Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeReference.h
mikko mononen a0742e30e1 StateTree: Added option for State Tree parameters to be overridden.
- Added property override logic into FPropertyBagInstanceDataDetails
- Added hooks to allow to customize the peoperty override logic by deriving from FPropertyBagInstanceDataDetails
- Added array of overridden property IDs in FStateTreeReference

#rb Mieszko.Zielinski

[CL 30502099 by mikko mononen in ue5-main branch]
2024-01-09 07:30:16 -05:00

117 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PropertyBag.h"
#include "StateTreeReference.generated.h"
class UStateTree;
/**
* Struct to hold reference to a StateTree asset along with values to parameterized it.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeReference
{
GENERATED_BODY()
/** @return true if the reference is set. */
bool IsValid() const
{
return StateTree != nullptr;
}
/** Sets the StateTree asset and referenced parameters. */
void SetStateTree(UStateTree* NewStateTree)
{
StateTree = NewStateTree;
SyncParameters();
}
/** @return const pointer to the referenced StateTree asset. */
const UStateTree* GetStateTree() const
{
return StateTree;
}
/** @return pointer to the referenced StateTree asset. */
UStateTree* GetMutableStateTree()
{
return StateTree;
}
/** @return reference to the parameters for the referenced StateTree asset. */
const FInstancedPropertyBag& GetParameters() const
{
ConditionallySyncParameters();
return Parameters;
}
/** @return reference to the parameters for the referenced StateTree asset. */
FInstancedPropertyBag& GetMutableParameters()
{
ConditionallySyncParameters();
return Parameters;
}
/**
* Enforce self parameters to be compatible with those exposed by the selected StateTree asset.
*/
void SyncParameters();
/**
* Sync provided parameters to be compatible with those exposed by the selected StateTree asset.
*/
UE_DEPRECATED(5.4, "Use SyncParameters() instead.")
void SyncParametersToMatchStateTree(FInstancedPropertyBag& ParametersToSync) const;
/**
* Indicates if current parameters are compatible with those available in the selected StateTree asset.
* @return true when parameters requires to be synced to be compatible with those available in the selected StateTree asset, false otherwise.
*/
bool RequiresParametersSync() const;
/** Sync parameters to match the asset if required. */
void ConditionallySyncParameters() const;
/** @return true if the property of specified ID is overridden. */
bool IsPropertyOverridden(const FGuid PropertyID) const
{
return PropertyOverrides.Contains(PropertyID);
}
/** Sets the override status of specified property by ID. */
void SetPropertyOverridden(const FGuid PropertyID, const bool bIsOverridden);
bool Serialize(FStructuredArchive::FSlot Slot);
void PostSerialize(const FArchive& Ar);
protected:
UPROPERTY(EditAnywhere, Category = "")
TObjectPtr<UStateTree> StateTree = nullptr;
UPROPERTY(EditAnywhere, Category = "", meta = (FixedLayout))
FInstancedPropertyBag Parameters;
/** Array of overridden properties. Non-overridden properties will inherit the values from the StateTree default parameters. */
UPROPERTY(EditAnywhere, Category = "")
TArray<FGuid> PropertyOverrides;
friend class FStateTreeReferenceDetails;
};
template<>
struct TStructOpsTypeTraits<FStateTreeReference> : public TStructOpsTypeTraitsBase2<FStateTreeReference>
{
enum
{
WithStructuredSerializer = true,
WithPostSerialize = true,
};
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "StateTreeTypes.h"
#endif