Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeExecutionContext.cpp
jon nabozny 0d5fc99c2a Prevent MassAI and StateTree from crashing when invalid StateTree assets are used.
Added a check to make usre StateTrees have valid instances, and prevented adding Mass Behavior subsystems when an ExecutionContext fails to initialize.

[FYI] [at]Julien.Marchand, [at]Mikko.Mononen
#jira UE-134972, UE-134977

#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 18192097 via CL 18372150 via CL 18372271
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18372327 by jon nabozny in ue5-release-engine-test branch]
2021-12-03 15:35:57 -05:00

1102 lines
42 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeExecutionContext.h"
#include "StateTree.h"
#include "StateTreeTaskBase.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeConditionBase.h"
#include "CoreMinimal.h"
#include "Engine/World.h"
#include "VisualLogger/VisualLogger.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "Algo/Reverse.h"
#include "Logging/LogScopedVerbosityOverride.h"
#define STATETREE_LOG(Verbosity, Format, ...) UE_VLOG_UELOG(GetOwner(), LogStateTree, Verbosity, TEXT("%s: ") Format, *GetInstanceDescription(), ##__VA_ARGS__)
#define STATETREE_CLOG(Condition, Verbosity, Format, ...) UE_CVLOG_UELOG((Condition), GetOwner(), LogStateTree, Verbosity, TEXT("%s: ") Format, *GetInstanceDescription(), ##__VA_ARGS__)
namespace UE::StateTree
{
constexpr int32 DebugIndentSize = 2;
}
FStateTreeExecutionContext::FStateTreeExecutionContext()
{
}
FStateTreeExecutionContext::~FStateTreeExecutionContext()
{
}
bool FStateTreeExecutionContext::Init(UObject& InOwner, const UStateTree& InStateTree, const EStateTreeStorage InStorageType)
{
// Set owner first for proper logging (it will be reset in case of failure)
Owner = &InOwner;
if (!InStateTree.IsValidStateTree())
{
STATETREE_LOG(Error, TEXT("%s: StateTree asset '%s' is not valid."), ANSI_TO_TCHAR(__FUNCTION__), *InStateTree.GetName());
Reset();
return false;
}
if (InStateTree.Instances.Num() == 0)
{
STATETREE_LOG(Error, TEXT("%s: StateTree asset '%s' has no valid instances."), ANSI_TO_TCHAR(__FUNCTION__), *InStateTree.GetName());
Reset();
return false;
}
StateTree = &InStateTree;
StorageType = InStorageType;
if (StorageType == EStateTreeStorage::Internal)
{
// Duplicate instance state.
StorageInstance = StateTree->InstanceStorageDefaultValue;
InitInstanceData(InOwner, FStateTreeDataView(StorageInstance));
}
// Initialize data views for all possible items.
DataViews.SetNum(StateTree->GetNumDataViews());
// Initialize array to keep track of which states have been updated.
VisitedStates.Init(false, StateTree->States.Num());
return true;
}
bool FStateTreeExecutionContext::InitInstanceData(UObject& InOwner, FStateTreeDataView ExternalStorage) const
{
if (!Owner || !StateTree)
{
STATETREE_LOG(Error, TEXT("%s: Failed to init instance data on '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return false;
}
check (ExternalStorage.IsValid());
FStateTreeExecutionState& Exec = GetExecState(ExternalStorage);
Exec.InstanceObjects.Reset();
for (const UObject* Instance : StateTree->InstanceObjects)
{
Exec.InstanceObjects.Add(DuplicateObject(Instance, &InOwner));
}
return true;
}
EStateTreeRunStatus FStateTreeExecutionContext::Start(FStateTreeDataView ExternalStorage)
{
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeDataView Storage = SelectMutableStorage(ExternalStorage);
FStateTreeExecutionState& Exec = GetExecState(Storage);
// Stop if still running previous state.
if (Exec.TreeRunStatus == EStateTreeRunStatus::Running)
{
const FStateTreeTransitionResult Transition(FStateTreeStateStatus(Exec.CurrentState, Exec.LastTickStatus), FStateTreeHandle::Succeeded);
ExitState(Storage, Transition);
}
// Initialize to unset running state.
Exec.TreeRunStatus = EStateTreeRunStatus::Running;
Exec.CurrentState = FStateTreeHandle::Invalid;
Exec.LastTickStatus = EStateTreeRunStatus::Unset;
// Select new Starting from root.
VisitedStates.Init(false, StateTree->States.Num());
static const FStateTreeHandle RootState = FStateTreeHandle(0);
const FStateTreeTransitionResult Transition = SelectState(Storage, FStateTreeStateStatus(FStateTreeHandle::Invalid), RootState, RootState, 0);
// Handle potential transition.
if (Transition.Next.IsValid())
{
if (Transition.Next == FStateTreeHandle::Succeeded || Transition.Next == FStateTreeHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
STATETREE_LOG(Warning, TEXT("%s: Tree %s at StateTree start on '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), Transition.Next == FStateTreeHandle::Succeeded ? TEXT("succeeded") : TEXT("failed"), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = Transition.Next == FStateTreeHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
else
{
// Enter state tasks can fail/succeed, treat it same as tick.
