Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTree.cpp
Yoan StAmant b4f64a59e0 [StateTree] external data validation from schema supported types
- fixed external requirements set by StateTreeBrainComponent to find more specific actor classes first before defaulting on AActor
- added missing supported type FMassSharedFragment for MassStateTreeSchema
- moved StateTreeLinker to it own file and handle its potential failures
#rb mikko.mononen
#rnx
#preflight 624d98fd8e5ae00f0aca3123

[CL 19646871 by Yoan StAmant in ue5-main branch]
2022-04-06 10:04:05 -04:00

125 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTree.h"
#include "StateTreeDelegates.h"
#include "StateTreeLinker.h"
#include "StateTreeNodeBase.h"
bool UStateTree::IsReadyToRun() const
{
// Valid tree must have at least one state and valid instance data.
return States.Num() > 0 && InstanceDataDefaultValue.IsValid();
}
#if WITH_EDITOR
void UStateTree::ResetCompiled()
{
States.Reset();
Transitions.Reset();
Nodes.Reset();
Instances.Reset();
InstanceObjects.Reset();
ExternalDataDescs.Reset();
PropertyBindings.Reset();
NumDataViews = 0;
ExternalDataBaseIndex = 0;
InstanceDataDefaultValue.Reset();
}
void UStateTree::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.MemberProperty && PropertyChangedEvent.Property)
{
if (PropertyChangedEvent.MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTree, Schema))
{
UE::StateTree::Delegates::OnSchemaChanged.Broadcast(*this);
}
}
}
void UStateTree::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
{
static const FName SchemaTag(TEXT("Schema"));
const FString SchemaClassName = Schema ? Schema->GetClass()->GetName() : TEXT("");
OutTags.Add(FAssetRegistryTag(SchemaTag, SchemaClassName, FAssetRegistryTag::TT_Alphabetical));
Super::GetAssetRegistryTags(OutTags);
}
#endif // WITH_EDITOR
void UStateTree::PostLoad()
{
Super::PostLoad();
if (!Link())
{
UE_LOG(LogStateTree, Error, TEXT("%s failed to link. Asset will not be usable at runtime."), *GetName());
}
}
void UStateTree::Serialize(FStructuredArchiveRecord Record)
{
Super::Serialize(Record);
// We need to link and rebind property bindings each time a BP is compiled,
// because property bindings may get invalid, and instance data potentially needs refreshed.
if (Record.GetUnderlyingArchive().IsModifyingWeakAndStrongReferences())
{
if (!Link())
{
UE_LOG(LogStateTree, Error, TEXT("%s failed to link. Asset will not be usable at runtime."), *GetName());
}
}
}
bool UStateTree::Link()
{
// Initialize the instance data default value.
// This data will be used to allocate runtime instance on all StateTree users.
InstanceDataDefaultValue.Reset();
ExternalDataDescs.Reset();
NumDataViews = 0;
ExternalDataBaseIndex = 0;
// Resolves property paths used by bindings a store property pointers
if (!PropertyBindings.ResolvePaths())
{
return false;
}
// Resolves nodes references to other StateTree data
FStateTreeLinker Linker(Schema);
Linker.SetExternalDataBaseIndex(PropertyBindings.GetSourceStructNum());
for (FInstancedStruct& Node : Nodes)
{
if (FStateTreeNodeBase* NodePtr = Node.GetMutablePtr<FStateTreeNodeBase>())
{
Linker.SetCurrentInstanceDataType(NodePtr->GetInstanceDataType(), NodePtr->DataViewIndex);
const bool bLinkSucceeded = NodePtr->Link(Linker);
if (!bLinkSucceeded || Linker.GetStatus() == EStateTreeLinkerStatus::Failed)
{
UE_LOG(LogStateTree, Error, TEXT("%s: node '%s' failed to resolve its references."), *GetName(), *NodePtr->StaticStruct()->GetName());
return false;
}
}
}
// Link succeeded, setup tree to be ready to run
ExternalDataBaseIndex = PropertyBindings.GetSourceStructNum();
ExternalDataDescs = Linker.GetExternalDataDescs();
NumDataViews = ExternalDataBaseIndex + ExternalDataDescs.Num();
if (Instances.Num() > 0)
{
InstanceDataDefaultValue.Initialize(*this, Instances, InstanceObjects);
}
return true;
}