// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DataAsset.h" #include "StateTreeTypes.h" #include "StateTreeSchema.h" #include "InstancedStruct.h" #include "StateTreePropertyBindings.h" #include "StateTreeInstanceData.h" #include "StateTree.generated.h" /** * StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats. */ UCLASS(BlueprintType) class STATETREEMODULE_API UStateTree : public UDataAsset { GENERATED_BODY() public: /** @return Default value for the instance data. */ const FStateTreeInstanceData& GetInstanceDataDefaultValue() const { return InstanceDataDefaultValue; } /** @return Number of runtime data (Evaluators, Tasks, Conditions) in the runtime storage. */ int32 GetNumInstances() const { return Instances.Num(); } /** @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(); #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; #endif private: // Properties UPROPERTY(Instanced) TObjectPtr Schema = nullptr; /** * 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; /** Evaluators, Tasks, and Condition items */ UPROPERTY() TArray Nodes; /** Evaluators, Tasks, and Conditions runtime data. */ UPROPERTY() TArray Instances; /** Blueprint based Evaluators, Tasks, and Conditions runtime data. */ UPROPERTY() TArray> InstanceObjects; UPROPERTY(Transient) FStateTreeInstanceData InstanceDataDefaultValue; /** List of external data required by the state tree, created during linking. */ UPROPERTY(Transient) TArray ExternalDataDescs; /** List of names external data enforced by the schema, created at compilation. */ UPROPERTY() TArray NamedExternalDataDescs; UPROPERTY(Transient) int32 NumDataViews = 0; UPROPERTY(Transient) int32 ExternalDataBaseIndex = 0; /** Data view index of the tree parameters */ UPROPERTY() int32 DefaultParametersDataViewIndex = INDEX_NONE; UPROPERTY() FStateTreePropertyBindings PropertyBindings; UPROPERTY() TArray States; UPROPERTY() TArray Transitions; friend struct FStateTreeInstance; friend struct FStateTreeExecutionContext; #if WITH_EDITORONLY_DATA friend struct FStateTreeCompiler; #endif };