Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeCompiler.cpp
mikko mononen b156e83342 StateTree: Renamed baker to compiler
#jira none
#rb Yoan.StAmant
#preflight 624c465da64871f1a10a2ee6

[CL 19624175 by mikko mononen in ue5-main branch]
2022-04-05 09:44:28 -04:00

825 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeCompiler.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeTypes.h"
#include "Conditions/StateTreeCondition_Common.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "StateTreeConditionBase.h"
#include "StateTreeState.h"
#include "StateTreeExecutionContext.h"
#include "CoreMinimal.h"
#include "StateTreePropertyBindingCompiler.h"
bool FStateTreeCompiler::Compile(UStateTree& InStateTree)
{
StateTree = &InStateTree;
TreeData = Cast<UStateTreeEditorData>(StateTree->EditorData);
if (!TreeData)
{
return false;
}
// Cleanup existing state
StateTree->ResetCompiled();
BindingsCompiler.Init(StateTree->PropertyBindings, Log);
if (!CreateStates())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateExecutionInfos())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateStateEvaluators())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateStateTasks())
{
StateTree->ResetCompiled();
return false;
}
if (!CreateStateTransitions())
{
StateTree->ResetCompiled();
return false;
}
BindingsCompiler.Finalize();
StateTree->PropertyBindings.ResolvePaths();
StateTree->Link();
return true;
}
FStateTreeHandle FStateTreeCompiler::GetStateHandle(const FGuid& StateID) const
{
const int32* Idx = IDToState.Find(StateID);
if (Idx == nullptr)
{
return FStateTreeHandle::Invalid;
}
return FStateTreeHandle(uint16(*Idx));
}
UStateTreeState* FStateTreeCompiler::GetState(const FGuid& StateID)
{
const int32* Idx = IDToState.Find(StateID);
if (Idx == nullptr)
{
return nullptr;
}
return SourceStates[*Idx];
}
bool FStateTreeCompiler::CreateStates()
{
// Create item for the runtime execution state
StateTree->Instances.Add(FInstancedStruct::Make<FStateTreeExecutionState>());
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
if (SubTree != nullptr)
{
if (!CreateStateRecursive(*SubTree, FStateTreeHandle::Invalid))
{
return false;
}
}
}
return true;
}
bool FStateTreeCompiler::CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent)
{
FStateTreeCompilerLogStateScope LogStateScope(&State, Log);
const int32 StateIdx = StateTree->States.AddDefaulted();
FCompactStateTreeState& BakedState = StateTree->States[StateIdx];
BakedState.Name = State.Name;
BakedState.Parent = Parent;
SourceStates.Add(&State);
IDToState.Add(State.ID, StateIdx);
check(StateTree->Instances.Num() <= int32(MAX_uint16));
// Child states
check(StateTree->States.Num() <= int32(MAX_uint16));
BakedState.ChildrenBegin = uint16(StateTree->States.Num());
for (UStateTreeState* Child : State.Children)
{
if (Child)
{
if (!CreateStateRecursive(*Child, FStateTreeHandle((uint16)StateIdx)))
{
return false;
}
}
}
check(StateTree->States.Num() <= int32(MAX_uint16));
StateTree->States[StateIdx].ChildrenEnd = uint16(StateTree->States.Num()); // Cannot use BakedState here, it may be invalid due to array resize.
return true;
}
FString FStateTreeCompiler::GetExecutionPathString(const TConstArrayView<const UStateTreeState*> Path)
{
FString PathStr;
const UStateTreeState* PrevState = nullptr;
for (int32 Index = 0; Index < Path.Num(); Index++)
{
const UStateTreeState* State = Path[Index];
check(State);
if (PrevState != nullptr)
{
if (PrevState != State->Parent)
{
// Linked
PathStr += TEXT(">");
}
else
{
PathStr += TEXT("/");
}
}
PathStr += State->Name.ToString();
PrevState = State;
}
return PathStr;
}
bool FStateTreeCompiler::IsPathLinked(const TConstArrayView<const UStateTreeState*> Path)
{
bool bIsLinked = false;
const UStateTreeState* PrevState = nullptr;
for (int32 Index = 0; Index < Path.Num(); Index++)
{
const UStateTreeState* State = Path[Index];
check(State);
// If the previous state is not the parent state in tree, then the connection must have come from a linked state (a state linking to an arbitrary state in the tree).