Exec.LastTickStatus = EnterState(Storage, Transition);
Exec.CurrentState = Transition.Next;
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(Storage, Exec.CurrentState, Exec.LastTickStatus);
}
}
}
if (!Exec.CurrentState.IsValid())
{
// Should not happen. This may happen if initial state could not be selected.
STATETREE_LOG(Error, TEXT("%s: Failed to select initial state on '%s' using StateTree '%s'. This should not happen, check that the StateTree logic can always select a state at start."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = EStateTreeRunStatus::Failed;
}
return Exec.TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::Stop(FStateTreeDataView ExternalStorage)
{
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeDataView Storage = SelectMutableStorage(ExternalStorage);
FStateTreeExecutionState& Exec = GetExecState(Storage);
// Stop if still running.
if (Exec.TreeRunStatus == EStateTreeRunStatus::Running)
{
const FStateTreeTransitionResult Transition(FStateTreeStateStatus(Exec.CurrentState, Exec.LastTickStatus), FStateTreeHandle::Succeeded);
ExitState(Storage, Transition);
}
Exec.TreeRunStatus = EStateTreeRunStatus::Succeeded;
Exec.CurrentState = FStateTreeHandle::Succeeded;
Exec.LastTickStatus = EStateTreeRunStatus::Unset;
return Exec.TreeRunStatus;
}
EStateTreeRunStatus FStateTreeExecutionContext::Tick(const float DeltaTime, FStateTreeDataView ExternalStorage)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTreeCtxTick);
if (!Owner || !StateTree)
{
return EStateTreeRunStatus::Failed;
}
FStateTreeDataView Storage = SelectMutableStorage(ExternalStorage);
FStateTreeExecutionState& Exec = GetExecState(Storage);
// No ticking of the tree is done or stopped.
if (Exec.TreeRunStatus != EStateTreeRunStatus::Running)
{
return Exec.TreeRunStatus;
}
// Update the gated transition time.
if (Exec.GatedTransitionIndex != INDEX_NONE)
{
Exec.GatedTransitionTime -= DeltaTime;
}
// Reset visited state, used to keep track which state's evaluators have been ticked.
VisitedStates.Init(false, StateTree->States.Num());
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
{
// Tick evaluators on active states. Further evaluator may be ticked during selection as non-active states are visited.
// Ticked states are kept track of and evaluators are ticked just once per frame.
TickEvaluators(Storage, Exec.CurrentState, EStateTreeEvaluationType::Tick, DeltaTime);
// Tick tasks on active states.
Exec.LastTickStatus = TickTasks(Storage, Exec.CurrentState, DeltaTime);
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(Storage, Exec.CurrentState, Exec.LastTickStatus);
}
}
// The state selection is repeated up to MaxIteration time. This allows failed EnterState() to potentially find a new state immediately.
// This helps event driven StateTrees to not require another event/tick to find a suitable state.
static const int32 MaxIterations = 5;
for (int32 Iter = 0; Iter < MaxIterations; Iter++)
{
// Trigger conditional transitions or state succeed/failed transitions. First tick transition is handled here too.
FStateTreeTransitionResult Transition = TriggerTransitions(Storage, FStateTreeStateStatus(Exec.CurrentState, Exec.LastTickStatus), 0);
// Handle potential transition.
if (Transition.Next.IsValid())
{
ExitState(Storage, Transition);
if (Transition.Next == FStateTreeHandle::Succeeded || Transition.Next == FStateTreeHandle::Failed)
{
// Transition to a terminal state (succeeded/failed), or default transition failed.
Exec.TreeRunStatus = Transition.Next == FStateTreeHandle::Succeeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
return Exec.TreeRunStatus;
}
// Enter state tasks can fail/succeed, treat it same as tick.
Exec.LastTickStatus = EnterState(Storage, Transition);
Exec.CurrentState = Transition.Next;
// Report state completed immediately.
if (Exec.LastTickStatus != EStateTreeRunStatus::Running)
{
StateCompleted(Storage, Exec.CurrentState, Exec.LastTickStatus);
}
}
// Stop as soon as have found a running state.
if (Exec.LastTickStatus == EStateTreeRunStatus::Running)
{
break;
}
}
if (!Exec.CurrentState.IsValid())
{
// Should not happen. This may happen if a state completion transition could not be selected.
STATETREE_LOG(Error, TEXT("%s: Failed to select state on '%s' using StateTree '%s'. This should not happen, state completion transition is likely missing."),
ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *GetNameSafe(StateTree));
Exec.TreeRunStatus = EStateTreeRunStatus::Failed;
return Exec.TreeRunStatus;
}
return Exec.TreeRunStatus;
}
void FStateTreeExecutionContext::Reset()
{
StateTree = nullptr;
Owner = nullptr;
DataViews.Reset();
StorageInstance.Reset();
StorageType = EStateTreeStorage::Internal;
VisitedStates.Reset();
}
EStateTreeRunStatus FStateTreeExecutionContext::EnterState(FStateTreeDataView Storage, const FStateTreeTransitionResult& Transition)
{
if (!Transition.Next.IsValid())
{
return EStateTreeRunStatus::Failed;
}
// Activate evaluators along the active branch.
