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#rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change3830579by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change3880198by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change3885254by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change3897655by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
591 lines
16 KiB
C++
591 lines
16 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "NavigationPath.h"
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#include "EngineStats.h"
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#include "EngineGlobals.h"
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#include "AI/Navigation/NavAgentInterface.h"
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#include "NavigationSystem.h"
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#include "Engine/Engine.h"
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#include "Engine/Canvas.h"
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#include "DrawDebugHelpers.h"
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#include "VisualLogger/VisualLoggerTypes.h"
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#include "NavAreas/NavArea.h"
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#include "Debug/DebugDrawService.h"
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#define DEBUG_DRAW_OFFSET 0
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#define PATH_OFFSET_KEEP_VISIBLE_POINTS 1
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//----------------------------------------------------------------------//
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// FNavigationPath
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//----------------------------------------------------------------------//
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const FNavPathType FNavigationPath::Type;
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FNavigationPath::FNavigationPath()
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: GoalActorAsNavAgent(nullptr)
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, SourceActorAsNavAgent(nullptr)
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, PathType(FNavigationPath::Type)
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, bDoAutoUpdateOnInvalidation(true)
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, bIgnoreInvalidation(false)
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, bUpdateStartPointOnRepath(true)
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, bUpdateEndPointOnRepath(true)
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, bWaitingForRepath(false)
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, bUseOnPathUpdatedNotify(false)
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, LastUpdateTimeStamp(-1.f) // indicates that it has not been set
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, GoalActorLocationTetherDistanceSq(-1.f)
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, GoalActorLastLocation(FVector::ZeroVector)
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{
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InternalResetNavigationPath();
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}
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FNavigationPath::FNavigationPath(const TArray<FVector>& Points, AActor* InBase)
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: GoalActorAsNavAgent(nullptr)
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, SourceActorAsNavAgent(nullptr)
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, PathType(FNavigationPath::Type)
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, bDoAutoUpdateOnInvalidation(true)
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, bIgnoreInvalidation(false)
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, bUpdateStartPointOnRepath(true)
