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+ SmartObjectComponent acts a bridge to sync tags from the RuntimeInstance and the AbilitySystemComponent (if present on the owning actor) + Component streamed out and back it will be bound with their persistent counterpart from the simulation and will synchronize their tags + RuntimeInstance and Slot now have a dedicated state when they are disabled when the instance tags don't pass the restrictions defined in the SmartObjectDefinition (ObjectTagFilter) + Made a pass to improve consistency in error reporting and methods descriptions + Added methods to validate if the object/slot associated to a FSmartObjectClaimHandle and FSmartObjectSlotHandle is still valid when those are stored and not used immediately after a call to any of the 'Find' or 'Claim' methods #rnx #rb mikko.mononen #preflight 6230a0b4e65a7e65d68741e4 #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 19386803 via CL 19389419 via CL 19398538 via CL 19398590 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19403765 by yoan stamant in ue5-main branch]
81 lines
3.0 KiB
C++
81 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/SceneComponent.h"
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#include "SmartObjectTypes.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectComponent.generated.h"
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class UAbilitySystemComponent;
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struct FSmartObjectRuntime;
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UCLASS(Blueprintable, ClassGroup = Gameplay, meta = (BlueprintSpawnableComponent), config = Game, HideCategories = (Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
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class SMARTOBJECTSMODULE_API USmartObjectComponent : public USceneComponent
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{
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GENERATED_BODY()
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public:
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explicit USmartObjectComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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FBox GetSmartObjectBounds() const;
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const USmartObjectDefinition* GetDefinition() const { return DefinitionAsset; }
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void SetDefinition(USmartObjectDefinition* Definition) { DefinitionAsset = Definition; }
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FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
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void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
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void OnRuntimeInstanceCreated(FSmartObjectRuntime& RuntimeInstance);
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void OnRuntimeInstanceDestroyed();
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void OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance);
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void OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance);
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protected:
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friend struct FSmartObjectComponentInstanceData;
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virtual TStructOnScope<FActorComponentInstanceData> GetComponentInstanceData() const override;
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virtual void OnRegister() override;
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virtual void OnUnregister() override;
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void RegisterToSubsystem();
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void BindTagsDelegates(FSmartObjectRuntime& RuntimeInstance, UAbilitySystemComponent& AbilitySystemComponent);
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void UnbindComponentTagsDelegate();
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void UnbindRuntimeInstanceTagsDelegate(FSmartObjectRuntime& RuntimeInstance);
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UPROPERTY(EditAnywhere, Category = SmartObject, BlueprintReadWrite)
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TObjectPtr<USmartObjectDefinition> DefinitionAsset;
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/** RegisteredHandle != FSmartObjectHandle::Invalid when registered into a collection by SmartObjectSubsystem */
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UPROPERTY(Transient, VisibleAnywhere, Category = SmartObject)
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FSmartObjectHandle RegisteredHandle;
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FDelegateHandle OnComponentTagsModifiedHandle;
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bool bInstanceTagsDelegateBound = false;
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};
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/** Used to store SmartObjectComponent data during RerunConstructionScripts */
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USTRUCT()
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struct FSmartObjectComponentInstanceData : public FActorComponentInstanceData
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{
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GENERATED_BODY()
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public:
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FSmartObjectComponentInstanceData() = default;
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explicit FSmartObjectComponentInstanceData(const USmartObjectComponent* SourceComponent, USmartObjectDefinition* Asset)
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: FActorComponentInstanceData(SourceComponent)
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, DefinitionAsset(Asset)
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{}
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USmartObjectDefinition* GetDefinitionAsset() const { return DefinitionAsset; }
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protected:
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virtual bool ContainsData() const override;
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virtual void ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase) override;
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UPROPERTY()
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TObjectPtr<USmartObjectDefinition> DefinitionAsset = nullptr;
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}; |