TStaticArray<FStateTreeHandle, 32> States;
const int32 NumStates = GetActiveStates(Transition.Next, States);
TStaticArray<FStateTreeHandle, 32> PrevStates;
const int32 NumPrevStates = GetActiveStates(Transition.Source.State, PrevStates);
// Pad prev states with invalid states if it's shorter.
for (int32 Index = NumPrevStates; Index < NumStates; Index++)
{
PrevStates[Index] = FStateTreeHandle::Invalid;
}
// On target branch means that the state is the target of current transition or child of it.
// States which were active before and will remain active, but are not on target branch will not get
// EnterState called. That is, a transition is handled as "replan from this state".
bool bOnTargetBranch = false;
FStateTreeTransitionResult CurrentTransition = Transition;
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
EnterStateStatus = Result;
for (int32 Index = 0; Index < NumStates; Index++)
{
const FStateTreeHandle CurrentHandle = States[Index];
const FBakedStateTreeState& State = StateTree->States[CurrentHandle.Index];
bOnTargetBranch = bOnTargetBranch || CurrentHandle == Transition.Target;
const bool bWasActive = PrevStates[Index] == CurrentHandle;
if (bWasActive && !bOnTargetBranch)
{
// States which will keep on begin active and were not part of the transition will not get enter/exit state.
// Must update data views.
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
DataViews[Eval.DataViewIndex] = GetInstanceData(Storage, Eval.bInstanceIsObject, Eval.InstanceIndex);
}
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
DataViews[Task.DataViewIndex] = GetInstanceData(Storage, Task.bInstanceIsObject, Task.InstanceIndex);
}
continue;
}
CurrentTransition.Current = CurrentHandle;
const EStateTreeStateChangeType ChangeType = bWasActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
STATETREE_LOG(Log, TEXT("%*sEnter state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(States, Index), *StaticEnum<EStateTreeStateChangeType>()->GetValueAsString(ChangeType));
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(Storage, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Notify Evaluator '%s'."), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Eval.Name.ToString());
Eval.EnterState(*this, ChangeType, CurrentTransition);
}
// Activate tasks on current state.
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(Storage, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Notify Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
const EStateTreeRunStatus Status = Task.EnterState(*this, ChangeType, CurrentTransition);
if (Status == EStateTreeRunStatus::Failed)
{
Result = Status;
// @todo StateTree: Ideally we should break here, but it is commented out for now in order to keep symmetrical enter/exit calls.
// break;
// As a workaround, we mark EnterStateStatus as 'failed' in context so remaining calls to EnterState could be aware of the failure and act accordingly.
EnterStateStatus = Status;
}
}
}
return Result;
}
void FStateTreeExecutionContext::ExitState(FStateTreeDataView Storage, const FStateTreeTransitionResult& Transition)
{
if (!Transition.Source.State.IsValid())
{
return;
}
// Reset transition delay
FStateTreeExecutionState& Exec = GetExecState(Storage);
Exec.GatedTransitionIndex = INDEX_NONE;
Exec.GatedTransitionTime = 0.0f;
// Deactivate evaluators along the active branch.
TStaticArray<FStateTreeHandle, 32> States;
const int32 NumStates = GetActiveStates(Transition.Source.State, States);
TStaticArray<FStateTreeHandle, 32> NextStates;
const int32 NumNextStates = GetActiveStates(Transition.Next, NextStates);
// Pad next states with invalid states if it's shorter.
for (int32 Index = NumNextStates; Index < NumStates; Index++)
{
NextStates[Index] = FStateTreeHandle::Invalid;
}
// On target branch means that the state is the target of current transition or child of it.
// States which were active before and will remain active, but are not on target branch will not get
// EnterState called. That is, a transition is handled as "replan from this state".
bool bOnTargetBranch = false;
FStateTreeTransitionResult CurrentTransition = Transition;
// It would be more symmetrical, if the evals, tasks and states were executed in reverse order, but we need
// to do it like this because of the property copies.
for (int32 Index = 0; Index < NumStates; Index++)
{
const FStateTreeHandle CurrentHandle = States[Index];
const FStateTreeHandle NextHandle = NextStates[Index];
const FBakedStateTreeState& State = StateTree->States[CurrentHandle.Index];
const bool bRemainsActive = NextHandle == States[Index];
bOnTargetBranch = bOnTargetBranch || NextHandle == Transition.Target;
if (bRemainsActive && !bOnTargetBranch)
{
// States which will keep on begin active and were not part of the transition will not get enter/exit state.
// Must update item views.
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
DataViews[Eval.DataViewIndex] = GetInstanceData(Storage, Eval.bInstanceIsObject, Eval.InstanceIndex);
}
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
DataViews[Task.DataViewIndex] = GetInstanceData(Storage, Task.bInstanceIsObject, Task.InstanceIndex);
}
continue;
}
CurrentTransition.Current = CurrentHandle;
const EStateTreeStateChangeType ChangeType = bRemainsActive ? EStateTreeStateChangeType::Sustained : EStateTreeStateChangeType::Changed;
STATETREE_LOG(Log, TEXT("%*sExit state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(States, Index), *StaticEnum<EStateTreeStateChangeType>()->GetValueAsString(ChangeType));
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(Storage, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Notify Evaluator '%s'."), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Eval.Name.ToString());
Eval.ExitState(*this, ChangeType, CurrentTransition);
}
// Deactivate tasks on current State
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(Storage, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Notify Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
Task.ExitState(*this, ChangeType, CurrentTransition);
}
}
}
void FStateTreeExecutionContext::StateCompleted(FStateTreeDataView Storage, const FStateTreeHandle CurrentState, const EStateTreeRunStatus CompletionStatus)
{
if (!CurrentState.IsValid())
{
return;
}
TStaticArray<FStateTreeHandle, 32> States;
const int32 NumStates = GetActiveStates(CurrentState, States);
// Call from child towards root to allow to pass results back.
