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- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner - take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly - separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items - allow item instance to be a struct or object - added editor support for both struct or object based instance - added Blueprint base classes for Eval, Task and Condition - Update UStateTreeBrainComponent #jira UE-135723 #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18280804 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 18280809 by mikko mononen in ue5-release-engine-test branch]
82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/ActorComponent.h"
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#include "GameplayTagAssetInterface.h"
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#include "GameplayTagContainer.h"
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#include "StateTreeExecutionContext.h"
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#include "BrainComponent.h"
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#include "Tasks/AITask.h"
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#include "StateTreeBrainComponent.generated.h"
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class UStateTree;
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "Brain Component"))
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class STATETREEMODULE_API UBrainComponentStateTreeSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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};
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UCLASS(ClassGroup = AI, HideCategories = (Activation, Collision), meta = (BlueprintSpawnableComponent))
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class STATETREEMODULE_API UStateTreeBrainComponent : public UBrainComponent, public IGameplayTaskOwnerInterface
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{
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GENERATED_BODY()
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public:
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UStateTreeBrainComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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// BEGIN UActorComponent overrides
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virtual void InitializeComponent() override;
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virtual void UninitializeComponent() override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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// END UActorComponent overrides
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// BEGIN UBrainComponent overrides
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virtual void StartLogic() override;
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virtual void RestartLogic() override;
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virtual void StopLogic(const FString& Reason) override;
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virtual void Cleanup() override;
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virtual void PauseLogic(const FString& Reason) override;
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virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
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virtual bool IsRunning() const override;
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virtual bool IsPaused() const override;
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// END UBrainComponent overrides
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// BEGIN IGameplayTaskOwnerInterface
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virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
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virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
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virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
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virtual uint8 GetGameplayTaskDefaultPriority() const override;
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virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
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// END IGameplayTaskOwnerInterface
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#if WITH_GAMEPLAY_DEBUGGER
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virtual FString GetDebugInfoString() const override;
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#endif // WITH_GAMEPLAY_DEBUGGER
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private:
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protected:
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bool SetContextRequirements();
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UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=BrainComponentStateTreeSchema"))
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UStateTree* StateTree;
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UPROPERTY()
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FStateTreeExecutionContext StateTreeContext;
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/** if set, state tree execution is allowed */
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uint8 bIsRunning : 1;
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/** if set, execution requests will be postponed */
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uint8 bIsPaused : 1;
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};
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