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Also renamed: FMassArchetypeSubChunks -> FMassArchetypeEntityCollection FSubChunkInfo -> FArchetypeEntityRange FArchetypeChunkCollectionWithPayload -> FMassArchetypeEntityCollectionWithPayload One noteworthy CitySample's mass traffic code change: FMassTrafficSimpleVehiclePhysicsTemplate.SimpleVehiclePhysicsFragmentTemplate changed from FInstancedStruct to FMassTrafficVehiclePhysicsFragmen since that's the only type ever used. #review-19288149 #review-19268063 #review-19268048 #review-19268070 #review-19268239 #review-19267967 #preflight 6227720331133a23da452d70 [CL 19302836 by Mieszko Zielinski in ue5-main branch]
467 lines
20 KiB
C++
467 lines
20 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectCollection.h"
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#include "Templates/SubclassOf.h"
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#include "SmartObjectTypes.h"
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#include "SmartObjectRuntime.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "SmartObjectSubsystem.generated.h"
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class USmartObjectComponent;
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class UMassEntitySubsystem;
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class ASmartObjectSubsystemRenderingActor;
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class FDebugRenderSceneProxy;
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#if WITH_EDITOR
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/** Called when an event related to the main collection occured. */
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DECLARE_MULTICAST_DELEGATE(FOnMainCollectionEvent);
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#endif
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/**
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* Struct that can be used to filter results of a smart object request when trying to find or claim a smart object
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectRequestFilter
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{
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GENERATED_BODY()
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FSmartObjectRequestFilter() = default;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SmartObject)
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FGameplayTagContainer UserTags;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SmartObject)
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FGameplayTagQuery ActivityRequirements;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SmartObject)
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TSubclassOf<USmartObjectBehaviorDefinition> BehaviorDefinitionClass;
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TFunction<bool(FSmartObjectHandle)> Predicate;
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};
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/**
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* Struct used to find a smart object within a specific search range and with optional filtering
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectRequest
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{
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GENERATED_BODY()
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FSmartObjectRequest() = default;
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FSmartObjectRequest(const FBox& InQueryBox, const FSmartObjectRequestFilter& InFilter)
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: QueryBox(InQueryBox)
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, Filter(InFilter)
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{}
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/** Box defining the search range */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SmartObject)
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FBox QueryBox = FBox(ForceInitToZero);
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/** Struct used to filter out some results (all results allowed by default) */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SmartObject)
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FSmartObjectRequestFilter Filter;
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};
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/**
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* Struct that holds the object and slot selected by processing a smart object request.
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectRequestResult
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{
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GENERATED_BODY()
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FSmartObjectRequestResult(const FSmartObjectHandle& InSmartObjectHandle, const FSmartObjectSlotHandle InSlotHandle = {})
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: SmartObjectHandle(InSmartObjectHandle)
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, SlotHandle(InSlotHandle)
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{}
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FSmartObjectRequestResult() = default;
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bool IsValid() const { return SmartObjectHandle.IsValid() && SlotHandle.IsValid(); }
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bool operator==(const FSmartObjectRequestResult& Other) const
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{
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return IsValid() && Other.IsValid()
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&& SmartObjectHandle == Other.SmartObjectHandle
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&& SlotHandle == Other.SlotHandle;
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}
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bool operator!=(const FSmartObjectRequestResult& Other) const
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{
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return !(*this == Other);
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}
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friend FString LexToString(const FSmartObjectRequestResult& Result)
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{
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return FString::Printf(TEXT("Object:%s Slot:%s"), *LexToString(Result.SmartObjectHandle), *LexToString(Result.SlotHandle));
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}
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UPROPERTY(Transient, VisibleAnywhere, BlueprintReadOnly, Category = SmartObject)
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FSmartObjectHandle SmartObjectHandle;
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UPROPERTY(Transient, VisibleAnywhere, Category = SmartObject)
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FSmartObjectSlotHandle SlotHandle;
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};
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/**
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* Result code indicating if the Collection was successfully registered or why it was not.
