Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTree.cpp
mikko mononen 49de6cb549 StateTree: Fix for instance data when compiling BP classes
- Moved instance object directly on FStateTreeInstanceData to make easier to access
- Internal instance data on FStateTreeExecutionContext is not property to simplify handling
- Link & resolve properties on UStateTree when objects are replaced (to refresh cached property pointers)
- Moved instance data initialization out from FStateTreeExecutionContext
#preflight 623b0bff10251d53d5823f3e

[CL 19477789 by mikko mononen in ue5-main branch]
2022-03-23 08:06:00 -04:00

105 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTree.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "CoreMinimal.h"
#include "StateTreeConditionBase.h"
#include "StateTreeDelegates.h"
bool UStateTree::IsReadyToRun() const
{
// Valid tree must have at least one state and valid instance data.
return States.Num() > 0 && InstanceDataDefaultValue.IsValid();
}
#if WITH_EDITOR
void UStateTree::ResetBaked()
{
States.Reset();
Transitions.Reset();
Nodes.Reset();
Instances.Reset();
InstanceObjects.Reset();
ExternalDataDescs.Reset();
PropertyBindings.Reset();
NumDataViews = 0;
ExternalDataBaseIndex = 0;
InstanceDataDefaultValue.Reset();
}
void UStateTree::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.MemberProperty && PropertyChangedEvent.Property)
{
if (PropertyChangedEvent.MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTree, Schema))
{
UE::StateTree::Delegates::OnSchemaChanged.Broadcast(*this);
}
}
}
void UStateTree::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
{
static const FName SchemaTag(TEXT("Schema"));
const FString SchemaClassName = Schema ? Schema->GetClass()->GetName() : TEXT("");
OutTags.Add(FAssetRegistryTag(SchemaTag, SchemaClassName, FAssetRegistryTag::TT_Alphabetical));
Super::GetAssetRegistryTags(OutTags);
}
#endif // WITH_EDITOR
void UStateTree::PostLoad()
{
Super::PostLoad();
Link();
}
void UStateTree::Serialize(FStructuredArchiveRecord Record)
{
Super::Serialize(Record);
// We need to link and rebind property bindings each time a BP is compiled,
// because property bindings may get invalid, and instance data potentially needs refreshed.
if (Record.GetUnderlyingArchive().IsModifyingWeakAndStrongReferences())
{
Link();
}
}
void UStateTree::Link()
{
FStateTreeLinker Linker;
ExternalDataBaseIndex = PropertyBindings.GetSourceStructNum();
Linker.SetExternalDataBaseIndex(ExternalDataBaseIndex);
for (FInstancedStruct& Node : Nodes)
{
if (FStateTreeNodeBase* NodePtr = Node.GetMutablePtr<FStateTreeNodeBase>())
{
Linker.SetCurrentInstanceDataType(NodePtr->GetInstanceDataType(), NodePtr->DataViewIndex);
NodePtr->Link(Linker);
}
}
ExternalDataDescs = Linker.GetExternalDataDescs();
NumDataViews = ExternalDataBaseIndex + ExternalDataDescs.Num();
// Initialize the instance data default value.
// This data will be used to allocate runtime instance on all StateTree users.
InstanceDataDefaultValue.Reset();
if (Instances.Num() > 0)
{
InstanceDataDefaultValue.Initialize(*this, Instances, InstanceObjects);
}
PropertyBindings.ResolvePaths();
}