if (PrevState && PrevState != State->Parent)
{
bIsLinked = true;
break;
}
PrevState = State;
}
return bIsLinked;
}
bool FStateTreeCompiler::CreateExecutionInfos()
{
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
if (SubTree != nullptr)
{
TArray<const UStateTreeState*> Path;
if (!CreateExecutionInfosRecursive(*SubTree, Path))
{
return false;
}
}
}
return true;
}
bool FStateTreeCompiler::CreateExecutionInfosRecursive(UStateTreeState& State, TArray<const UStateTreeState*>& Path)
{
Path.Add(&State);
if (Path.Num() > FStateTreeActiveStates::MaxStates)
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Reached maximum execution depth %d at: '%s'."), FStateTreeActiveStates::MaxStates, *GetExecutionPathString(Path));
return false;
}
FStateExecutionInfo& ExecInfo = ExecutionInfos.FindOrAdd(&State);
ExecInfo.ExecutionPaths.Emplace(Path);
if (State.Type == EStateTreeStateType::Linked)
{
if (UStateTreeState* LinkedState = GetState(State.LinkedState.ID))
{
if (!CreateExecutionInfosRecursive(*LinkedState, Path))
{
return false;
}
}
}
for (UStateTreeState* Child : State.Children)
{
if (Child)
{
if (!CreateExecutionInfosRecursive(*Child, Path))
{
return false;
}
}
}
Path.Pop();
return true;
}
bool FStateTreeCompiler::CreateConditions(UStateTreeState& State, TConstArrayView<FStateTreeEditorNode> Conditions)
{
for (int32 Index = 0; Index < Conditions.Num(); Index++)
{
const bool bIsFirst = Index == 0;
const FStateTreeEditorNode& CondNode = Conditions[Index];
// First operand should be copy as we dont have a previous item to operate on.
const EStateTreeConditionOperand Operand = bIsFirst ? EStateTreeConditionOperand::Copy : CondNode.ConditionOperand;
// First indent must be 0 to make the parentheses calculation match.
const int32 CurrIndent = bIsFirst ? 0 : CondNode.ConditionIndent;
// Next indent, or terminate at zero.
const int32 NextIndent = Conditions.IsValidIndex(Index + 1) ? Conditions[Index].ConditionIndent : 0;
const int32 DeltaIndent = NextIndent - CurrIndent;
check(DeltaIndent >= MIN_int8 && DeltaIndent <= MAX_int8);
if (!CreateCondition(State, CondNode, Operand, (int8)DeltaIndent))
{
return false;
}
}
return true;
}
bool FStateTreeCompiler::CreateStateTasks()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FCompactStateTreeState& BakedState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState != nullptr);
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
// Create tasks
check(StateTree->Nodes.Num() <= int32(MAX_uint16));
BakedState.TasksBegin = uint16(StateTree->Nodes.Num());
for (FStateTreeEditorNode& TaskNode : SourceState->Tasks)
{
if (!CreateTask(*SourceState, TaskNode))
{
return false;
}
}
if (!CreateTask(*SourceState, SourceState->SingleTask))
{
return false;
}
const int32 TasksNum = StateTree->Nodes.Num() - int32(BakedState.TasksBegin);
check(TasksNum <= int32(MAX_uint8));
BakedState.TasksNum = uint8(TasksNum);
}
return true;
}
bool FStateTreeCompiler::CreateStateEvaluators()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FCompactStateTreeState& BakedState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState != nullptr);
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
// Collect evaluators
check(StateTree->Nodes.Num() <= int32(MAX_uint16));
BakedState.EvaluatorsBegin = uint16(StateTree->Nodes.Num());
for (FStateTreeEditorNode& EvalNode : SourceState->Evaluators)
{
if (!CreateEvaluator(*SourceState, EvalNode))
{
return false;
}
}
const int32 EvaluatorsNum = StateTree->Nodes.Num() - int32(BakedState.EvaluatorsBegin);
check(EvaluatorsNum <= int32(MAX_uint8));
BakedState.EvaluatorsNum = uint8(EvaluatorsNum);
}
return true;
}
bool FStateTreeCompiler::CreateStateTransitions()
{
for (int32 i = 0; i < StateTree->States.Num(); i++)
{
FCompactStateTreeState& BakedState = StateTree->States[i];
UStateTreeState* SourceState = SourceStates[i];
check(SourceState != nullptr);
FStateTreeCompilerLogStateScope LogStateScope(SourceState, Log);
// Enter conditions.