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*/
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UENUM()
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enum class ESmartObjectCollectionRegistrationResult : uint8
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{
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Failed_InvalidCollection,
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Failed_AlreadyRegistered,
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Failed_NotFromPersistentLevel,
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Succeeded
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};
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/**
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* Subsystem that holds all registered smart object instances and offers the API for spatial queries and reservations.
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*/
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UCLASS(config = SmartObjects, defaultconfig, Transient)
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class SMARTOBJECTSMODULE_API USmartObjectSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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static USmartObjectSubsystem* GetCurrent(const UWorld* World);
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ESmartObjectCollectionRegistrationResult RegisterCollection(ASmartObjectCollection& InCollection);
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void UnregisterCollection(ASmartObjectCollection& InCollection);
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ASmartObjectCollection* GetMainCollection() const { return MainCollection; }
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bool RegisterSmartObject(USmartObjectComponent& SmartObjectComponent);
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bool UnregisterSmartObject(USmartObjectComponent& SmartObjectComponent);
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/**
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* Returns the component associated to the claim handle if still
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* accessible. In some scenarios the component may no longer exist
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* but its smart object data could (e.g. streaming)
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* @param ClaimHandle Valid handle to a claimed smart object slot
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* @return A pointer to the USmartObjectComponent* associated to the handle.
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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USmartObjectComponent* GetSmartObjectComponent(const FSmartObjectClaimHandle& ClaimHandle) const;
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bool RegisterSmartObjectActor(const AActor& SmartObjectActor);
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bool UnregisterSmartObjectActor(const AActor& SmartObjectActor);
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/**
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* Spatial lookup
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* @return First valid smart object in range. Not the closest one, just the one
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* that happens to be retrieved first from the octree
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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FSmartObjectRequestResult FindSmartObject(const FSmartObjectRequest& Request) const;
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/**
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* Spatial lookup
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* @return All valid smart objects in range.
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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bool FindSmartObjects(const FSmartObjectRequest& Request, TArray<FSmartObjectRequestResult>& OutResults) const;
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/**
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* Returns slots of a given smart object matching the filter.
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* @param Handle Handle to the SmartObject
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* @param Filter Filter to apply on object and slots
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* @param OutSlots Available slots found that match the filter
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*/
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void FindSlots(const FSmartObjectHandle Handle, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutSlots) const;
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/**
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* Claim smart object from a valid request result.
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* @param RequestResult Valid request result for given smart object and slot index. Ensure when called with an invalid result.
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* @return A claim handle binding the claimed smart object, its use index and a user id.
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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FSmartObjectClaimHandle Claim(const FSmartObjectRequestResult& RequestResult);
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UE_NODISCARD FSmartObjectClaimHandle Claim(FSmartObjectHandle Handle, const FSmartObjectRequestFilter& Filter = {});
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/**
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* Start using a claimed smart object slot.
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* @param ClaimHandle Handle for given pair of user and smart object. Error will be reported if the handle is invalid.
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* @param DefinitionClass The type of behavior definition the user wants to use.
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* @return The base class pointer of the requested behavior definition class associated to the slot
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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const USmartObjectBehaviorDefinition* Use(const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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/**
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* Start using a claimed smart object slot.
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* @param ClaimHandle Handle for given pair of user and smart object. Error will be reported if the handle is invalid.
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* @return The requested behavior definition class pointer associated to the slot
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*/
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template <typename DefinitionType>
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const DefinitionType* Use(const FSmartObjectClaimHandle& ClaimHandle)
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{
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static_assert(TIsDerivedFrom<DefinitionType, USmartObjectBehaviorDefinition>::IsDerived, "DefinitionType must derive from USmartObjectBehaviorDefinition");
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return Cast<const DefinitionType>(Use(ClaimHandle, DefinitionType::StaticClass()));
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}
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/**
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* Release claim on a smart object.
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* @param ClaimHandle Handle for given pair of user and smart object. Does nothing if the handle is invalid.
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* @return Whether the claim was successfully released or not
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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bool Release(const FSmartObjectClaimHandle& ClaimHandle);
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/**
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* Return the behavior definition of a given type from a claimed object.
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* @param ClaimHandle Handle for given pair of user and smart object. Error will be reported if the handle is invalid.
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* @param DefinitionClass The type of behavior definition.
