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365 lines
16 KiB
C++
365 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "Math/Box.h"
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#include "WorldConditionQuery.h"
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#include "WorldConditions/SmartObjectWorldConditionSchema.h"
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#include "SmartObjectDefinition.generated.h"
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struct FSmartObjectSlotIndex;
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class UGameplayBehaviorConfig;
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class USmartObjectSlotValidationFilter;
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enum class ESmartObjectTagFilteringPolicy: uint8;
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enum class ESmartObjectTagMergingPolicy: uint8;
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/** Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request. */
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UENUM()
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enum class ESmartObjectSlotShape : uint8
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{
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Circle,
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Rectangle
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};
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/**
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* Abstract class that can be extended to bind a new type of behavior framework
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* to the smart objects by defining the required definition.
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*/
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UCLASS(Abstract, NotBlueprintable, EditInlineNew, CollapseCategories, HideDropdown)
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class SMARTOBJECTSMODULE_API USmartObjectBehaviorDefinition : public UObject
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{
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GENERATED_BODY()
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};
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/**
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* Persistent and sharable definition of a smart object slot.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotDefinition
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{
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GENERATED_BODY()
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FName Name;
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UPROPERTY(EditAnywhere, Category = "SmartObject", meta = (DisplayName = "Color"))
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FColor DEBUG_DrawColor = FColor::Yellow;
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UPROPERTY(EditAnywhere, Category = "SmartObject", meta = (DisplayName = "Shape"))
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ESmartObjectSlotShape DEBUG_DrawShape = ESmartObjectSlotShape::Circle;
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UPROPERTY(EditAnywhere, Category = "SmartObject", meta = (DisplayName = "Size"))
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float DEBUG_DrawSize = 40.0f;
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UPROPERTY(EditAnywhere, Category = "SmartObject", meta = (Hidden))
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FGuid ID;
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#endif // WITH_EDITORONLY_DATA
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/** Whether the slot is enable initially. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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bool bEnabled = true;
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/** Initial runtime tags. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FGameplayTagContainer RuntimeTags;
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/** This slot is available only for users matching this query. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FGameplayTagQuery UserTagFilter;
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/**
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* Tags identifying this slot's use case. Can be used while looking for slots supporting given activity.
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* Depending on the tag filtering policy these tags can override the parent object's tags
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* or be combined with them while applying filters from requests.
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*/
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FGameplayTagContainer ActivityTags;
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/** Preconditions that must pass for the slot to be selected. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FWorldConditionQueryDefinition SelectionPreconditions;
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/** Offset relative to the parent object where the slot is located. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FVector3f Offset = FVector3f::ZeroVector;
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/** Rotation relative to the parent object. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FRotator3f Rotation = FRotator3f::ZeroRotator;
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/** Custom data (struct inheriting from SmartObjectSlotDefinitionData) that can be added to the slot definition and accessed through a FSmartObjectSlotView */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (BaseStruct = "/Script/SmartObjectsModule.SmartObjectSlotDefinitionData", ExcludeBaseStruct))
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TArray<FInstancedStruct> Data;
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/**
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* All available definitions associated to this slot.
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* This allows multiple frameworks to provide their specific behavior definition to the slot.
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* Note that there should be only one definition of each type since the first one will be selected.
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*/
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", Instanced)
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TArray<TObjectPtr<USmartObjectBehaviorDefinition>> BehaviorDefinitions;
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};
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/**
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* Data used for previewing in the Smart Object editor.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectDefinitionPreviewData
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{
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GENERATED_BODY()
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/** Actor class used as the object for previewing the definition in the asset editor. */
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UPROPERTY(EditDefaultsOnly, Category = "Object Preview")
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TSoftClassPtr<AActor> ObjectActorClass;
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/** Path of the static mesh used as the object for previewing the definition in the asset editor. */
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UPROPERTY(EditDefaultsOnly, Category = "Object Preview", meta = (AllowedClasses = "/Script/Engine.StaticMesh"))
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FSoftObjectPath ObjectMeshPath;
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/** Actor class used for previewing the smart object user actor in the asset editor. */
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UPROPERTY(EditDefaultsOnly, Category = "User Preview")
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TSoftClassPtr<AActor> UserActorClass;
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/** Validation filter used for previewing the smart object user in the asset editor. */
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UPROPERTY(EditDefaultsOnly, Category = "User Preview")
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TSoftClassPtr<USmartObjectSlotValidationFilter> UserValidationFilterClass;
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};
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/**
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* SmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime.
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*/
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UCLASS(BlueprintType, Blueprintable, CollapseCategories)
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class SMARTOBJECTSMODULE_API USmartObjectDefinition : public UDataAsset
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{
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GENERATED_BODY()
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public:
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explicit USmartObjectDefinition(const FObjectInitializer& ObjectInitializer);
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/**
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* Retrieves a specific type of behavior definition for a given slot.
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* When the slot doesn't provide one or if the provided index is not valid
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* the search will look in the object default definitions.