// Note: Completed is assumed to be called immediately after tick or enter state, so there's no property copying.
for (int32 Index = NumStates - 1; Index >= 0; Index--)
{
const FStateTreeHandle CurrentHandle = States[Index];
const FBakedStateTreeState& State = StateTree->States[CurrentHandle.Index];
STATETREE_LOG(Verbose, TEXT("%*sState Completed '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(States, Index), *StaticEnum<EStateTreeRunStatus>()->GetValueAsString(CompletionStatus));
// Notify Tasks
for (int32 TaskIndex = int32(State.TasksNum) - 1; TaskIndex >= 0; TaskIndex--)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
STATETREE_LOG(Verbose, TEXT("%*s Notify Task '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
Task.StateCompleted(*this, CompletionStatus, CurrentState);
}
// Notify evaluators
for (int32 EvalIndex = int32(State.EvaluatorsNum) - 1; EvalIndex >= 0; EvalIndex--)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
STATETREE_LOG(Verbose, TEXT("%*s Notify Evaluator '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Eval.Name.ToString());
Eval.StateCompleted(*this, CompletionStatus, CurrentState);
}
}
}
void FStateTreeExecutionContext::TickEvaluators(FStateTreeDataView Storage, const FStateTreeHandle CurrentState, const EStateTreeEvaluationType EvalType, const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTreeCtxTickEvaluators);
if (!CurrentState.IsValid())
{
return;
}
TStaticArray<FStateTreeHandle, 32> States;
const int32 NumStates = GetActiveStates(CurrentState, States);
for (int32 Index = 0; Index < NumStates; Index++)
{
const FStateTreeHandle CurrentHandle = States[Index];
if (VisitedStates[CurrentHandle.Index])
{
// Already ticked this frame.
continue;
}
const FBakedStateTreeState& State = StateTree->States[CurrentHandle.Index];
STATETREE_CLOG(State.EvaluatorsNum > 0, Verbose, TEXT("%*sTicking Evaluators of state '%s' %s"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(States, Index), *StaticEnum<EStateTreeEvaluationType>()->GetValueAsString(EvalType));
// Tick evaluators
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
const FStateTreeDataView EvalInstanceView = GetInstanceData(Storage, Eval.bInstanceIsObject, Eval.InstanceIndex);
DataViews[Eval.DataViewIndex] = EvalInstanceView;
// Copy bound properties.
if (Eval.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Eval.BindingsBatch.Index, EvalInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Evaluate: '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Eval.Name.ToString());
Eval.Evaluate(*this, EvalType, DeltaTime);
}
VisitedStates[CurrentHandle.Index] = true;
}
}
EStateTreeRunStatus FStateTreeExecutionContext::TickTasks(FStateTreeDataView Storage, const FStateTreeHandle CurrentState, const float DeltaTime)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTreeCtxTickTasks);
if (!CurrentState.IsValid())
{
return EStateTreeRunStatus::Failed;
}
TStaticArray<FStateTreeHandle, 32> States;
const int32 NumStates = GetActiveStates(CurrentState, States);
EStateTreeRunStatus Result = EStateTreeRunStatus::Running;
int32 NumTotalTasks = 0;
for (int32 Index = 0; Index < NumStates && Result != EStateTreeRunStatus::Failed; Index++)
{
const FStateTreeHandle CurrentHandle = States[Index];
const FBakedStateTreeState& State = StateTree->States[CurrentHandle.Index];
STATETREE_CLOG(State.TasksNum > 0, Verbose, TEXT("%*sTicking Tasks of state '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *DebugGetStatePath(States, Index));
// Tick Tasks
for (int32 TaskIndex = 0; TaskIndex < int32(State.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + TaskIndex);
const FStateTreeDataView TaskInstanceView = GetInstanceData(Storage, Task.bInstanceIsObject, Task.InstanceIndex);
DataViews[Task.DataViewIndex] = TaskInstanceView;
// Copy bound properties.
if (Task.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Task.BindingsBatch.Index, TaskInstanceView);
}
STATETREE_LOG(Verbose, TEXT("%*s Tick: '%s'"), Index*UE::StateTree::DebugIndentSize, TEXT(""), *Task.Name.ToString());
const EStateTreeRunStatus TaskResult = Task.Tick(*this, DeltaTime);
// TODO: Add more control over which states can control the failed/succeeded result.
if (TaskResult != EStateTreeRunStatus::Running)
{
Result = TaskResult;
}
if (TaskResult == EStateTreeRunStatus::Failed)
{
break;
}
}
NumTotalTasks += State.TasksNum;
}
if (NumTotalTasks == 0)
{
// No tasks, done ticking.
