Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectConfig.h
yoan stamant 1cbe440fe2 [SmartObjects]
* Collection entry holds the Transform, Bounds and Index to the shared configuration. This removes the dependency on components being loaded to create runtime data for partitioned worlds.
* Removed commented references to SparseClassData since that approach won't be used (actor component not supported)
* Runtime data now points to a shared configuration from the collection instead of holding a copy
* Subsystem tracks components registered at runtime so the collection can be updated accordingly since those entries won't persist outside of loading range
* Moved most initialization code for the subsystem to the OnWorldComponentsUpdated callback since active level collection is set and actors from the persistent level registered.

[WorldPartitionBuilder]
* Added OnPartitionBuildStarted/OnPartitionBuildCompleted virtual methods
* New UWorldPartitionSmartObjectCollectionBuilder to build SmartObjectCollection in partitioned worlds

#preflight 61814a46fc786a0001447995
#jira UE-105113
#rb maxime.mercier

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 18019580 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 18019655 by yoan stamant in ue5-release-engine-test branch]
2021-11-02 11:12:43 -04:00

190 lines
6.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameplayTagContainer.h"
#include "SmartObjectConfig.generated.h"
class UGameplayBehaviorConfig;
/**
* Abstract class that can be extended to bind a new type of behavior framework
* to the smart objects by defining the required configuration.
*/
UCLASS(Abstract, NotBlueprintable, EditInlineNew)
class SMARTOBJECTSMODULE_API USmartObjectBehaviorConfigBase : public UObject
{
GENERATED_BODY()
};
/**
* SmartObject behavior configuration for the GameplayBehavior framework
*/
UCLASS()
class SMARTOBJECTSMODULE_API USmartObjectGameplayBehaviorConfig : public USmartObjectBehaviorConfigBase
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
UGameplayBehaviorConfig* GameplayBehaviorConfig;
};
/**
* Persistent and sharable configuration of a smart object slot.
*/
USTRUCT()
struct SMARTOBJECTSMODULE_API FSmartObjectSlot
{
GENERATED_BODY()
/** This slot is available only for users matching this query. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FGameplayTagQuery UserTagFilter;
/** Offset relative to the parent object where the slot is located. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FVector Offset;
/** Direction relative to the parent object that the slot is facing. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FVector Direction;
/**
* All available configurations associated to this slot.
* This allows multiple frameworks to provide their specific behavior configuration to the slot.
* Note that there should be only one configuration of each type since the first one will be selected.
*/
UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
TArray<USmartObjectBehaviorConfigBase*> BehaviorConfigurations;
#if WITH_EDITORONLY_DATA
UPROPERTY(EditAnywhere, Category = SmartObject)
FColor DEBUG_DrawColor;
#endif // WITH_EDITORONLY_DATA
FSmartObjectSlot()
: Offset(FVector::ZeroVector), Direction(FVector::ForwardVector)
#if WITH_EDITORONLY_DATA
, DEBUG_DrawColor(FColor::Yellow)
#endif // WITH_EDITORONLY_DATA
{}
};
/**
* Helper struct to wrap basic functionalities to store the index of a slot in FSmartObjectConfig
*/
USTRUCT()
struct SMARTOBJECTSMODULE_API FSmartObjectSlotIndex
{
GENERATED_BODY()
explicit FSmartObjectSlotIndex(const int32 InSlotIndex = INDEX_NONE) : Index(InSlotIndex) {}
bool IsValid() const { return Index != INDEX_NONE; }
void Invalidate() { Index = INDEX_NONE; }
operator int32() const { return Index; }
bool operator==(const FSmartObjectSlotIndex& Other) const { return Index == Other.Index; }
FString Describe() const { return FString::Printf(TEXT("[Slot:%d]"), Index); }
private:
UPROPERTY(Transient)
int32 Index = INDEX_NONE;
};
/**
* Persistent and sharable configuration of a smart object.
*/
USTRUCT(BlueprintType)
struct SMARTOBJECTSMODULE_API FSmartObjectConfig
{
GENERATED_BODY()
public:
/**
* Retrieves a specific type of behavior configuration for a given slot.
* When the slot doesn't provide one or if the provided index is not valid
* the search will look in the object default configurations.
*
* @param SlotIndex Index of the slot for which the config is requested
* @param ConfigurationClass Type of the requested behavior configuration
* @return The behavior configuration found or null if none are available for the requested type.
*/
const USmartObjectBehaviorConfigBase* GetBehaviorConfig(const FSmartObjectSlotIndex& SlotIndex, const TSubclassOf<USmartObjectBehaviorConfigBase>& ConfigurationClass) const;
/** Returns a view on all the slot configurations */
TConstArrayView<FSmartObjectSlot> GetSlots() const { return Slots; }
/** Adds and returns a reference to a defaulted slot (used for testing purposes) */
FSmartObjectSlot& DebugAddSlot() { return Slots.AddDefaulted_GetRef(); }
/**
* Returns the transform (in world space) of the given slot index.
* @param OwnerTransform Transform (in world space) of the slot owner.
* @param SlotIndex Index within the list of slots.
* @return Transform (in world space) of the slot associated to SlotIndex.
* @note Method will ensure on invalid invalid index.
*/
TOptional<FTransform> GetSlotTransform(const FTransform& OwnerTransform, const FSmartObjectSlotIndex SlotIndex) const;
/** Returns the tag query to run on the user tags to accept this configuration */
const FGameplayTagQuery& GetUserTagFilter() const { return UserTagFilter; }
/** Returns the tag query to run on the owner tags to accept this configuration */
const FGameplayTagQuery& GetObjectTagFilter() const { return ObjectTagFilter; }
/** Returns the list of tags describing the activity associated to this configuration */
const FGameplayTagContainer& GetActivityTags() const { return ActivityTags; }
/**
* Performs validation and logs errors if any. An object using an invalid configuration
* will not be registered in the simulation.
* The result of the validation is stored until next validation and can be retrieved using `IsValid`.
* @return true if the configuration is valid
*/
bool Validate() const;
/** Provides a description of the config */
FString Describe() const;
/** Returns result of the last validation if `Validate` was called; unset otherwise. */
TOptional<bool> IsValid() const { return bValid; }
private:
/**
* FSmartObjectConfig is a SparseData type of USmartObjectComponent and its generated code
* requires directed access to the members.
*/
friend class USmartObjectComponent;
/** Finds first behavior configuration of a given class in the provided list of configurations. */
static const USmartObjectBehaviorConfigBase* GetBehaviorConfigByType(const TArray<USmartObjectBehaviorConfigBase*>& Configurations, const TSubclassOf<USmartObjectBehaviorConfigBase>& ConfigurationClass);
/**
* Where SmartObject's user needs to stay to be able to activate it. These
* will be used by AI to approach the object. Locations are relative to object's location.
*/
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
TArray<FSmartObjectSlot> Slots;
/** List of behavior configurations of different types provided to SO's user if the slot does not provide one. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
TArray<USmartObjectBehaviorConfigBase*> DefaultBehaviorConfigurations;
/** This object is available only for users matching this query. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FGameplayTagQuery UserTagFilter;
/** This object is available only when instance matches this query. */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FGameplayTagQuery ObjectTagFilter;
/** Tags identifying this Smart Object's use case. Can be used while looking for objects supporting given activity */
UPROPERTY(EditDefaultsOnly, Category = SmartObject)
FGameplayTagContainer ActivityTags;
mutable TOptional<bool> bValid;
};