// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DataAsset.h" #include "StateTreeTypes.h" #include "StateTreeSchema.h" #include "InstancedStruct.h" #include "InstancedStructArray.h" #include "StateTreePropertyBindings.h" #include "StateTreeInstanceData.h" #include "StateTree.generated.h" /** Custom serialization version for StateTree Asset */ struct STATETREEMODULE_API FStateTreeCustomVersion { enum Type { // Before any version changes were made in the plugin BeforeCustomVersionWasAdded = 0, // Separated conditions to shared instance data. SharedInstanceData, // Moved evaluators to be global. GlobalEvaluators, // Moved instance data to arrays. InstanceDataArrays, // Added index types. IndexTypes, // ------------------------------------------------------ VersionPlusOne, LatestVersion = VersionPlusOne - 1 }; /** The GUID for this custom version number */ const static FGuid GUID; private: FStateTreeCustomVersion() {} }; #if WITH_EDITOR /** Struct containing information about the StateTree runtime memory usage. */ struct FStateTreeMemoryUsage { FStateTreeMemoryUsage() = default; FStateTreeMemoryUsage(const FString InName, const FStateTreeStateHandle InHandle = FStateTreeStateHandle::Invalid) : Name(InName) , Handle(InHandle) { } void AddUsage(FConstStructView View); void AddUsage(const UObject* Object); FString Name; FStateTreeStateHandle Handle; int32 NodeCount = 0; int32 EstimatedMemoryUsage = 0; int32 ChildNodeCount = 0; int32 EstimatedChildMemoryUsage = 0; }; #endif /** * StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats. */ UCLASS(BlueprintType) class STATETREEMODULE_API UStateTree : public UDataAsset { GENERATED_BODY() public: /** * @todo: This should return different data for each thread. * @return Shared instance data. */ const FStateTreeInstanceData& GetSharedInstanceData() const { return SharedInstanceData; } /** @return Number of data views required for StateTree execution (Evaluators, Tasks, Conditions, External data). */ int32 GetNumDataViews() const { return NumDataViews; } /** @return List of external data required by the state tree */ TConstArrayView GetExternalDataDescs() const { return ExternalDataDescs; } /** @return List of named external data enforced by the schema that must be provided through the execution context. */ TConstArrayView GetNamedExternalDataDescs() const { return NamedExternalDataDescs; } /** @return List of default parameters of the state tree. Default parameter values can be overridden at runtime by the execution context. */ const FInstancedPropertyBag& GetDefaultParameters() const { return Parameters; } /** @return true if the tree asset can be used at runtime. */ bool IsReadyToRun() const; #if WITH_EDITOR /** Resets the compiled data to empty. */ void ResetCompiled(); /** Calculates runtime memory usage for different sections of the tree. */ TArray CalculateEstimatedMemoryUsage() const; #endif #if WITH_EDITORONLY_DATA /** Edit time data for the StateTree, instance of UStateTreeEditorData */ UPROPERTY() TObjectPtr EditorData; /** Hash of the editor data from last compile. */ UPROPERTY() uint32 LastCompiledEditorDataHash = 0; #endif protected: /** * Resolves references between data in the StateTree. * @return true if all references to internal and external data are resolved properly, false otherwise. */ [[nodiscard]] bool Link(); virtual void PostLoad() override; virtual void Serialize(FStructuredArchiveRecord Record) override; #if WITH_EDITOR virtual void GetAssetRegistryTags(TArray& OutTags) const override; virtual void PostLoadAssetRegistryTags(const FAssetData& InAssetData, TArray& OutTagsAndValuesToUpdate) const; #endif private: /** * Reset the data generated by Link(), this in turn will cause IsReadyToRun() to return false. * Used during linking, or to invalidate the linked data when data version is old (requires recompile). */ void ResetLinked(); // Data created during compilation, source data in EditorData. /** Schema used to compile the StateTree. */ UPROPERTY(Instanced) TObjectPtr Schema = nullptr; /** Runtime states, root state at index 0 */ UPROPERTY() TArray States; /** Runtime transitions. */ UPROPERTY() TArray Transitions; /** Evaluators, Tasks, and Condition nodes. */ UPROPERTY() FInstancedStructArray Nodes; /** Default node instance data (e.g. evaluators, tasks). */ UPROPERTY() FStateTreeInstanceData DefaultInstanceData; /** Shared node instance data (e.g. conditions). */ UPROPERTY() FStateTreeInstanceData SharedInstanceData; /** List of names external data enforced by the schema, created at compilation. */ UPROPERTY() TArray NamedExternalDataDescs; UPROPERTY() FStateTreePropertyBindings PropertyBindings; /** * Parameters that could be used for bindings within the Tree. * Default values are stored within the asset but StateTreeReference can be used to parameterized the tree. * @see FStateTreeReference */ UPROPERTY() FInstancedPropertyBag Parameters; /** Data view index of the tree Parameters */ UPROPERTY() FStateTreeIndex8 ParametersDataViewIndex = FStateTreeIndex8::Invalid; /** Index of first evaluator in Nodes. */ UPROPERTY() uint16 EvaluatorsBegin = 0; /** Number of evaluators. */ UPROPERTY() uint16 EvaluatorsNum = 0; // Data created during linking. /** List of external data required by the state tree, created during linking. */ UPROPERTY(Transient) TArray ExternalDataDescs; /** Base index of external data, created during linking. */ UPROPERTY(Transient) int32 ExternalDataBaseIndex = 0; /** Total number of data views, created during linking. */ UPROPERTY(Transient) int32 NumDataViews = 0; /** True if the StateTree was linked successfully. */ bool bIsLinked = false; friend struct FStateTreeInstance; friend struct FStateTreeExecutionContext; #if WITH_EDITORONLY_DATA friend struct FStateTreeCompiler; #endif };