Result = EStateTreeRunStatus::Succeeded;
}
return Result;
}
bool FStateTreeExecutionContext::TestAllConditions(FStateTreeDataView Storage, const uint32 ConditionsOffset, const uint32 ConditionsNum)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(StateTreeCtxTestConditions);
for (uint32 i = 0; i < ConditionsNum; i++)
{
const FStateTreeConditionBase& Cond = GetItem<FStateTreeConditionBase>(ConditionsOffset + i);
const FStateTreeDataView CondInstanceView = GetInstanceData(Storage, Cond.bInstanceIsObject, Cond.InstanceIndex);
DataViews[Cond.DataViewIndex] = CondInstanceView;
// Copy bound properties.
if (Cond.BindingsBatch.IsValid())
{
StateTree->PropertyBindings.CopyTo(DataViews, Cond.BindingsBatch.Index, CondInstanceView);
}
if (!Cond.TestCondition(*this))
{
return false;
}
}
return true;
}
FStateTreeTransitionResult FStateTreeExecutionContext::TriggerTransitions(FStateTreeDataView Storage, const FStateTreeStateStatus CurrentStatus, const int32 Depth)
{
FStateTreeExecutionState& Exec = GetExecState(Storage);
EStateTreeTransitionEvent Event = EStateTreeTransitionEvent::OnCondition;
if (CurrentStatus.RunStatus == EStateTreeRunStatus::Succeeded)
{
Event = EStateTreeTransitionEvent::OnSucceeded;
}
else if (CurrentStatus.RunStatus == EStateTreeRunStatus::Failed)
{
Event = EStateTreeTransitionEvent::OnFailed;
}
// Walk towards root and check all transitions along the way.
for (FStateTreeHandle Handle = CurrentStatus.State; Handle.IsValid(); Handle = StateTree->States[Handle.Index].Parent)
{
const FBakedStateTreeState& State = StateTree->States[Handle.Index];
for (uint8 i = 0; i < State.TransitionsNum; i++)
{
// All transition conditions must pass
const int16 TransitionIndex = State.TransitionsBegin + i;
const FBakedStateTransition& Transition = StateTree->Transitions[TransitionIndex];
if (EnumHasAllFlags(Transition.Event, Event) && TestAllConditions(Storage, Transition.ConditionsBegin, Transition.ConditionsNum))
{
// If a transition has delay, we stop testing other transitions, but the transition will not pass the condition until the delay time passes.
if (Transition.GateDelay > 0)
{
if (Exec.GatedTransitionIndex != TransitionIndex)
{
Exec.GatedTransitionIndex = TransitionIndex;
Exec.GatedTransitionTime = FMath::RandRange(0.0f, Transition.GateDelay * 0.1f); // TODO: we need variance too.
BeginGatedTransition(Exec);
STATETREE_LOG(Verbose, TEXT("Gated transition triggered from '%s' (%s) -> '%s' %.1fs"), *GetSafeStateName(CurrentStatus.State), *State.Name.ToString(), *GetSafeStateName(Transition.State), Exec.GatedTransitionTime);
}
// Keep on updating current state, until we have tried to trigger
if (Exec.GatedTransitionTime > 0.0f)
{
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Invalid);
}
STATETREE_LOG(Verbose, TEXT("Passed gated transition from '%s' (%s) -> '%s'"), *GetSafeStateName(CurrentStatus.State), *State.Name.ToString(), *GetSafeStateName(Transition.State));
}
if (Transition.Type == EStateTreeTransitionType::GotoState || Transition.Type == EStateTreeTransitionType::NextState)
{
FStateTreeTransitionResult Result = SelectState(Storage, CurrentStatus, Transition.State, Transition.State, Depth + 1);
if (Result.Next.IsValid())
{
STATETREE_LOG(Verbose, TEXT("Transition on state '%s' (%s) -[%s]-> state '%s'"), *GetSafeStateName(CurrentStatus.State), *State.Name.ToString(), *GetSafeStateName(Result.Target), *GetSafeStateName(Result.Next));
return Result;
}
}
else if (Transition.Type == EStateTreeTransitionType::NotSet)
{
// NotSet is no-operation, but can be used to mask a transition at parent state. Returning unset keeps updating current state.
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Invalid);
}
else if (Transition.Type == EStateTreeTransitionType::Succeeded)
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Succeeded"), *GetSafeStateName(CurrentStatus.State), *State.Name.ToString());
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Succeeded);
}
else
{
STATETREE_LOG(Verbose, TEXT("Stop tree execution from state '%s' (%s): Failed"), *GetSafeStateName(CurrentStatus.State), *State.Name.ToString());
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Failed);
}
}
else if (Exec.GatedTransitionIndex == TransitionIndex)
{
// If the current transition was gated transition, reset it if the condition failed.
Exec.GatedTransitionIndex = INDEX_NONE;
Exec.GatedTransitionTime = 0.0f;
}
}
}
if (CurrentStatus.RunStatus != EStateTreeRunStatus::Running)
{
STATETREE_LOG(Error, TEXT("%s: Default transitions on state '%s' could not be triggered. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetSafeStateName(CurrentStatus.State), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Failed);
}
// No transition triggered, keep on updating current state.
return FStateTreeTransitionResult(CurrentStatus, FStateTreeHandle::Invalid);
}
FStateTreeTransitionResult FStateTreeExecutionContext::SelectState(FStateTreeDataView Storage, const FStateTreeStateStatus InitialStateStatus, const FStateTreeHandle InitialTargetState, const FStateTreeHandle NextState, const int Depth)
{
if (!NextState.IsValid())
{
// Trying to select non-existing state.