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* @return The base class pointer of the requested behavior definition class associated to the slotClaim handle
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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/**
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* Return the behavior definition of a given type from a claimed object.
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* @param ClaimHandle Handle for given pair of user and smart object. Error will be reported if the handle is invalid.
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* @return The requested behavior definition class pointer associated to the Claim handle
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*/
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template <typename DefinitionType>
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const DefinitionType* GetBehaviorDefinition(const FSmartObjectClaimHandle& ClaimHandle)
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{
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static_assert(TIsDerivedFrom<DefinitionType, USmartObjectBehaviorDefinition>::IsDerived, "DefinitionType must derive from USmartObjectBehaviorDefinition");
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return Cast<const DefinitionType>(GetBehaviorDefinition(ClaimHandle, DefinitionType::StaticClass()));
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}
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ESmartObjectSlotState GetSlotState(FSmartObjectSlotHandle SlotHandle) const;
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/**
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* Adds state data (through a deferred command) to a slot instance. Data must be a struct that inherits
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* from FSmartObjectSlotStateData and passed as a struct view (e.g. FConstStructView::Make(FSomeStruct))
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* @param ClaimHandle A valid handle (ClaimHandle.IsValid() returns true) returned by any of the Claim methods.
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* @param InData A view on the struct to add
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*/
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void AddSlotDataDeferred(const FSmartObjectClaimHandle& ClaimHandle, FConstStructView InData) const;
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// @todo this comment is here just to keep the swarm comments easily accessible. Will remove pre submit.
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/** Returns a view to the data associated to a valid slot handle (SlotHandle.IsValid() returns true) */
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FSmartObjectSlotView GetSlotView(const FSmartObjectSlotHandle& SlotHandle) const;
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/** Returns a view to the data associated to a valid request result (Result.IsValid() returns true) */
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FSmartObjectSlotView GetSlotView(const FSmartObjectRequestResult& Result) const;
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/** Returns a view to the data associated to a valid claim handle (ClaimHandle.IsValid() returns true) */
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FSmartObjectSlotView GetSlotView(const FSmartObjectClaimHandle& ClaimHandle) const;
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/**
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* Returns the position (in world space) of the slot associated to the given claim handle.
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* @param ClaimHandle A valid handle (ClaimHandle.IsValid() returns true) returned by any of the Claim methods.
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* @return Position (in world space) of the slot associated to ClaimHandle.
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* @note Method will ensure on invalid FSmartObjectClaimHandle.
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*/
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TOptional<FVector> GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle) const;
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/**
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* Returns the position (in world space) of the slot associated to the given claim handle.
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* @param ClaimHandle A valid handle (ClaimHandle.IsValid() returns true) returned by any of the Claim methods.
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* @param OutSlotLocation Position (in world space) of the slot associated to ClaimHandle.
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* @return Whether the location was found and assigned to 'OutSlotLocation'
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* @note Method will ensure on invalid FSmartObjectClaimHandle.
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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bool GetSlotLocation(const FSmartObjectClaimHandle& ClaimHandle, FVector& OutSlotLocation) const;
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/**
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* Returns the position (in world space) of the slot associated to the given request result.
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* @param Result A valid request result (Result.IsValid() returns true) returned by any of the Find methods.
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* @return Position (in world space) of the slot associated to Result.
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* @note Method will ensure on invalid FSmartObjectRequestResult.
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*/
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TOptional<FVector> GetSlotLocation(const FSmartObjectRequestResult& Result) const;
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/**
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* Returns the position (in world space) of the slot represented by the provided slot handle.
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* @param SlotHandle Handle to a smart object slot.
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* @return Position (in world space) of the slot associated to SlotHandle.
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* @note Method will ensure on invalid slot handle.
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*/
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TOptional<FVector> GetSlotLocation(FSmartObjectSlotHandle SlotHandle) const;
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/**
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* Returns the transform (in world space) of the slot associated to the given claim handle.
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* @param ClaimHandle A valid handle (ClaimHandle.IsValid() returns true) returned by any of the Claim methods.
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* @return Transform (in world space) of the slot associated to ClaimHandle.
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* @note Method will ensure on invalid FSmartObjectClaimHandle.
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*/
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TOptional<FTransform> GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle) const;
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/**
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* Returns the transform (in world space) of the slot associated to the given claim handle.
