Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Components/StateTreeBrainComponent.h
mikko mononen 95cec28098 StateTree: Moved instance data out from framents
- Added new struct to hold instance data
- Removed on the fly created customs struct for storing the instance data
- The Mass StateTree instance data is not a fragment anymore
- Fixes crash when using StateTreeBrainComponent directly on actor
- Moved StateTree activation processor settings to Mass Behavior settings

#jira UE-133870
#rb Yoan.StAmant
#preflight 62178318db60b6b592190db8

[CL 19112506 by mikko mononen in ue5-main branch]
2022-02-24 08:19:23 -05:00

80 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/ActorComponent.h"
#include "GameplayTagAssetInterface.h"
#include "GameplayTagContainer.h"
#include "StateTreeExecutionContext.h"
#include "BrainComponent.h"
#include "Tasks/AITask.h"
#include "StateTreeBrainComponent.generated.h"
class UStateTree;
UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "Brain Component"))
class STATETREEMODULE_API UBrainComponentStateTreeSchema : public UStateTreeSchema
{
GENERATED_BODY()
public:
virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
};
UCLASS(ClassGroup = AI, HideCategories = (Activation, Collision), meta = (BlueprintSpawnableComponent))
class STATETREEMODULE_API UStateTreeBrainComponent : public UBrainComponent, public IGameplayTaskOwnerInterface
{
GENERATED_BODY()
public:
UStateTreeBrainComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
// BEGIN UActorComponent overrides
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
// END UActorComponent overrides
// BEGIN UBrainComponent overrides
virtual void StartLogic() override;
virtual void RestartLogic() override;
virtual void StopLogic(const FString& Reason) override;
virtual void Cleanup() override;
virtual void PauseLogic(const FString& Reason) override;
virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
virtual bool IsRunning() const override;
virtual bool IsPaused() const override;
// END UBrainComponent overrides
// BEGIN IGameplayTaskOwnerInterface
virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
virtual uint8 GetGameplayTaskDefaultPriority() const override;
virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
// END IGameplayTaskOwnerInterface
#if WITH_GAMEPLAY_DEBUGGER
virtual FString GetDebugInfoString() const override;
#endif // WITH_GAMEPLAY_DEBUGGER
protected:
bool SetContextRequirements();
UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=BrainComponentStateTreeSchema"))
UStateTree* StateTree;
UPROPERTY()
FStateTreeExecutionContext StateTreeContext;
/** if set, state tree execution is allowed */
uint8 bIsRunning : 1;
/** if set, execution requests will be postponed */
uint8 bIsPaused : 1;
};