// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "PropertyEditorModule.h" #include "Editor.h" struct FGuid; struct FSlateBrush; #define LOCTEXT_NAMESPACE "StateTreeEditor" namespace UE::StateTree::PropertyHelpers { /** * Gets a struct value from property handle, checks type before access. Expects T is struct. * @param ValueProperty Handle to property where value is got from. * @return Requested value as optional, in case of multiple values the optional is unset. */ template FPropertyAccess::Result GetStructValue(const TSharedPtr& ValueProperty, T& OutValue) { if (!ValueProperty) { return FPropertyAccess::Fail; } FStructProperty* StructProperty = CastFieldChecked(ValueProperty->GetProperty()); check(StructProperty); check(StructProperty->Struct == TBaseStructure::Get()); T Value = T(); bool bValueSet = false; TArray RawData; ValueProperty->AccessRawData(RawData); for (void* Data : RawData) { if (Data) { const T& CurValue = *reinterpret_cast(Data); if (!bValueSet) { bValueSet = true; Value = CurValue; } else if (CurValue != Value) { // Multiple values return FPropertyAccess::MultipleValues; } } } OutValue = Value; return FPropertyAccess::Success; } /** * Sets a struct property to specific value, checks type before access. Expects T is struct. * @param ValueProperty Handle to property where value is got from. * @return Requested value as optional, in case of multiple values the optional is unset. */ template FPropertyAccess::Result SetStructValue(const TSharedPtr& ValueProperty, const T& NewValue, EPropertyValueSetFlags::Type Flags = 0) { if (!ValueProperty) { return FPropertyAccess::Fail; } FStructProperty* StructProperty = CastFieldChecked(ValueProperty->GetProperty()); if (!StructProperty) { return FPropertyAccess::Fail; } if (StructProperty->Struct != TBaseStructure::Get()) { return FPropertyAccess::Fail; } const bool bTransactable = (Flags & EPropertyValueSetFlags::NotTransactable) == 0; bool bNotifiedPreChange = false; TArray RawData; ValueProperty->AccessRawData(RawData); for (void* Data : RawData) { if (Data) { if (!bNotifiedPreChange) { if (bTransactable && GEditor) { GEditor->BeginTransaction(FText::Format(LOCTEXT("SetPropertyValue", "Set {0}"), ValueProperty->GetPropertyDisplayName())); } ValueProperty->NotifyPreChange(); bNotifiedPreChange = true; } T* Value = reinterpret_cast(Data); *Value = NewValue; } } if (bNotifiedPreChange) { ValueProperty->NotifyPostChange(EPropertyChangeType::ValueSet); if (bTransactable && GEditor) { GEditor->EndTransaction(); } } ValueProperty->NotifyFinishedChangingProperties(); return FPropertyAccess::Success; } } // UE::StateTree::PropertyHelpers #undef LOCTEXT_NAMESPACE