// 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(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->DefaultParametersDataViewIndex = 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 (!CreateStateEvaluators()) { StateTree->ResetCompiled(); return false; } if (!CreateStateTasksAndParameters()) { StateTree->ResetCompiled(); return false; } if (!CreateStateTransitions()) { StateTree->ResetCompiled(); return false; } 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 StateTree->Instances.Add(FInstancedStruct::Make()); // 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 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); check(StateTree->Instances.Num() <= int32(MAX_uint16)); // 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 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::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 = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; check(InstanceIndex <= int32(MAX_uint16)); CompactState.ParameterInstanceIndex = InstanceIndex; Instance.InitializeAs(); FCompactStateTreeParameters& CompactParams = Instance.GetMutable(); 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 Bindings; if (!GetAndValidateBindings(*SourceState, 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(StateTree->Nodes.Num() <= int32(MAX_uint16)); CompactState.TasksBegin = uint16(StateTree->Nodes.Num()); for (FStateTreeEditorNode& TaskNode : SourceState->Tasks) { if (!CreateTask(*SourceState, TaskNode)) { return false; } } if (!CreateTask(*SourceState, SourceState->SingleTask)) { return false; } const int32 TasksNum = StateTree->Nodes.Num() - int32(CompactState.TasksBegin); check(TasksNum <= int32(MAX_uint8)); CompactState.TasksNum = uint8(TasksNum); } return true; } bool FStateTreeCompiler::CreateStateEvaluators() { 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); // Collect evaluators check(StateTree->Nodes.Num() <= int32(MAX_uint16)); CompactState.EvaluatorsBegin = uint16(StateTree->Nodes.Num()); for (FStateTreeEditorNode& EvalNode : SourceState->Evaluators) { if (!CreateEvaluator(*SourceState, EvalNode)) { return false; } } const int32 EvaluatorsNum = StateTree->Nodes.Num() - int32(CompactState.EvaluatorsBegin); check(EvaluatorsNum <= int32(MAX_uint8)); CompactState.EvaluatorsNum = uint8(EvaluatorsNum); } 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(StateTree->Nodes.Num()); if (!CreateConditions(*SourceState, SourceState->EnterConditions)) { Log.Reportf(EMessageSeverity::Error, TEXT("Failed to create state enter condition.")); return false; } CompactState.EnterConditionsNum = uint8(uint16(StateTree->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& BakedTransition = StateTree->Transitions.AddDefaulted_GetRef(); BakedTransition.Event = Transition.Event; BakedTransition.Type = Transition.State.Type; BakedTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255); BakedTransition.State = FStateTreeHandle::Invalid; if (!ResolveTransitionState(*SourceState, Transition.State, BakedTransition.State)) { return false; } // Note: Unset transition is allowed here. It can be used to mask a transition at parent. BakedTransition.ConditionsBegin = uint16(StateTree->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; } BakedTransition.ConditionsNum = uint8(uint16(StateTree->Nodes.Num()) - BakedTransition.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 FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef(); Item = CondNode.Node; FStateTreeConditionBase& Cond = Item.GetMutable(); Cond.Operand = Operand; Cond.DeltaIndent = DeltaIndent; if (CondNode.Instance.IsValid()) { // Struct instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = CondNode.Instance; // Create binding source struct descriptor. StructDesc.Struct = 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); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // 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 Bindings; if (!GetAndValidateBindings(State, 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 items. 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 item 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 FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef(); Item = TaskNode.Node; FStateTreeTaskBase& Task = Item.GetMutable(); if (TaskNode.Instance.IsValid()) { // Struct Instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = TaskNode.Instance; // Create binding source struct descriptor. StructDesc.Struct = 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); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // 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 Bindings; if (!GetAndValidateBindings(State, 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(UStateTreeState& State, const FStateTreeEditorNode& EvalNode) { // Silently ignore empty items. 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 item 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 FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef(); Item = EvalNode.Node; FStateTreeEvaluatorBase& Eval = Item.GetMutable(); if (EvalNode.Instance.IsValid()) { // Struct Instance FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef(); const int32 InstanceIndex = StateTree->Instances.Num() - 1; Instance = EvalNode.Instance; // Create binding source struct descriptor. StructDesc.Struct = 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); StateTree->InstanceObjects.Add(Instance); const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1; // 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 Bindings; if (!GetAndValidateBindings(State, 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 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(OwnerProperty)) { bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct(); } } } return bIsAnyEnum; } bool FStateTreeCompiler::GetAndValidateBindings(UStateTreeState& State, const FStateTreeBindableStructDesc& TargetStruct, TArray& 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 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; }