// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #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 Size required for the instance data in bytes. */ int32 GetInstanceDataSize() const; /** @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 Schema describing which inputs, evaluators, and tasks a StateTree can contain */ const UStateTreeSchema* GetSchema() const { return Schema; } void SetSchema(UStateTreeSchema* InSchema) { Schema = InSchema; } /** @return true is the tree asset is to be used at runtime. */ bool IsReadyToRun() const; #if WITH_EDITOR /** Resets the baked data to empty. */ void ResetBaked(); #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: /** Resolved references between data in the StateTree. */ void Link(); virtual void PostLoad() override; #if WITH_EDITOR virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; virtual void GetAssetRegistryTags(TArray& OutTags) const override; #endif private: // Properties UPROPERTY(EditDefaultsOnly, Category = Common, Instanced) TObjectPtr Schema = nullptr; /** 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, creating during linking. */ UPROPERTY(Transient) TArray ExternalDataDescs; UPROPERTY(Transient) int32 NumDataViews = 0; UPROPERTY(Transient) int32 ExternalDataBaseIndex = 0; UPROPERTY() FStateTreePropertyBindings PropertyBindings; UPROPERTY() TArray States; UPROPERTY() TArray Transitions; friend struct FStateTreeInstance; friend struct FStateTreeExecutionContext; #if WITH_EDITORONLY_DATA friend struct FStateTreeBaker; #endif };