BakedState.EnterConditionsBegin = uint16(StateTree->Nodes.Num());
if (!CreateConditions(*SourceState, SourceState->EnterConditions))
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to create state enter condition."));
return false;
}
BakedState.EnterConditionsNum = uint8(uint16(StateTree->Nodes.Num()) - BakedState.EnterConditionsBegin);
// Linked state
if (SourceState->Type == EStateTreeStateType::Linked)
{
// Make sure the linked state is not self or parent to this state.
const UStateTreeState* LinkedParentState = nullptr;
for (const UStateTreeState* State = SourceState; State != nullptr; State = State->Parent)
{
if (State->ID == SourceState->LinkedState.ID)
{
LinkedParentState = State;
break;
}
}
if (LinkedParentState != nullptr)
{
Log.Reportf(EMessageSeverity::Error,
TEXT("State is linked to it's parent state '%s', which will create infinite loop."),
*LinkedParentState->Name.ToString());
return false;
}
BakedState.LinkedState = GetStateHandle(SourceState->LinkedState.ID);
if (!BakedState.LinkedState.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve linked state '%s'."),
*SourceState->LinkedState.Name.ToString());
return false;
}
}
// Transitions
BakedState.TransitionsBegin = uint16(StateTree->Transitions.Num());
for (FStateTreeTransition& Transition : SourceState->Transitions)
{
FCompactStateTransition& BakedTransition = StateTree->Transitions.AddDefaulted_GetRef();
BakedTransition.Event = Transition.Event;
BakedTransition.Type = Transition.State.Type;
BakedTransition.GateDelay = (uint8)FMath::Clamp(FMath::CeilToInt(Transition.GateDelay * 10.0f), 0, 255);
BakedTransition.State = FStateTreeHandle::Invalid;
if (!ResolveTransitionState(*SourceState, Transition.State, BakedTransition.State))
{
return false;
}
// Note: Unset transition is allowed here. It can be used to mask a transition at parent.
BakedTransition.ConditionsBegin = uint16(StateTree->Nodes.Num());
if (!CreateConditions(*SourceState, Transition.Conditions))
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to create condition for transition to '%s'."),
*Transition.State.Name.ToString());
return false;
}
BakedTransition.ConditionsNum = uint8(uint16(StateTree->Nodes.Num()) - BakedTransition.ConditionsBegin);
}
BakedState.TransitionsNum = uint8(uint16(StateTree->Transitions.Num()) - BakedState.TransitionsBegin);
}
// @todo: Add test to check that all success/failure transition is possible (see editor).
return true;
}
bool FStateTreeCompiler::ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const
{
if (Link.Type == EStateTreeTransitionType::GotoState)
{
OutTransitionHandle = GetStateHandle(Link.ID);
if (!OutTransitionHandle.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition to state '%s'."),
*Link.Name.ToString());
return false;
}
}
else if (Link.Type == EStateTreeTransitionType::NextState)
{
// Find next state.
const UStateTreeState* NextState = SourceState.GetNextSiblingState();
if (NextState == nullptr)
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition, there's no next state."));
return false;
}
OutTransitionHandle = GetStateHandle(NextState->ID);
if (!OutTransitionHandle.IsValid())
{
Log.Reportf(EMessageSeverity::Error,
TEXT("Failed to resolve transition next state, no handle found for '%s'."),
*NextState->Name.ToString());
return false;
}
}
return true;
}
bool FStateTreeCompiler::CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent)
{
if (!CondNode.Node.IsValid())
{
// Empty line in conditions array, just silently ignore.
return true;
}
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = CondNode.ID;
StructDesc.Name = CondNode.Node.GetScriptStruct()->GetFName();
// Check that item has valid instance initialized.
if (!CondNode.Instance.IsValid() && CondNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed condition, missing instance value."));
return false;
}
// Copy the condition
FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef();
Item = CondNode.Node;
FStateTreeConditionBase& Cond = Item.GetMutable<FStateTreeConditionBase>();
Cond.Operand = Operand;
Cond.DeltaIndent = DeltaIndent;
if (CondNode.Instance.IsValid())
{
// Struct instance
FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef();
const int32 InstanceIndex = StateTree->Instances.Num() - 1;
Instance = CondNode.Instance;
// Create binding source struct descriptor.