STATETREE_LOG(Error, TEXT("%s: Trying to select invalid state from '%s' via '%s. '%s' using StateTree '%s'."),
ANSI_TO_TCHAR(__FUNCTION__), *GetStateStatusString(InitialStateStatus), *GetSafeStateName(InitialTargetState), *GetNameSafe(Owner), *GetNameSafe(StateTree));
return FStateTreeTransitionResult(InitialStateStatus, InitialTargetState, FStateTreeHandle::Invalid);
}
const FBakedStateTreeState& State = StateTree->States[NextState.Index];
// Make sure all the evaluators for the target state are up to date.
TickEvaluators(Storage, NextState, EStateTreeEvaluationType::PreSelect, 0.0f);
// Check that the state can be entered
if (TestAllConditions(Storage, State.EnterConditionsBegin, State.EnterConditionsNum))
{
// If the state has children, proceed to select children.
if (State.HasChildren())
{
for (uint16 ChildState = State.ChildrenBegin; ChildState < State.ChildrenEnd; ChildState = StateTree->States[ChildState].GetNextSibling())
{
const FStateTreeTransitionResult ChildResult = SelectState(Storage, InitialStateStatus, InitialTargetState, FStateTreeHandle(ChildState), Depth + 1);
if (ChildResult.Next.IsValid())
{
// Selection succeeded
return ChildResult;
}
}
}
else
{
// Select this state.
return FStateTreeTransitionResult(InitialStateStatus, InitialTargetState, NextState);
}
}
// Nothing got selected.
return FStateTreeTransitionResult(InitialStateStatus, InitialTargetState, FStateTreeHandle::Invalid);
}
int32 FStateTreeExecutionContext::GetActiveStates(const FStateTreeHandle StateHandle, TStaticArray<FStateTreeHandle, 32>& OutStateHandles) const
{
if (StateHandle == FStateTreeHandle::Succeeded || StateHandle == FStateTreeHandle::Failed || StateHandle == FStateTreeHandle::Invalid)
{
return 0;
}
int32 NumStates = 0;
FStateTreeHandle CurrentHandle = StateHandle;
while (CurrentHandle.IsValid() && NumStates < OutStateHandles.Num())
{
OutStateHandles[NumStates++] = CurrentHandle;
CurrentHandle = StateTree->States[CurrentHandle.Index].Parent;
}
Algo::Reverse(OutStateHandles.GetData(), NumStates);
return NumStates;
}
FString FStateTreeExecutionContext::GetSafeStateName(const FStateTreeHandle State) const
{
check(StateTree);
if (State == FStateTreeHandle::Invalid)
{
return TEXT("(State Invalid)");
}
else if (State == FStateTreeHandle::Succeeded)
{
return TEXT("(State Succeeded)");
}
else if (State == FStateTreeHandle::Failed)
{
return TEXT("(State Failed)");
}
else if (StateTree->States.IsValidIndex(State.Index))
{
return *StateTree->States[State.Index].Name.ToString();
}
return TEXT("(Unknown)");
}
FString FStateTreeExecutionContext::DebugGetStatePath(const TArrayView<FStateTreeHandle> ActiveStateHandles, const int32 ActiveStateIndex) const
{
FString StatePath;
if (!ensureMsgf(ActiveStateHandles.IsValidIndex(ActiveStateIndex), TEXT("Provided index must be valid")))
{
return StatePath;
}
for (int32 i = 0; i <= ActiveStateIndex; i++)
{
const FBakedStateTreeState& State = StateTree->States[ActiveStateHandles[i].Index];
StatePath.Appendf(TEXT("%s%s"), i == 0 ? TEXT("") : TEXT("."), *State.Name.ToString());
}
return StatePath;
}
FString FStateTreeExecutionContext::GetStateStatusString(const FStateTreeStateStatus StateStatus) const
{
// Invalid (null) state in status refers to the whole tree.