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, bUpdateEndPointOnRepath(true)
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, bWaitingForRepath(false)
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|
, bUseOnPathUpdatedNotify(false)
|
|
, LastUpdateTimeStamp(-1.f) // indicates that it has not been set
|
|
, GoalActorLocationTetherDistanceSq(-1.f)
|
|
, GoalActorLastLocation(FVector::ZeroVector)
|
|
{
|
|
InternalResetNavigationPath();
|
|
MarkReady();
|
|
|
|
Base = InBase;
|
|
|
|
PathPoints.AddZeroed(Points.Num());
|
|
for (int32 i = 0; i < Points.Num(); i++)
|
|
{
|
|
FBasedPosition BasedPoint(InBase, Points[i]);
|
|
PathPoints[i] = FNavPathPoint(*BasedPoint);
|
|
}
|
|
}
|
|
|
|
void FNavigationPath::InternalResetNavigationPath()
|
|
{
|
|
ShortcutNodeRefs.Reset();
|
|
PathPoints.Reset();
|
|
Base.Reset();
|
|
|
|
bUpToDate = true;
|
|
bIsReady = false;
|
|
bIsPartial = false;
|
|
bReachedSearchLimit = false;
|
|
|
|
// keep:
|
|
// - GoalActor
|
|
// - GoalActorAsNavAgent
|
|
// - SourceActor
|
|
// - SourceActorAsNavAgent
|
|
// - Querier
|
|
// - Filter
|
|
// - PathType
|
|
// - ObserverDelegate
|
|
// - bDoAutoUpdateOnInvalidation
|
|
// - bIgnoreInvalidation
|
|
// - bUpdateStartPointOnRepath
|
|
// - bUpdateEndPointOnRepath
|
|
// - bWaitingForRepath
|
|
// - NavigationDataUsed
|
|
// - LastUpdateTimeStamp
|
|
// - GoalActorLocationTetherDistanceSq
|
|
// - GoalActorLastLocation
|
|
}
|
|
|
|
FVector FNavigationPath::GetGoalLocation() const
|
|
{
|
|
return GoalActor != NULL ? (GoalActorAsNavAgent != NULL ? GoalActorAsNavAgent->GetNavAgentLocation() : GoalActor->GetActorLocation()) : GetEndLocation();
|
|
}
|
|
|
|
FVector FNavigationPath::GetPathFindingStartLocation() const
|
|
{
|
|
return SourceActor != NULL ? (SourceActorAsNavAgent != NULL ? SourceActorAsNavAgent->GetNavAgentLocation() : SourceActor->GetActorLocation()) : GetStartLocation();
|
|
}
|
|
|
|
void FNavigationPath::SetGoalActorObservation(const AActor& ActorToObserve, float TetherDistance)
|
|
{
|
|
if (NavigationDataUsed.IsValid() == false)
|
|
{
|
|
// this mechanism is available only for navigation-generated paths
|
|
UE_LOG(LogNavigation, Warning, TEXT("Updating navigation path on goal actor's location change is available only for navigation-generated paths. Called for %s")
|
|
, *GetNameSafe(&ActorToObserve));
|
|
return;
|
|
}
|
|
|
|
// register for path observing only if we weren't registered already
|
|
const bool RegisterForPathUpdates = (GoalActor.IsValid() == false);
|
|
GoalActor = &ActorToObserve;
|
|
checkSlow(GoalActor.IsValid());
|
|
GoalActorAsNavAgent = Cast<INavAgentInterface>(&ActorToObserve);
|
|
GoalActorLocationTetherDistanceSq = FMath::Square(TetherDistance);
|
|
UpdateLastRepathGoalLocation();
|
|
|
|
if (RegisterForPathUpdates)
|
|
{
|
|
NavigationDataUsed->RegisterObservedPath(AsShared());
|
|
}
|
|
}
|
|
|
|
void FNavigationPath::SetSourceActor(const AActor& InSourceActor)
|
|
{
|
|
SourceActor = &InSourceActor;
|
|
SourceActorAsNavAgent = Cast<INavAgentInterface>(&InSourceActor);
|
|
}
|
|
|
|
void FNavigationPath::UpdateLastRepathGoalLocation()
|
|
{
|
|
if (GoalActor.IsValid())
|
|
{
|
|
GoalActorLastLocation = GoalActorAsNavAgent ? GoalActorAsNavAgent->GetNavAgentLocation() : GoalActor->GetActorLocation();
|
|
}
|
|
}
|
|
|
|
EPathObservationResult::Type FNavigationPath::TickPathObservation()
|
|
{
|
|
if (GoalActor.IsValid() == false)
|
|
{
|
|
return EPathObservationResult::NoLongerObserving;
|
|
}
|
|
|
|
const FVector GoalLocation = GoalActorAsNavAgent != NULL ? GoalActorAsNavAgent->GetNavAgentLocation() : GoalActor->GetActorLocation();
|
|
return FVector::DistSquared(GoalLocation, GoalActorLastLocation) <= GoalActorLocationTetherDistanceSq ? EPathObservationResult::NoChange : EPathObservationResult::RequestRepath;
|
|
}
|
|
|
|
void FNavigationPath::DisableGoalActorObservation()