StructDesc.Struct = Instance.GetScriptStruct();
StructDesc.Name = Cond.Name;
check(InstanceIndex <= int32(MAX_uint16));
Cond.InstanceIndex = uint16(InstanceIndex);
Cond.bInstanceIsObject = false;
}
else
{
// Object Instance
check(CondNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(CondNode.InstanceObject, StateTree);
StateTree->InstanceObjects.Add(Instance);
const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1;
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Cond.Name;
check(InstanceIndex <= int32(MAX_uint16));
Cond.InstanceIndex = uint16(InstanceIndex);
Cond.bInstanceIsObject = true;
}
// Mark the struct as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(State, StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Cond.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Cond.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode)
{
// Silently ignore empty items.
if (!TaskNode.Node.IsValid())
{
return true;
}
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = TaskNode.ID;
StructDesc.Name = TaskNode.Node.GetScriptStruct()->GetFName();
// Check that item has valid instance initialized.
if (!TaskNode.Instance.IsValid() && TaskNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed task, missing instance value."));
return false;
}
// Copy the task
FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef();
Item = TaskNode.Node;
FStateTreeTaskBase& Task = Item.GetMutable<FStateTreeTaskBase>();
if (TaskNode.Instance.IsValid())
{
// Struct Instance
FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef();
const int32 InstanceIndex = StateTree->Instances.Num() - 1;
Instance = TaskNode.Instance;
// Create binding source struct descriptor.
StructDesc.Struct = Instance.GetScriptStruct();
StructDesc.Name = Task.Name;
check(InstanceIndex <= int32(MAX_uint16));
Task.InstanceIndex = uint16(InstanceIndex);
Task.bInstanceIsObject = false;
}
else
{
// Object Instance
check(TaskNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(TaskNode.InstanceObject, StateTree);
StateTree->InstanceObjects.Add(Instance);
const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1;
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Task.Name;
check(InstanceIndex <= int32(MAX_uint16));
Task.InstanceIndex = uint16(InstanceIndex);
Task.bInstanceIsObject = true;
}
// Mark the instance as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(State, StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Task.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Task.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::CreateEvaluator(UStateTreeState& State, const FStateTreeEditorNode& EvalNode)
{
// Silently ignore empty items.
if (!EvalNode.Node.IsValid())
{
return true;
}
// Create binding source struct descriptor.
FStateTreeBindableStructDesc StructDesc;
StructDesc.ID = EvalNode.ID;
StructDesc.Name = EvalNode.Node.GetScriptStruct()->GetFName();
// Check that item has valid instance initialized.
if (!EvalNode.Instance.IsValid() && EvalNode.InstanceObject == nullptr)
{
Log.Reportf(EMessageSeverity::Error, StructDesc,
TEXT("Malformed evaluator, missing instance value."));
return false;
}
// Copy the evaluator
FInstancedStruct& Item = StateTree->Nodes.AddDefaulted_GetRef();
Item = EvalNode.Node;
FStateTreeEvaluatorBase& Eval = Item.GetMutable<FStateTreeEvaluatorBase>();
if (EvalNode.Instance.IsValid())
{
// Struct Instance
FInstancedStruct& Instance = StateTree->Instances.AddDefaulted_GetRef();
const int32 InstanceIndex = StateTree->Instances.Num() - 1;
Instance = EvalNode.Instance;
// Create binding source struct descriptor.
StructDesc.Struct = Instance.GetScriptStruct();
StructDesc.Name = Eval.Name;
check(InstanceIndex <= int32(MAX_uint16));
Eval.InstanceIndex = uint16(InstanceIndex);
Eval.bInstanceIsObject = false;
}
else
{
// Object Instance
check(EvalNode.InstanceObject != nullptr);
UObject* Instance = DuplicateObject(EvalNode.InstanceObject, StateTree);
StateTree->InstanceObjects.Add(Instance);
const int32 InstanceIndex = StateTree->InstanceObjects.Num() - 1;
// Create binding source struct descriptor.
StructDesc.Struct = Instance->GetClass();
StructDesc.Name = Eval.Name;
check(InstanceIndex <= int32(MAX_uint16));
Eval.InstanceIndex = uint16(InstanceIndex);
Eval.bInstanceIsObject = true;
}
// Mark the instance as binding source.
const int32 SourceStructIndex = BindingsCompiler.AddSourceStruct(StructDesc);
// Check that the bindings for this struct are still all valid.
