Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectBlueprintFunctionLibrary.cpp
bob tellez 5a84e8a7d8 [Backout] - CL23746516
[FYI] Yoan.StAmant
Original CL Desc
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[SmartObject] updated the smartobject blueprint library:
- renamed 'K2_SetSmartObjectEnabled' to 'AddOrRemoveSmartObject' since 'Enabled= false' is a concept used when the object is no longer available for queries but active interactions can finish.
- added functions to add to/remove from the simulation all smart objects from a single or a list of actors.
- added functions to enable/disable smart objects on a single or a list of actors.
#jira UE-165689
#rb mikko.mononen
#rb maxime.mercier
#rb patrick.carroll
#preflight 63c6fda33f587d9e1403726c

[CL 23752173 by bob tellez in ue5-main branch]
2023-01-18 01:06:52 -05:00

69 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectBlueprintFunctionLibrary.h"
#include "SmartObjectSubsystem.h"
#include "BlackboardKeyType_SOClaimHandle.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BTFunctionLibrary.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectBlueprintFunctionLibrary)
//----------------------------------------------------------------------//
// USmartObjectBlueprintFunctionLibrary
//----------------------------------------------------------------------//
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName)
{
if (BlackboardComponent == nullptr)
{
return {};
}
return BlackboardComponent->GetValue<UBlackboardKeyType_SOClaimHandle>(KeyName);
}
void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, const FSmartObjectClaimHandle Value)
{
if (BlackboardComponent == nullptr)
{
return;
}
const FBlackboard::FKey KeyID = BlackboardComponent->GetKeyID(KeyName);
BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
}
bool USmartObjectBlueprintFunctionLibrary::K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled)
{
if (SmartObject == nullptr)
{
return false;
}
UWorld* World = SmartObject->GetWorld();
if (World == nullptr)
{
return false;
}
USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World);
if (Subsystem == nullptr)
{
return false;
}
return bEnabled ? Subsystem->RegisterSmartObjectActor(*SmartObject)
: Subsystem->RemoveSmartObjectActor(*SmartObject);
}
void USmartObjectBlueprintFunctionLibrary::SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value)
{
if (UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner))
{
BlackboardComp->SetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName, Value);
}
}
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key)
{
UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner);
return BlackboardComp ? BlackboardComp->GetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName) : FSmartObjectClaimHandle::InvalidHandle;
}