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* @param ClaimHandle A valid handle (ClaimHandle.IsValid() returns true) returned by any of the Claim methods.
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* @param OutSlotTransform Transform (in world space) of the slot associated to ClaimHandle.
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* @return Whether the transform was found and assigned to 'OutSlotTransform'
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* @note Method will ensure on invalid FSmartObjectClaimHandle.
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*/
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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bool GetSlotTransform(const FSmartObjectClaimHandle& ClaimHandle, FTransform& OutSlotTransform) const;
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/**
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* Returns the transform (in world space) of the slot associated to the given request result.
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* @param Result A valid request result (Result.IsValid() returns true) returned by any of the Find methods.
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* @return Transform (in world space) of the slot associated to Result.
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* @note Method will ensure on invalid FSmartObjectRequestResult.
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*/
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TOptional<FTransform> GetSlotTransform(const FSmartObjectRequestResult& Result) const;
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/**
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* Returns the transform (in world space) of the slot represented by the provided slot handle.
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* @param SlotHandle Handle to a smart object slot.
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* @return Transform (in world space) of the slot associated to SlotHandle.
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* @note Method will ensure on invalid slot handle.
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*/
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TOptional<FTransform> GetSlotTransform(FSmartObjectSlotHandle SlotHandle) const;
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/**
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* Register a callback to be notified if the claimed slot is no longer available and user need to perform cleanup.
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* @param ClaimHandle Handle to identify the object and slot. Error will be reported if the handle is invalid.
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* @param Callback Delegate that will be called to notify that a slot gets invalidated and can no longer be used.
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*/
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void RegisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle, const FOnSlotInvalidated& Callback);
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/**
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* Unregisters a callback to be notified if the claimed slot is no longer available and user need to perform cleanup.
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* @param ClaimHandle Handle to identify the object and slot. Error will be reported if the handle is invalid.
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*/
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void UnregisterSlotInvalidationCallback(const FSmartObjectClaimHandle& ClaimHandle);
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#if UE_ENABLE_DEBUG_DRAWING
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void DebugDraw(FDebugRenderSceneProxy* DebugProxy) const;
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void DebugDrawCanvas(UCanvas* Canvas, APlayerController* PlayerController) const {}
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#endif
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#if WITH_EDITOR
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mutable FOnMainCollectionEvent OnMainCollectionChanged;
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mutable FOnMainCollectionEvent OnMainCollectionDirtied;
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#endif
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protected:
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/**
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* Callback overriden to gather loaded collections, spawn missing one and set the main collection.
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* @note we use this method instead of `Initialize` or `PostInitialize` so active level is set and actors registered.
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*/
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virtual void OnWorldComponentsUpdated(UWorld& World) override;
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/**
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* BeginPlay will push all objects stored in the collection to the runtime simulation
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* and initialize octree using collection bounds.
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*/
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virtual void OnWorldBeginPlay(UWorld& World) override;
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/** Creates all runtime data using main collection */
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void InitializeRuntime();
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/** Removes all runtime data */
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void CleanupRuntime();
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/** Goes through all defined slots of smart object represented by SmartObjectRuntime and finds the ones matching the filter. */
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void FindSlots(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectRequestFilter& Filter, TArray<FSmartObjectSlotHandle>& OutResults) const;
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/** Applies filter on provided definition and fills OutValidIndices with indices of all valid slots. */
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static void FindMatchingSlotDefinitionIndices(const USmartObjectDefinition& Definition, const FSmartObjectRequestFilter& Filter, TArray<int32>& OutValidIndices);
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FSmartObjectClaimHandle Claim(FSmartObjectHandle Handle, FSmartObjectSlotHandle SlotHandle);
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static const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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const USmartObjectBehaviorDefinition* Use(const FSmartObjectRuntime& SmartObjectRuntime, const FSmartObjectClaimHandle& ClaimHandle, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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void AbortAll(FSmartObjectRuntime& SmartObjectRuntime);
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FSmartObjectSlotClaimState* GetMutableSlotState(const FSmartObjectClaimHandle& ClaimHandle);
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/** Make sure that all SmartObjectCollection actors from our associated world are registered. */
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void RegisterCollectionInstances();
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void AddToSimulation(const FSmartObjectHandle Handle, const USmartObjectDefinition& Definition, const FTransform& Transform, const FBox& Bounds);
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void AddToSimulation(const FSmartObjectCollectionEntry& Entry, const USmartObjectDefinition& Definition);
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void AddToSimulation(const USmartObjectComponent&);
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void RemoveFromSimulation(const FSmartObjectHandle Handle);
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void RemoveFromSimulation(const FSmartObjectCollectionEntry& Entry);
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void RemoveFromSimulation(const USmartObjectComponent& SmartObjectComponent);
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/**
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* Name of the Space partition class to use.