|
|
{
|
|
GoalActor = NULL;
|
|
GoalActorAsNavAgent = NULL;
|
|
GoalActorLocationTetherDistanceSq = -1.f;
|
|
}
|
|
|
|
void FNavigationPath::Invalidate()
|
|
{
|
|
if (!bIgnoreInvalidation)
|
|
{
|
|
bUpToDate = false;
|
|
ObserverDelegate.Broadcast(this, ENavPathEvent::Invalidated);
|
|
if (bDoAutoUpdateOnInvalidation && NavigationDataUsed.IsValid())
|
|
{
|
|
bWaitingForRepath = true;
|
|
NavigationDataUsed->RequestRePath(AsShared(), ENavPathUpdateType::NavigationChanged);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FNavigationPath::RePathFailed()
|
|
{
|
|
ObserverDelegate.Broadcast(this, ENavPathEvent::RePathFailed);
|
|
bWaitingForRepath = false;
|
|
}
|
|
|
|
void FNavigationPath::ResetForRepath()
|
|
{
|
|
InternalResetNavigationPath();
|
|
}
|
|
|
|
void FNavigationPath::DebugDraw(const ANavigationData* NavData, FColor PathColor, UCanvas* Canvas, bool bPersistent, const uint32 NextPathPointIndex) const
|
|
{
|
|
#if ENABLE_DRAW_DEBUG
|
|
|
|
static const FColor Grey(100,100,100);
|
|
const int32 NumPathVerts = PathPoints.Num();
|
|
|
|
UWorld* World = NavData->GetWorld();
|
|
|
|
for (int32 VertIdx = 0; VertIdx < NumPathVerts-1; ++VertIdx)
|
|
{
|
|
// draw box at vert
|
|
FVector const VertLoc = PathPoints[VertIdx].Location + NavigationDebugDrawing::PathOffset;
|
|
DrawDebugSolidBox(World, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, VertIdx < int32(NextPathPointIndex) ? Grey : PathColor, bPersistent);
|
|
|
|
// draw line to next loc
|
|
FVector const NextVertLoc = PathPoints[VertIdx+1].Location + NavigationDebugDrawing::PathOffset;
|
|
DrawDebugLine(World, VertLoc, NextVertLoc, VertIdx < int32(NextPathPointIndex)-1 ? Grey : PathColor, bPersistent
|
|
, /*LifeTime*/-1.f, /*DepthPriority*/0
|
|
, /*Thickness*/NavigationDebugDrawing::PathLineThickness);
|
|
}
|
|
|
|
// draw last vert
|
|
if (NumPathVerts > 0)
|
|
{
|
|
DrawDebugBox(World, PathPoints[NumPathVerts-1].Location + NavigationDebugDrawing::PathOffset, FVector(15.f), PathColor, bPersistent);
|
|
}
|
|
|
|
// if observing goal actor draw a radius and a line to the goal
|
|
if (GoalActor.IsValid())
|
|
{
|
|
const FVector GoalLocation = GetGoalLocation() + NavigationDebugDrawing::PathOffset;
|
|
const FVector EndLocation = GetEndLocation() + NavigationDebugDrawing::PathOffset;
|
|
static const FVector CylinderHalfHeight = FVector::UpVector * 10.f;
|
|
DrawDebugCylinder(World, EndLocation - CylinderHalfHeight, EndLocation + CylinderHalfHeight, FMath::Sqrt(GoalActorLocationTetherDistanceSq), 16, PathColor, bPersistent);
|
|
DrawDebugLine(World, EndLocation, GoalLocation, Grey, bPersistent);
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
bool FNavigationPath::ContainsNode(NavNodeRef NodeRef) const
|
|
{
|
|
for (int32 Index = 0; Index < PathPoints.Num(); Index++)
|
|
{
|
|
if (PathPoints[Index].NodeRef == NodeRef)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return ShortcutNodeRefs.Find(NodeRef) != INDEX_NONE;
|
|
}
|
|
|
|
float FNavigationPath::GetLengthFromPosition(FVector SegmentStart, uint32 NextPathPointIndex) const
|
|
{
|
|
if (NextPathPointIndex >= (uint32)PathPoints.Num())
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
const uint32 PathPointsCount = PathPoints.Num();
|
|
float PathDistance = 0.f;
|
|
|
|
for (uint32 PathIndex = NextPathPointIndex; PathIndex < PathPointsCount; ++PathIndex)
|
|
{
|
|
const FVector SegmentEnd = PathPoints[PathIndex].Location;
|
|
PathDistance += FVector::Dist(SegmentStart, SegmentEnd);
|
|
SegmentStart = SegmentEnd;
|
|
}
|
|
|
|
return PathDistance;
|
|
}
|
|
|
|
bool FNavigationPath::ContainsCustomLink(uint32 LinkUniqueId) const
|
|
{
|
|
for (int32 i = 0; i < PathPoints.Num(); i++)
|
|
{
|
|
if (PathPoints[i].CustomLinkId == LinkUniqueId && LinkUniqueId)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FNavigationPath::ContainsAnyCustomLink() const
|
|
{
|
|
