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- Removed synchronization logic between ability system component and smartobject instance tags. - Added SmartObject subsystem to the SmartObjectWorldConditionSchema to help fixing unit tests where we use a derived subsystem. Updated existing SmartObject world conditions to use it. - Added support for world conditions to the main smart object instance (in addition to those in each slot). Slots could be also disabled by their parent conditions. - Removed object tags filter from the definition and replaced it by the newly added condition (FWorldCondition_SmartObjectActorTagQuery) #rb mikko.mononen #preflight 63c6c3530b358b97d198a121 [CL 23756420 by yoan stamant in ue5-main branch]
109 lines
4.0 KiB
C++
109 lines
4.0 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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enum class ESmartObjectRegistrationType : uint8
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{
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None, // corresponds to "not registered"
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WithCollection,
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Dynamic
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};
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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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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSmartObjectChanged, const USmartObjectComponent& /*Instance*/);
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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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bool GetCanBePartOfCollection() const { return bCanBePartOfCollection; }
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ESmartObjectRegistrationType GetRegisterationType() const { return RegistrationType; }
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FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
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void SetRegisteredHandle(const FSmartObjectHandle Value, const ESmartObjectRegistrationType InRegistrationType);
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void InvalidateRegisteredHandle();
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#if WITH_EDITORONLY_DATA
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static FOnSmartObjectChanged& GetOnSmartObjectChanged() { return OnSmartObjectChanged; }
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#endif // WITH_EDITORONLY_DATA
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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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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void PostInitProperties() override;
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#if WITH_EDITOR
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virtual void PostEditUndo() override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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void RegisterToSubsystem();
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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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ESmartObjectRegistrationType RegistrationType = ESmartObjectRegistrationType::None;
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/**
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* Controls whether a given SmartObject can be aggregated in SmartObjectPersistentCollections. SOs in collections
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* can be queried and reasoned about even while the actual Actor and its components are not streamed in.
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* By default SmartObjects are not placed in collections and are active only as long as the owner-actor remains
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* loaded and active (i.e. not streamed out).
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*/
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UPROPERTY(config, EditAnywhere, Category = SmartObject, AdvancedDisplay)
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bool bCanBePartOfCollection = false;
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#if WITH_EDITORONLY_DATA
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static FOnSmartObjectChanged OnSmartObjectChanged;
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#endif // WITH_EDITORONLY_DATA
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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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}; |