const FString StateName = GetSafeStateName(StateStatus.State);
switch(StateStatus.RunStatus)
{
case EStateTreeRunStatus::Unset:
return StateName + TEXT("Unset");
case EStateTreeRunStatus::Running:
return StateName + TEXT("Running");
case EStateTreeRunStatus::Succeeded:
return StateName + TEXT("Succeeded");
case EStateTreeRunStatus::Failed:
return StateName + TEXT("Failed");
default:
return StateName + TEXT("(Unknown)");
}
}
EStateTreeRunStatus FStateTreeExecutionContext::GetLastTickStatus(FStateTreeDataView ExternalStorage) const
{
const FStateTreeExecutionState& Exec = GetExecState(SelectStorage(ExternalStorage));
return Exec.LastTickStatus;
}
void FStateTreeExecutionContext::AddStructReferencedObjects(FReferenceCollector& Collector)
{
if (StorageType == EStateTreeStorage::Internal)
{
AddStructReferencedObjects(FStateTreeDataView(StorageInstance), Collector);
}
}
void FStateTreeExecutionContext::AddStructReferencedObjects(const FStateTreeDataView Storage, FReferenceCollector& Collector)
{
if (Storage.IsValid())
{
FStateTreeExecutionState& Exec = GetExecState(Storage);
Collector.AddReferencedObjects(Exec.InstanceObjects);
}
}
#if WITH_GAMEPLAY_DEBUGGER
FString FStateTreeExecutionContext::GetDebugInfoString(FStateTreeDataView ExternalStorage) const
{
if (!StateTree)
{
return FString(TEXT("No StateTree asset."));
}
FStateTreeDataView Storage = SelectStorage(ExternalStorage);
FStateTreeExecutionState& Exec = GetExecState(Storage);
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetNameSafe(StateTree));
DebugString += TEXT("Status: ");
switch (Exec.TreeRunStatus)
{
case EStateTreeRunStatus::Failed:
DebugString += TEXT("Failed\n");
break;
case EStateTreeRunStatus::Succeeded:
DebugString += TEXT("Succeeded\n");
break;
case EStateTreeRunStatus::Running:
DebugString += TEXT("Running\n");
break;
default:
DebugString += TEXT("--\n");
}
// Active States
TStaticArray<FStateTreeHandle, 32> ActiveStates;
const int32 NumStates = GetActiveStates(Exec.CurrentState, ActiveStates);
DebugString += TEXT("Current State:\n");
for (int32 Index = 0; Index < NumStates; Index++)
{
FStateTreeHandle Handle = ActiveStates[Index];
if (Handle.IsValid())
{
const FBakedStateTreeState& State = StateTree->States[Handle.Index];
DebugString += FString::Printf(TEXT("[%s]\n"), *State.Name.ToString());
if (State.TasksNum > 0)
{
DebugString += TEXT("\nTasks:\n");
for (int32 j = 0; j < int32(State.TasksNum); j++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(int32(State.TasksBegin) + j);
Task.AppendDebugInfoString(DebugString, *this);
}
}
if (State.EvaluatorsNum > 0)
{
DebugString += TEXT("\nEvaluators:\n");
for (int32 EvalIndex = 0; EvalIndex < int32(State.EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(int32(State.EvaluatorsBegin) + EvalIndex);
Eval.AppendDebugInfoString(DebugString, *this);
}
}
}
}
return DebugString;
}
#endif // WITH_GAMEPLAY_DEBUGGER
#if WITH_STATETREE_DEBUG
void FStateTreeExecutionContext::DebugPrintInternalLayout(FStateTreeDataView ExternalStorage)
{
LOG_SCOPE_VERBOSITY_OVERRIDE(LogStateTree, ELogVerbosity::Log);
if (StateTree == nullptr)
{
UE_LOG(LogStateTree, Log, TEXT("No StateTree asset."));
return;
}
FString DebugString = FString::Printf(TEXT("StateTree (asset: '%s')\n"), *GetNameSafe(StateTree));
// Tree items (e.g. tasks, evaluators, conditions)
DebugString += FString::Printf(TEXT("\nItems(%d)\n"), StateTree->Items.Num());
for (const FInstancedStruct& Item : StateTree->Items)
{
DebugString += FString::Printf(TEXT(" %s\n"), Item.IsValid() ? *Item.GetScriptStruct()->GetName() : TEXT("null"));
}
// Instance storage data (e.g. tasks, evaluators, conditions)
DebugString += FString::Printf(TEXT("\nInstance Data(%d)\n"), StateTree->Instances.Num());
for (const FInstancedStruct& Data : StateTree->Instances)
{
DebugString += FString::Printf(TEXT(" %s\n"), Data.IsValid() ? *Data.GetScriptStruct()->GetName() : TEXT("null"));
}
// Instance storage offsets (e.g. tasks, evaluators, conditions)
DebugString += FString::Printf(TEXT("\nInstance Data Offsets(%d)\n [ %-40s | %-6s ]\n"), StateTree->InstanceStorageOffsets.Num(), TEXT("Name"), TEXT("Offset"));
for (const FStateTreeInstanceStorageOffset& Offset : StateTree->InstanceStorageOffsets)
{
DebugString += FString::Printf(TEXT(" | %-40s | %6d |\n"), Offset.Struct ? *Offset.Struct->GetName() : TEXT("null"), Offset.Offset);
}
// External data (e.g. fragments, subsystems)
DebugString += FString::Printf(TEXT("\nExternal Data(%d)\n [ %-40s | %-8s | %5s ]\n"), StateTree->ExternalDataDescs.Num(), TEXT("Name"), TEXT("Optional"), TEXT("Index"));
for (const FStateTreeExternalDataDesc& Desc : StateTree->ExternalDataDescs)
{