for (int32 i = 0; i < PathPoints.Num(); i++)
|
|
{
|
|
if (PathPoints[i].CustomLinkId)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FORCEINLINE bool FNavigationPath::DoesPathIntersectBoxImplementation(const FBox& Box, const FVector& StartLocation, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
|
|
{
|
|
bool bIntersects = false;
|
|
|
|
FVector Start = StartLocation;
|
|
for (int32 PathPointIndex = int32(StartingIndex); PathPointIndex < PathPoints.Num(); ++PathPointIndex)
|
|
{
|
|
const FVector End = PathPoints[PathPointIndex].Location;
|
|
if (FVector::DistSquared(Start, End) > SMALL_NUMBER)
|
|
{
|
|
const FVector Direction = (End - Start);
|
|
|
|
FVector HitLocation, HitNormal;
|
|
float HitTime;
|
|
|
|
// If we have a valid AgentExtent, then we use an extent box to represent the path
|
|
// Otherwise we use a line to represent the path
|
|
if ((AgentExtent && FMath::LineExtentBoxIntersection(Box, Start, End, *AgentExtent, HitLocation, HitNormal, HitTime)) ||
|
|
(!AgentExtent && FMath::LineBoxIntersection(Box, Start, End, Direction)))
|
|
{
|
|
bIntersects = true;
|
|
if (IntersectingSegmentIndex != NULL)
|
|
{
|
|
*IntersectingSegmentIndex = PathPointIndex;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
Start = End;
|
|
}
|
|
|
|
return bIntersects;
|
|
}
|
|
|
|
bool FNavigationPath::DoesIntersectBox(const FBox& Box, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
|
|
{
|
|
// iterate over all segments and check if any intersects with given box
|
|
bool bIntersects = false;
|
|
int32 PathPointIndex = INDEX_NONE;
|
|
|
|
if (PathPoints.Num() > 1 && PathPoints.IsValidIndex(int32(StartingIndex)))
|
|
{
|
|
bIntersects = DoesPathIntersectBoxImplementation(Box, PathPoints[StartingIndex].Location, StartingIndex + 1, IntersectingSegmentIndex, AgentExtent);
|
|
}
|
|
|
|
return bIntersects;
|
|
}
|
|
|
|
bool FNavigationPath::DoesIntersectBox(const FBox& Box, const FVector& AgentLocation, uint32 StartingIndex, int32* IntersectingSegmentIndex, FVector* AgentExtent) const
|
|
{
|
|
// iterate over all segments and check if any intersects with given box
|
|
bool bIntersects = false;
|
|
int32 PathPointIndex = INDEX_NONE;
|
|
|
|
if (PathPoints.Num() > 1 && PathPoints.IsValidIndex(int32(StartingIndex)))
|
|
{
|
|
bIntersects = DoesPathIntersectBoxImplementation(Box, AgentLocation, StartingIndex, IntersectingSegmentIndex, AgentExtent);
|
|
}
|
|
|
|
return bIntersects;
|
|
}
|
|
|
|
FVector FNavigationPath::GetSegmentDirection(uint32 SegmentEndIndex) const
|
|
{
|
|
FVector Result = FNavigationSystem::InvalidLocation;
|
|
|
|
// require at least two points
|
|
if (PathPoints.Num() > 1)
|
|
{
|
|
if (PathPoints.IsValidIndex(SegmentEndIndex))
|
|
{
|
|
if (SegmentEndIndex > 0)
|
|
{
|
|
Result = (PathPoints[SegmentEndIndex].Location - PathPoints[SegmentEndIndex - 1].Location).GetSafeNormal();
|
|
}
|
|
else
|
|
{
|
|
// for '0'-th segment returns same as for 1st segment
|
|
Result = (PathPoints[1].Location - PathPoints[0].Location).GetSafeNormal();
|
|
}
|
|
}
|
|
else if (SegmentEndIndex >= uint32(GetPathPoints().Num()))
|
|
{
|
|
// in this special case return direction of last segment
|
|
Result = (PathPoints[PathPoints.Num() - 1].Location - PathPoints[PathPoints.Num() - 2].Location).GetSafeNormal();
|
|
}
|
|
}
|
|
|
|
return Result;
|
|
}
|
|
|
|
FBasedPosition FNavigationPath::GetPathPointLocation(uint32 Index) const
|
|
{
|
|
FBasedPosition BasedPt;
|
|
if (PathPoints.IsValidIndex(Index))
|
|
{
|
|
BasedPt.Base = Base.Get();
|
|
BasedPt.Position = PathPoints[Index].Location;
|
|
}
|
|
|
|
return BasedPt;
|
|
}
|
|
|
|
#if ENABLE_VISUAL_LOG
|
|
|
|
void FNavigationPath::DescribeSelfToVisLog(FVisualLogEntry* Snapshot) const
|
|
{
|
|
if (Snapshot == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const int32 NumPathVerts = PathPoints.Num();
|
|
FVisualLogShapeElement Element(EVisualLoggerShapeElement::Path);
|
|
