Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectBlueprintFunctionLibrary.cpp
Yoan StAmant 9363b181ee GameplayBehaviorSmartObjects plugin to create and use SmartObjects using GameplayBehaviors as their default runtime instances.
#rnx
#preflight 626feb8f264f78f46f775c92

[CL 20008771 by Yoan StAmant in ue5-main branch]
2022-05-02 10:59:07 -04:00

52 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectBlueprintFunctionLibrary.h"
#include "SmartObjectSubsystem.h"
#include "BlackboardKeyType_SOClaimHandle.h"
#include "BehaviorTree/BlackboardComponent.h"
//----------------------------------------------------------------------//
// 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->UnregisterSmartObjectActor(*SmartObject);
}