DebugString += FString::Printf(TEXT(" | %-40s | %8s | %5d |\n"), Desc.Struct ? *Desc.Struct->GetName() : TEXT("null"), *UEnum::GetValueAsString(Desc.Requirement), Desc.Handle.DataViewIndex);
}
// Bindings
StateTree->PropertyBindings.DebugPrintInternalLayout(DebugString);
// Transitions
DebugString += FString::Printf(TEXT("\nTransitions(%d)\n [ %-3s | %15s | %-40s | %-40s | %-8s ]\n"), StateTree->Transitions.Num()
, TEXT("Idx"), TEXT("State"), TEXT("Transition Type"), TEXT("Transition Event"), TEXT("Num Cond"));
for (const FBakedStateTransition& Transition : StateTree->Transitions)
{
DebugString += FString::Printf(TEXT(" | %3d | %15s | %-40s | %-40s | %8d |\n"),
Transition.ConditionsBegin, *Transition.State.Describe(),
*UEnum::GetValueAsString(Transition.Type),
*UEnum::GetValueAsString(Transition.Event),
Transition.ConditionsNum);
}
// DataViews
DebugString += FString::Printf(TEXT("\nDataViews(%d)\n"), DataViews.Num());
for (const FStateTreeDataView& DataView : DataViews)
{
DebugString += FString::Printf(TEXT(" [%s]\n"), DataView.IsValid() ? *DataView.GetStruct()->GetName() : TEXT("null"));
}
// States
FStateTreeDataView Storage = SelectMutableStorage(ExternalStorage);
DebugString += FString::Printf(TEXT("\nStates(%d)\n"
" [ %-30s | %15s | %5s [%3s:%-3s[ | Begin Idx : %4s %4s %4s %4s | Num : %4s %4s %4s %4s | Transitions : %-16s %-40s %-16s %-40s ]\n"),
StateTree->States.Num(),
TEXT("Name"), TEXT("Parent"), TEXT("Child"), TEXT("Beg"), TEXT("End"),
TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"), TEXT("Cond"), TEXT("Tr"), TEXT("Tsk"), TEXT("Evt"),
TEXT("Done State"), TEXT("Done Type"), TEXT("Failed State"), TEXT("Failed Type")
);
for (const FBakedStateTreeState& State : StateTree->States)
{
DebugString += FString::Printf(TEXT(" | %-30s | %15s | %5s [%3d:%-3d[ | %9s %4d %4d %4d %4d | %3s %4d %4d %4d %4d | %11s %-16s %-40s %-16s %-40s |\n"),
*State.Name.ToString(), *State.Parent.Describe(),
TEXT(""), State.ChildrenBegin, State.ChildrenEnd,
TEXT(""), State.EnterConditionsBegin, State.TransitionsBegin, State.TasksBegin, State.EvaluatorsBegin,
TEXT(""), State.EnterConditionsNum, State.TransitionsNum, State.TasksNum, State.EvaluatorsNum,
TEXT(""), *State.StateDoneTransitionState.Describe(), *StaticEnum<EStateTreeTransitionType>()->GetValueAsString(State.StateDoneTransitionType),
*State.StateFailedTransitionState.Describe(), *StaticEnum<EStateTreeTransitionType>()->GetValueAsString(State.StateFailedTransitionType));
}
DebugString += FString::Printf(TEXT("\nStates\n [ %-30s | %-12s | %-30s | %15s | %10s ]\n"),
TEXT("State"), TEXT("Type"), TEXT("Name"), TEXT("Bindings"), TEXT("Struct Idx"));
for (const FBakedStateTreeState& State : StateTree->States)
{
// Evaluators
if (State.EvaluatorsNum)
{
for (int32 EvalIndex = 0; EvalIndex < State.EvaluatorsNum; EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = GetItem<FStateTreeEvaluatorBase>(State.EvaluatorsBegin + EvalIndex);
DebugString += FString::Printf(TEXT(" | %-30s | %-12s | %-30s | %15s | %10d |\n"), *State.Name.ToString(),
TEXT(" Evaluator"), *Eval.Name.ToString(), *Eval.BindingsBatch.Describe(), Eval.DataViewIndex);
}
}
// Tasks
if (State.TasksNum)
{
for (int32 TaskIndex = 0; TaskIndex < State.TasksNum; TaskIndex++)
{
const FStateTreeTaskBase& Task = GetItem<FStateTreeTaskBase>(State.TasksBegin + TaskIndex);
DebugString += FString::Printf(TEXT(" | %-30s | %-12s | %-30s | %15s | %10d |\n"), *State.Name.ToString(),
TEXT(" Task"), *Task.Name.ToString(), *Task.BindingsBatch.Describe(), Task.DataViewIndex);
}
}
}
UE_LOG(LogStateTree, Log, TEXT("%s"), *DebugString);
}
FString FStateTreeExecutionContext::GetActiveStateName(FStateTreeDataView ExternalStorage) const
{
if (!StateTree)
{
return FString(TEXT("<None>"));
}
const FStateTreeDataView Storage = SelectStorage(ExternalStorage);
FStateTreeExecutionState& Exec = GetExecState(Storage);
FString FullStateName;
// Active States
TStaticArray<FStateTreeHandle, 32> ActiveStates;
const int32 NumStates = GetActiveStates(Exec.CurrentState, ActiveStates);
for (int32 Index = 0; Index < NumStates; Index++)
{
FStateTreeHandle Handle = ActiveStates[Index];
if (Handle.IsValid())
{
const FBakedStateTreeState& State = StateTree->States[Handle.Index];
if (Index > 0)
{
FullStateName += TEXT("\n");
}
FullStateName += FString::Printf(TEXT("%*s-"), Index * 3, TEXT("")); // Indent
FullStateName += *State.Name.ToString();
}
}
switch (Exec.TreeRunStatus)
{
case EStateTreeRunStatus::Failed:
FullStateName += TEXT(" FAILED\n");
break;
case EStateTreeRunStatus::Succeeded:
FullStateName += TEXT(" SUCCEEDED\n");
break;
case EStateTreeRunStatus::Running:
// Empty
break;
default:
FullStateName += TEXT("--\n");
}
return FullStateName;
}
#endif // WITH_STATETREE_DEBUG
#undef STATETREE_LOG
#undef STATETREE_CLOG