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* Usage:
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* [/Script/SmartObjectsModule.SmartObjectSubsystem]
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* SpacePartitionClassName=/Script/SmartObjectsModule.<SpacePartitionClassName>
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*/
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UPROPERTY(config, meta=(MetaClass="SmartObjectSpacePartition", DisplayName="Spatial Representation Structure Class"))
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FSoftClassPath SpacePartitionClassName;
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UPROPERTY()
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TSubclassOf<USmartObjectSpacePartition> SpacePartitionClass;
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UPROPERTY()
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TObjectPtr<USmartObjectSpacePartition> SpacePartition;
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UPROPERTY()
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TObjectPtr<ASmartObjectSubsystemRenderingActor> RenderingActor;
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UPROPERTY()
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TObjectPtr<ASmartObjectCollection> MainCollection;
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UPROPERTY()
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TObjectPtr<UMassEntitySubsystem> EntitySubsystem;
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TMap<FSmartObjectHandle, FSmartObjectRuntime> RuntimeSmartObjects;
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TMap<FSmartObjectSlotHandle, FSmartObjectSlotClaimState> RuntimeSlotStates;
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/** Keep track of Ids associated to objects entirely created at runtime (i.e. not part of the initial collection) */
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TArray<FSmartObjectHandle> RuntimeCreatedEntries;
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uint32 NextFreeUserID = 1;
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/** Flag to indicate that all entries from the baked collection are registered and new registrations will be considered runtime entries (i.e. no persistence) */
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bool bInitialCollectionAddedToSimulation = false;
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#if WITH_EDITOR
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friend class ASmartObjectCollection;
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void RebuildCollection(ASmartObjectCollection& InCollection);
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void SpawnMissingCollection();
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/**
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* Compute bounds from given world and store result in provided collection
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* @param World World from which the bounds must be computed
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* @param Collection Collection that will store computed bounds
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*/
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void ComputeBounds(const UWorld& World, ASmartObjectCollection& Collection) const;
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#endif // WITH_EDITOR
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#if WITH_EDITORONLY_DATA
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/** List of registered used to rebuild collection on demand */
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UPROPERTY(Transient)
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TArray<USmartObjectComponent*> RegisteredSOComponents;
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#endif // WITH_EDITORONLY_DATA
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#if WITH_SMARTOBJECT_DEBUG
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public:
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uint32 DebugGetNumRuntimeObjects() const { return RuntimeSmartObjects.Num(); }
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const TMap<FSmartObjectHandle, FSmartObjectRuntime>& DebugGetRuntimeObjects() const { return RuntimeSmartObjects; }
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const TMap<FSmartObjectSlotHandle, FSmartObjectSlotClaimState>& DebugGetRuntimeSlots() const { return RuntimeSlotStates; }
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uint32 DebugGetNumRegisteredComponents() const { return DebugRegisteredComponents.Num(); }
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/** Debugging helper to remove all registered smart objects from the simulation */
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void DebugUnregisterAllSmartObjects();
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/** Debugging helpers to add all registered smart objects to the simulation */
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void DebugRegisterAllSmartObjects();
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/** Debugging helper to emulate the start of the simulation to create all runtime data */
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void DebugInitializeRuntime();
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/** Debugging helper to emulate the stop of the simulation to destroy all runtime data */
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void DebugCleanupRuntime();
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private:
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TArray<TWeakObjectPtr<USmartObjectComponent>> DebugRegisteredComponents;
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#endif // WITH_SMARTOBJECT_DEBUG
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};
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