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* Collection entry holds the Transform, Bounds and Index to the shared configuration. This removes the dependency on components being loaded to create runtime data for partitioned worlds. * Removed commented references to SparseClassData since that approach won't be used (actor component not supported) * Runtime data now points to a shared configuration from the collection instead of holding a copy * Subsystem tracks components registered at runtime so the collection can be updated accordingly since those entries won't persist outside of loading range * Moved most initialization code for the subsystem to the OnWorldComponentsUpdated callback since active level collection is set and actors from the persistent level registered. [WorldPartitionBuilder] * Added OnPartitionBuildStarted/OnPartitionBuildCompleted virtual methods * New UWorldPartitionSmartObjectCollectionBuilder to build SmartObjectCollection in partitioned worlds #preflight 61814a46fc786a0001447995 #jira UE-105113 #rb maxime.mercier #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-COMMAND: FnMain #ROBOMERGE-SOURCE: CL 18019580 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 #ROBOMERGE[bot1]: Main [CL 18019655 by yoan stamant in ue5-release-engine-test branch]
106 lines
3.3 KiB
C++
106 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectConfig.h"
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#include "AIHelpers.h"
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#include "SmartObjectTypes.h"
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#include "Templates/SubclassOf.h"
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bool FSmartObjectConfig::Validate() const
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{
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bValid = false;
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if (Slots.Num() == 0)
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{
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UE_LOG(LogSmartObject, Error, TEXT("Need to provide at least one slot configuration"));
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return false;
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}
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int32 NullEntryIndex;
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const bool bNullEntryFound = DefaultBehaviorConfigurations.Find(nullptr, NullEntryIndex);
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if (bNullEntryFound)
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{
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UE_LOG(LogSmartObject, Error, TEXT("Null config entry found at index %d in default behavior list"), NullEntryIndex);
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return false;
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}
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if (DefaultBehaviorConfigurations.Num() == 0)
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{
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for (int i = 0; i < Slots.Num(); ++i)
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{
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const FSmartObjectSlot& Slot = Slots[i];
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if (Slot.BehaviorConfigurations.Num() == 0)
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{
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UE_LOG(LogSmartObject, Error, TEXT("Slot at index %d needs to provide a behavior since there is no default behavior in the config"), i);
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return false;
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}
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int32 NullSlotEntryIndex;
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const bool bNullSlotEntryFound = DefaultBehaviorConfigurations.Find(nullptr, NullSlotEntryIndex);
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if (bNullSlotEntryFound)
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{
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UE_LOG(LogSmartObject, Error, TEXT("Null config entry found at index %d in behavior list of slot %d"), i, NullSlotEntryIndex);
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return false;
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}
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}
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}
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bValid = true;
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return true;
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}
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const USmartObjectBehaviorConfigBase* FSmartObjectConfig::GetBehaviorConfig(const FSmartObjectSlotIndex& SlotIndex,
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const TSubclassOf<USmartObjectBehaviorConfigBase>& ConfigurationClass) const
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{
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const USmartObjectBehaviorConfigBase* Config = nullptr;
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if (Slots.IsValidIndex(SlotIndex))
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{
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Config = GetBehaviorConfigByType(Slots[SlotIndex].BehaviorConfigurations, ConfigurationClass);
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}
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if (Config == nullptr)
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{
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Config = GetBehaviorConfigByType(DefaultBehaviorConfigurations, ConfigurationClass);
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}
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return Config;
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}
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TOptional<FTransform> FSmartObjectConfig::GetSlotTransform(const FTransform& OwnerTransform, const FSmartObjectSlotIndex SlotIndex) const
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{
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TOptional<FTransform> Transform;
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if (!ensureMsgf(Slots.IsValidIndex(SlotIndex), TEXT("Requesting slot transform for a slot index out of range: %s"), *SlotIndex.Describe()))
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{
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return Transform;
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}
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const FSmartObjectSlot& Slot = Slots[SlotIndex];
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if (const TOptional<float> Yaw = UE::AI::GetYawFromVector(Slot.Direction))
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{
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const FTransform SlotToComponentTransform(FQuat(FVector::UpVector, Yaw.GetValue()), Slot.Offset);
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Transform = SlotToComponentTransform * OwnerTransform;
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}
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return Transform;
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}
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const USmartObjectBehaviorConfigBase* FSmartObjectConfig::GetBehaviorConfigByType(const TArray<USmartObjectBehaviorConfigBase*>& BehaviorConfigs,
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const TSubclassOf<USmartObjectBehaviorConfigBase>& ConfigurationClass)
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{
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USmartObjectBehaviorConfigBase* const* FoundConfig = BehaviorConfigs.FindByPredicate([&ConfigurationClass](USmartObjectBehaviorConfigBase* SlotConfig)
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{
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return SlotConfig != nullptr && SlotConfig->GetClass()->IsChildOf(*ConfigurationClass);
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});
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return FoundConfig != nullptr ? *FoundConfig : nullptr;
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}
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FString FSmartObjectConfig::Describe() const
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{
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return FString::Printf(TEXT("NumSlots=%d NumCfgs=%d HasUserFilter=%s HasObjectFilter=%s"),
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Slots.Num(),
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DefaultBehaviorConfigurations.Num(),
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*LexToString(!UserTagFilter.IsEmpty()),
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*LexToString(!ObjectTagFilter.IsEmpty()));
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}
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