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*
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* @param SlotIndex Index of the slot for which the definition is requested
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* @param DefinitionClass Type of the requested behavior definition
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* @return The behavior definition found or null if none are available for the requested type.
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*/
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const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const int32 SlotIndex, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass) const;
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/** @return Preconditions that must pass for the object to be found/used. */
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const FWorldConditionQueryDefinition& GetPreconditions() const { return Preconditions; }
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/** @return mutable Preconditions that must pass for the object to be found/used. */
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FWorldConditionQueryDefinition& GetMutablePreconditions() { return Preconditions; }
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/** @return a view on all the slot definitions */
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TConstArrayView<FSmartObjectSlotDefinition> GetSlots() const { return Slots; }
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/** @return slot definition stored at a given index */
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const FSmartObjectSlotDefinition& GetSlot(const int32 Index) const { return Slots[Index]; }
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/** @return mutable slot definition stored at a given index */
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FSmartObjectSlotDefinition& GetMutableSlot(const int32 Index) { return Slots[Index]; }
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/** @return True if specified slot index is valid. */
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bool IsValidSlotIndex(const int32 SlotIndex) const { return Slots.IsValidIndex(SlotIndex); }
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#if WITH_EDITOR
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/** Returns a view on all the slot definitions */
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TArrayView<FSmartObjectSlotDefinition> GetMutableSlots() { return Slots; }
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/** @return validation filter class for preview. */
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TSubclassOf<USmartObjectSlotValidationFilter> GetPreviewValidationFilterClass() const;
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#endif
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/** Return bounds encapsulating all slots */
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FBox GetBounds() const;
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/** Adds and returns a reference to a defaulted slot (used for testing purposes) */
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FSmartObjectSlotDefinition& DebugAddSlot() { return Slots.AddDefaulted_GetRef(); }
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/**
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* Returns the transform (in world space) of the given slot index.
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* @param OwnerTransform Transform (in world space) of the slot owner.
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* @param SlotIndex Index within the list of slots.
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* @return Transform (in world space) of the slot associated to SlotIndex.
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* @note Method will ensure on invalid invalid index.
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*/
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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UE_DEPRECATED(5.3, "Please use GetSlotWorldTransform() instead.")
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TOptional<FTransform> GetSlotTransform(const FTransform& OwnerTransform, const FSmartObjectSlotIndex SlotIndex) const;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/**
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* Returns the transform (in world space) of the given slot index.
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* @param OwnerTransform Transform (in world space) of the slot owner.
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* @param SlotIndex Index within the list of slots.
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* @return Transform (in world space) of the slot associated to SlotIndex, or OwnerTransform if index is invalid.
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* @note Method will ensure on invalid invalid index.
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*/
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FTransform GetSlotWorldTransform(const int32 SlotIndex, const FTransform& OwnerTransform) const;
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/**
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* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
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* @param SlotIndex Index of the slot for which the tags are requested
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* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
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*/
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void GetSlotActivityTags(const int32 SlotIndex, FGameplayTagContainer& OutActivityTags) const;
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/**
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* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
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* @param SlotDefinition Definition of the slot for which the tags are requested
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* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
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*/
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void GetSlotActivityTags(const FSmartObjectSlotDefinition& SlotDefinition, FGameplayTagContainer& OutActivityTags) const;
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/** Returns the tag query to run on the user tags provided by a request to accept this definition */
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const FGameplayTagQuery& GetUserTagFilter() const { return UserTagFilter; }
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/** Sets the tag query to run on the user tags provided by a request to accept this definition */
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void SetUserTagFilter(const FGameplayTagQuery& InUserTagFilter) { UserTagFilter = InUserTagFilter; }
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/** Returns the tag query to run on the runtime tags of a smart object instance to accept it */
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UE_DEPRECATED(5.2, "Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead.")
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const FGameplayTagQuery& GetObjectTagFilter() const { static FGameplayTagQuery Dummy; return Dummy; }
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/** Sets the tag query to run on the runtime tags of a smart object instance to accept it */
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UE_DEPRECATED(5.2, "Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead.")
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void SetObjectTagFilter(const FGameplayTagQuery& InObjectTagFilter) {}
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/** Returns the list of tags describing the activity associated to this definition */
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const FGameplayTagContainer& GetActivityTags() const { return ActivityTags; }
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/** Sets the list of tags describing the activity associated to this definition */
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void SetActivityTags(const FGameplayTagContainer& InActivityTags) { ActivityTags = InActivityTags; }
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/** Returns the tag filtering policy that should be applied on User tags by this definition */
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ESmartObjectTagFilteringPolicy GetUserTagsFilteringPolicy() const { return UserTagsFilteringPolicy; }
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/** Sets the tag filtering policy to apply on User tags by this definition */
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void SetUserTagsFilteringPolicy(const ESmartObjectTagFilteringPolicy InUserTagsFilteringPolicy) { UserTagsFilteringPolicy = InUserTagsFilteringPolicy; }
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/** Returns the tag merging policy to apply on Activity tags from this definition */
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ESmartObjectTagMergingPolicy GetActivityTagsMergingPolicy() const { return ActivityTagsMergingPolicy; }
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/** Sets the tag merging policy to apply on Activity tags from this definition */
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void SetActivityTagsMergingPolicy(const ESmartObjectTagMergingPolicy InActivityTagsMergingPolicy) { ActivityTagsMergingPolicy = InActivityTagsMergingPolicy; }
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/**
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* Performs validation for the current definition. The method will return on the first error encountered by default
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* but could go through all validations and report all errors (e.g. when saving the asset errors are reported to the user).