TArray<FStateTreeEditorPropertyBinding> Bindings;
if (!GetAndValidateBindings(State, StructDesc, Bindings))
{
return false;
}
// Compile batch copy for this struct, we pass in all the bindings, the compiler will pick up the ones for the target structs.
int32 BatchIndex = INDEX_NONE;
if (!BindingsCompiler.CompileBatch(StructDesc, Bindings, BatchIndex))
{
return false;
}
check(BatchIndex < int32(MAX_uint16));
Eval.BindingsBatch = BatchIndex == INDEX_NONE ? FStateTreeHandle::Invalid : FStateTreeHandle(uint16(BatchIndex));
check(SourceStructIndex <= int32(MAX_uint16));
Eval.DataViewIndex = uint16(SourceStructIndex);
return true;
}
bool FStateTreeCompiler::IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const
{
bool bIsAnyEnum = false;
TArray<FStateTreePropertySegment> Segments;
const FProperty* LeafProperty = nullptr;
int32 LeafArrayIndex = INDEX_NONE;
const bool bResolved = FStateTreePropertyBindingCompiler::ResolvePropertyPath(Struct, Path, Segments, LeafProperty, LeafArrayIndex);
if (bResolved && LeafProperty)
{
if (const FProperty* OwnerProperty = LeafProperty->GetOwnerProperty())
{
if (const FStructProperty* OwnerStructProperty = CastField<FStructProperty>(OwnerProperty))
{
bIsAnyEnum = OwnerStructProperty->Struct == FStateTreeAnyEnum::StaticStruct();
}
}
}
return bIsAnyEnum;
}
bool FStateTreeCompiler::GetAndValidateBindings(UStateTreeState& State, const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const
{
OutBindings.Reset();
for (const FStateTreeEditorPropertyBinding& Binding : TreeData->EditorBindings.GetBindings())
{
if (Binding.TargetPath.StructID != TargetStruct.ID)
{
continue;
}
// Source must be one of the source structs we have discovered in the tree.
const FGuid SourceStructID = Binding.SourcePath.StructID;
const int32 SourceStructIdx = BindingsCompiler.GetSourceStructIndexByID(SourceStructID);
if (SourceStructIdx == INDEX_NONE)
{
Log.Reportf(EMessageSeverity::Error, TargetStruct,
TEXT("Failed to find binding source '%s:%s'."),
*TargetStruct.Name.ToString(), *Binding.TargetPath.ToString());
return false;
}
const FStateTreeBindableStructDesc& SourceStruct = BindingsCompiler.GetSourceStructDesc(SourceStructIdx);
// Source must be accessible by the target struct via all execution paths.
TArray<FStateTreeBindableStructDesc> AccessibleStructs;
const FStateExecutionInfo& ExecInfo = ExecutionInfos.FindChecked(&State);
for (const FExecutionPath& ExecPath : ExecInfo.ExecutionPaths)
{
AccessibleStructs.Reset();
TreeData->GetAccessibleStructs(ExecPath.Path, Binding.TargetPath.StructID, AccessibleStructs);
const bool SourceAccessible = AccessibleStructs.ContainsByPredicate([SourceStructID](const FStateTreeBindableStructDesc& Structs)
{
return (Structs.ID == SourceStructID);
});
if (!SourceAccessible)
{
Log.Reportf(EMessageSeverity::Error, TargetStruct,
TEXT("Property '%s:%s' cannot be bound to '%s:%s', because the binding source '%s' is not updated before '%s' in the tree."),
*SourceStruct.Name.ToString(), *Binding.SourcePath.ToString(),
*TargetStruct.Name.ToString(), *Binding.TargetPath.ToString(),
*SourceStruct.Name.ToString(), *TargetStruct.Name.ToString());
if (IsPathLinked(ExecPath.Path))
{
Log.Reportf(EMessageSeverity::Error, TargetStruct,
TEXT("The binding source is not updated when executing via linked state: %s."),
*GetExecutionPathString(ExecPath.Path));
}
return false;
}
}
// Special case fo AnyEnum. StateTreeBindingExtension allows AnyEnums to bind to other enum types.
// The actual copy will be done via potential type promotion copy, into the value property inside the AnyEnum.
// We amend the paths here to point to the 'Value' property.
const bool bSourceIsAnyEnum = IsPropertyAnyEnum(SourceStruct, Binding.SourcePath);
const bool bTargetIsAnyEnum = IsPropertyAnyEnum(TargetStruct, Binding.TargetPath);
if (bSourceIsAnyEnum || bTargetIsAnyEnum)
{
FStateTreeEditorPropertyBinding ModifiedBinding(Binding);
if (bSourceIsAnyEnum)
{
ModifiedBinding.SourcePath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
if (bTargetIsAnyEnum)
{
ModifiedBinding.TargetPath.Path.Add(GET_MEMBER_NAME_STRING_CHECKED(FStateTreeAnyEnum, Value));
}
OutBindings.Add(ModifiedBinding);
}
else
{
OutBindings.Add(Binding);
}
}
return true;
}