// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StructUtils/PropertyBag.h" #include "GameplayTagContainer.h" #include "StateTreeReference.generated.h" class UStateTree; /** * Struct to hold reference to a StateTree asset along with values to parameterized it. */ USTRUCT(BlueprintType) struct STATETREEMODULE_API FStateTreeReference { GENERATED_BODY() /** @return true if the reference is set. */ bool IsValid() const { return StateTree != nullptr; } /** Sets the StateTree asset and referenced parameters. */ void SetStateTree(UStateTree* NewStateTree) { StateTree = NewStateTree; SyncParameters(); } /** @return const pointer to the referenced StateTree asset. */ const UStateTree* GetStateTree() const { return StateTree; } /** @return pointer to the referenced StateTree asset. */ UStateTree* GetMutableStateTree() { return StateTree; } /** @return reference to the parameters for the referenced StateTree asset. */ const FInstancedPropertyBag& GetParameters() const { ConditionallySyncParameters(); return Parameters; } /** @return reference to the parameters for the referenced StateTree asset. */ FInstancedPropertyBag& GetMutableParameters() { ConditionallySyncParameters(); return Parameters; } /** * Enforce self parameters to be compatible with those exposed by the selected StateTree asset. */ void SyncParameters(); /** * Sync provided parameters to be compatible with those exposed by the selected StateTree asset. */ UE_DEPRECATED(5.4, "Use SyncParameters() instead.") void SyncParametersToMatchStateTree(FInstancedPropertyBag& ParametersToSync) const; /** * Indicates if current parameters are compatible with those available in the selected StateTree asset. * @return true when parameters requires to be synced to be compatible with those available in the selected StateTree asset, false otherwise. */ bool RequiresParametersSync() const; /** Sync parameters to match the asset if required. */ void ConditionallySyncParameters() const; /** @return true if the property of specified ID is overridden. */ bool IsPropertyOverridden(const FGuid PropertyID) const { return PropertyOverrides.Contains(PropertyID); } /** Sets the override status of specified property by ID. */ void SetPropertyOverridden(const FGuid PropertyID, const bool bIsOverridden); bool Serialize(FStructuredArchive::FSlot Slot); void PostSerialize(const FArchive& Ar); protected: UPROPERTY(EditAnywhere, Category = "") TObjectPtr StateTree = nullptr; UPROPERTY(EditAnywhere, Category = "", meta = (FixedLayout)) FInstancedPropertyBag Parameters; /** Array of overridden properties. Non-overridden properties will inherit the values from the StateTree default parameters. */ UPROPERTY(EditAnywhere, Category = "") TArray PropertyOverrides; friend class FStateTreeReferenceDetails; }; template<> struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 { enum { WithStructuredSerializer = true, WithPostSerialize = true, }; }; /** * Item describing a state tree override for a state with a specific tag. */ USTRUCT() struct STATETREEMODULE_API FStateTreeReferenceOverrideItem { GENERATED_BODY() FStateTreeReferenceOverrideItem() = default; FStateTreeReferenceOverrideItem(const FGameplayTag InStateTag, const FStateTreeReference& InStateTreeReference) : StateTag(InStateTag) , StateTreeReference(InStateTreeReference) { } FGameplayTag GetStateTag() const { return StateTag; } const FStateTreeReference& GetStateTreeReference() const { return StateTreeReference; } private: /** Exact tag used to match against a tag on a linked State Tree state. */ UPROPERTY(EditAnywhere, Category = "") FGameplayTag StateTag; /** State Tree and parameters to replace the linked state asset with. */ UPROPERTY(EditAnywhere, Category = "", meta=(SchemaCanBeOverriden)) FStateTreeReference StateTreeReference; friend class FStateTreeReferenceOverridesDetails; }; /** * Overrides for linked State Trees. This table is used to override State Tree references on linked states. * If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead. */ USTRUCT() struct STATETREEMODULE_API FStateTreeReferenceOverrides { GENERATED_BODY() /** Removes all overrides. */ void Reset() { OverrideItems.Reset(); } /** Adds or replaces override for a selected tag. */ void AddOverride(const FGameplayTag StateTag, const FStateTreeReference& StateTreeReference) { FStateTreeReferenceOverrideItem* FoundOverride = OverrideItems.FindByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override) { return Override.GetStateTag() == StateTag; }); if (FoundOverride) { *FoundOverride = FStateTreeReferenceOverrideItem(StateTag, StateTreeReference); } else { OverrideItems.Emplace(StateTag, StateTreeReference); } } /** Returns true if removing an override succeeded. */ bool RemoveOverride(const FGameplayTag StateTag) { const int32 Index = OverrideItems.IndexOfByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override) { return Override.GetStateTag() == StateTag; }); if (Index != INDEX_NONE) { OverrideItems.RemoveAtSwap(Index); return true; } return false; } TConstArrayView GetOverrideItems() const { return OverrideItems; } private: UPROPERTY(EditAnywhere, Category = "") TArray OverrideItems; friend class FStateTreeReferenceOverridesDetails; };