Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeNodeBlueprintBase.cpp
mikko mononen 186e03b32e StateTree: Improved event handling
- Moved event queue to it's own struct
- Changed the SendEvent() API to accept struct view to prevent instanced struct copy in common cases
- Fixed event handling in case EnterState() fails.
- Added option for Tasks to disavble ticking, or to be ticked only when there are events
- Added option for Tasks handle when properties are copied
- Changed DebugText to use external Actor reference
- Changed DelayTask to use the new GetInstanceData which does not need type
- Added TStateTreeInstanceDataStructRef which can be used to access struct instance data in delegates

#rb Maxime.Mercier Luciano.Ferraro
#preflight 6360dd302b5338aceb2d0343

[CL 22888708 by mikko mononen in ue5-main branch]
2022-11-01 15:11:19 -04:00

46 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeNodeBlueprintBase.h"
#include "AIController.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeNodeBlueprintBase)
UWorld* UStateTreeNodeBlueprintBase::GetWorld() const
{
// The items are duplicated as the StateTreeExecution context as outer, so this should be essentially the same as GetWorld() on StateTree context.
// The CDO is used by the BP editor to check for certain functionality, make it return nullptr so that the GetWorld() passes as overridden.
if (!HasAnyFlags(RF_ClassDefaultObject))
{
if (UObject* Outer = GetOuter())
{
return Outer->GetWorld();
}
}
return nullptr;
}
AActor* UStateTreeNodeBlueprintBase::GetOwnerActor(const FStateTreeExecutionContext& Context) const
{
if (const AAIController* Controller = Cast<AAIController>(Context.GetOwner()))
{
return Controller->GetPawn();
}
return Cast<AActor>(Context.GetOwner());
}
void UStateTreeNodeBlueprintBase::SendEvent(const FStateTreeEvent& Event)
{
if (CurrentContext == nullptr)
{
UE_VLOG_UELOG(this, LogStateTree, Error, TEXT("Trying to call SendEvent() outside StateTree tick. Use SendEvent() on UStateTreeComponent instead for sending signals externally."));
return;
}
CurrentContext->SendEvent(Event.Tag, Event.Payload, Event.Origin);
}