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* An object using an invalid definition will not be registered in the simulation.
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* The result of the validation is stored until next validation and can be retrieved using `IsValid`.
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* @param ErrorsToReport Optional list of error messages that could be provided to report them
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* @return true if the definition is valid
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*/
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bool Validate(TArray<FText>* ErrorsToReport = nullptr) const;
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/** Provides a description of the definition */
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friend FString LexToString(const USmartObjectDefinition& Definition)
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{
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return FString::Printf(TEXT("NumSlots=%d NumDefs=%d HasUserFilter=%s HasPreConditions=%s"),
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Definition.Slots.Num(),
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Definition.DefaultBehaviorDefinitions.Num(),
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*LexToString(!Definition.UserTagFilter.IsEmpty()),
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*LexToString(Definition.Preconditions.IsValid()));
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}
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/** Returns result of the last validation if `Validate` was called; unset otherwise. */
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TOptional<bool> IsValid() const { return bValid; }
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#if WITH_EDITORONLY_DATA
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/** Actor class used for previewing the definition in the asset editor. */
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UE_DEPRECATED(5.3, "Use ObjectActorClass in PreviewData instead.")
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UPROPERTY()
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TSoftClassPtr<AActor> PreviewClass_DEPRECATED;
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/** Path of the static mesh used for previewing the definition in the asset editor. */
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UE_DEPRECATED(5.3, "Use ObjectMeshPath in PreviewData instead.")
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UPROPERTY()
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FSoftObjectPath PreviewMeshPath_DEPRECATED;
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/** Actor class used for previewing the user in the asset editor. */
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UPROPERTY()
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FSmartObjectDefinitionPreviewData PreviewData;
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#endif // WITH_EDITORONLY_DATA
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const USmartObjectWorldConditionSchema* GetWorldConditionSchema() const { return WorldConditionSchemaClass.GetDefaultObject(); }
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const TSubclassOf<USmartObjectWorldConditionSchema>& GetWorldConditionSchemaClass() const { return WorldConditionSchemaClass; }
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protected:
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#if WITH_EDITOR
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/** @return Index of the slot that has the specified ID, or INDEX_NONE if not found. */
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int32 FindSlotByID(const FGuid ID) const;
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void UpdateSlotReferences();
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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virtual void PreSave(FObjectPreSaveContext SaveContext) override;
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virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
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#endif // WITH_EDITOR
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virtual void PostLoad() override;
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private:
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/** Finds first behavior definition of a given class in the provided list of definitions. */
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static const USmartObjectBehaviorDefinition* GetBehaviorDefinitionByType(const TArray<USmartObjectBehaviorDefinition*>& BehaviorDefinitions, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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/**
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* Where SmartObject's user needs to stay to be able to activate it. These
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* will be used by AI to approach the object. Locations are relative to object's location.
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*/
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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TArray<FSmartObjectSlotDefinition> Slots;
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/** List of behavior definitions of different types provided to SO's user if the slot does not provide one. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", Instanced)
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TArray<TObjectPtr<USmartObjectBehaviorDefinition>> DefaultBehaviorDefinitions;
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/** This object is available if user tags match this query; always available if query is empty. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FGameplayTagQuery UserTagFilter;
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#if WITH_EDITORONLY_DATA
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/** This object is available if instance tags match this query; always available if query is empty. */
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UE_DEPRECATED(5.2, "FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery used in Preconditions instead.")
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UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead."))
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FGameplayTagQuery ObjectTagFilter;
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#endif // WITH_EDITORONLY_DATA
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/** Preconditions that must pass for the object to be found/used. */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FWorldConditionQueryDefinition Preconditions;
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private:
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/** Tags identifying this Smart Object's use case. Can be used while looking for objects supporting given activity */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
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FGameplayTagContainer ActivityTags;
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", AdvancedDisplay)
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TSubclassOf<USmartObjectWorldConditionSchema> WorldConditionSchemaClass;
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/** Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request. */
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UPROPERTY(EditAnywhere, Category = "SmartObject", AdvancedDisplay)
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ESmartObjectTagMergingPolicy ActivityTagsMergingPolicy;
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/** Indicates how TagQueries from slots and parent object will be processed against User Tags from a find request. */
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UPROPERTY(EditAnywhere, Category = "SmartObject", AdvancedDisplay)
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ESmartObjectTagFilteringPolicy UserTagsFilteringPolicy;
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mutable TOptional<bool> bValid;
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friend class FSmartObjectSlotReferenceDetails;
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};
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "SmartObjectTypes.h"
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#endif
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