PostUserConstructionScript) { USmartObjectComponent* SmartObjectComponent = CastChecked(Component); // We only need to force a register if DefinitionAsset is currently null and a valid one was backed up. // Reason is that our registration to the Subsystem depends on a valid definition so it can be skipped. if (SmartObjectComponent->DefinitionRef != SmartObjectDefinitionRef && SmartObjectComponent->DefinitionRef.IsValid()) { SmartObjectComponent->DefinitionRef = SmartObjectDefinitionRef; const UWorld* World = SmartObjectComponent->GetWorld(); if (World != nullptr && !World->IsGameWorld()) { // Registering to the subsystem should only be attempted on registered component // otherwise the OnRegister callback will take care of it. if (SmartObjectComponent->IsRegistered()) { SmartObjectComponent->RegisterToSubsystem(); } } } } Super::ApplyToComponent(Component, CacheApplyPhase); } void USmartObjectComponent::OnRuntimeEventReceived(const FSmartObjectEventData& Event) { const AActor* Interactor = nullptr; if (const FSmartObjectActorUserData* ActorUser = Event.EventPayload.GetPtr()) { Interactor = ActorUser->UserActor.Get(); } UE_CVLOG_LOCATION(Interactor != nullptr, USmartObjectSubsystem::GetCurrent(GetWorld()), LogSmartObject, Display, Interactor->GetActorLocation(), /*Radius*/25.f, FColor::Green, TEXT("%s: %s. Interactor: %s"), *GetNameSafe(GetOwner()), *UEnum::GetValueAsString(Event.Reason), *GetNameSafe(Interactor)); ReceiveOnEvent(Event, Interactor); OnSmartObjectEvent.Broadcast(Event, Interactor); OnSmartObjectEventNative.Broadcast(Event, Interactor); }