Element.Category = LogNavigation.GetCategoryName();
|
|
Element.SetColor(FColorList::Green);
|
|
Element.Points.Reserve(NumPathVerts);
|
|
Element.Thicknes = 3.f;
|
|
|
|
for (int32 VertIdx = 0; VertIdx < NumPathVerts; ++VertIdx)
|
|
{
|
|
Element.Points.Add(PathPoints[VertIdx].Location + NavigationDebugDrawing::PathOffset);
|
|
}
|
|
|
|
Snapshot->ElementsToDraw.Add(Element);
|
|
}
|
|
|
|
FString FNavigationPath::GetDescription() const
|
|
{
|
|
return FString::Printf(TEXT("NotifyPathUpdate points:%d valid:%s")
|
|
, PathPoints.Num()
|
|
, IsValid() ? TEXT("yes") : TEXT("no"));
|
|
}
|
|
|
|
#endif // ENABLE_VISUAL_LOG
|
|
|
|
//----------------------------------------------------------------------//
|
|
// UNavigationPath
|
|
//----------------------------------------------------------------------//
|
|
|
|
UNavigationPath::UNavigationPath(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
, bIsValid(false)
|
|
, bDebugDrawingEnabled(false)
|
|
, DebugDrawingColor(FColor::White)
|
|
, SharedPath(NULL)
|
|
{
|
|
if (HasAnyFlags(RF_ClassDefaultObject) == false)
|
|
{
|
|
PathObserver = FNavigationPath::FPathObserverDelegate::FDelegate::CreateUObject(this, &UNavigationPath::OnPathEvent);
|
|
}
|
|
}
|
|
|
|
void UNavigationPath::BeginDestroy()
|
|
{
|
|
if (SharedPath.IsValid())
|
|
{
|
|
SharedPath->RemoveObserver(PathObserverDelegateHandle);
|
|
}
|
|
Super::BeginDestroy();
|
|
}
|
|
|
|
void UNavigationPath::OnPathEvent(FNavigationPath* UpdatedPath, ENavPathEvent::Type PathEvent)
|
|
{
|
|
if (UpdatedPath == SharedPath.Get())
|
|
{
|
|
PathUpdatedNotifier.Broadcast(this, PathEvent);
|
|
if (SharedPath.IsValid() && SharedPath->IsValid())
|
|
{
|
|
bIsValid = true;
|
|
SetPathPointsFromPath(*UpdatedPath);
|
|
}
|
|
else
|
|
{
|
|
bIsValid = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
FString UNavigationPath::GetDebugString() const
|
|
{
|
|
check((SharedPath.IsValid() && SharedPath->IsValid()) == !!bIsValid);
|
|
if (!bIsValid)
|
|
{
|
|
return TEXT("Invalid path");
|
|
}
|
|
|
|
return FString::Printf(TEXT("Path: points %d%s%s"), SharedPath->GetPathPoints().Num()
|
|
, SharedPath->IsPartial() ? TEXT(", partial") : TEXT("")
|
|
, SharedPath->IsUpToDate() ? TEXT("") : TEXT(", OUT OF DATE!")
|
|
);
|
|
}
|
|
|
|
void UNavigationPath::DrawDebug(UCanvas* Canvas, APlayerController*)
|
|
{
|
|
if (SharedPath.IsValid())
|
|
{
|
|
SharedPath->DebugDraw(SharedPath->GetNavigationDataUsed(), DebugDrawingColor, Canvas, /*bPersistent=*/false);
|
|
}
|
|
}
|
|
|
|
void UNavigationPath::EnableDebugDrawing(bool bShouldDrawDebugData, FLinearColor PathColor)
|
|
{
|
|
DebugDrawingColor = PathColor.ToFColor(true);
|
|
|
|
if (bDebugDrawingEnabled == bShouldDrawDebugData)
|
|
{
|
|
return;
|
|
}
|
|
|
|
bDebugDrawingEnabled = bShouldDrawDebugData;
|
|
if (bShouldDrawDebugData)
|
|
{
|
|
DrawDebugDelegateHandle = UDebugDrawService::Register(TEXT("Navigation"), FDebugDrawDelegate::CreateUObject(this, &UNavigationPath::DrawDebug));
|
|
}
|
|
else
|
|
{
|
|
UDebugDrawService::Unregister(DrawDebugDelegateHandle);
|
|
}
|
|
}
|
|
|
|
void UNavigationPath::EnableRecalculationOnInvalidation(TEnumAsByte<ENavigationOptionFlag::Type> DoRecalculation)
|
|
{
|
|
if (DoRecalculation != RecalculateOnInvalidation)
|
|
{
|
|
RecalculateOnInvalidation = DoRecalculation;
|
|
if (!!bIsValid && RecalculateOnInvalidation != ENavigationOptionFlag::Default)
|
|
{
|
|
SharedPath->EnableRecalculationOnInvalidation(RecalculateOnInvalidation == ENavigationOptionFlag::Enable);
|
|
}
|
|
}
|
|
}
|
|
|
|
float UNavigationPath::GetPathLength() const
|
|
{
|
|
check((SharedPath.IsValid() && SharedPath->IsValid()) == !!bIsValid);
|
|
return !!bIsValid ? SharedPath->GetLength() : -1.f;
|
|
}
|
|
|
|
float UNavigationPath::GetPathCost() const
|
|
{
|
|
check((SharedPath.IsValid() && SharedPath->IsValid()) == !!bIsValid);
|
|
return !!bIsValid ? SharedPath->GetCost() : -1.f;
|
|
}
|
|
|
|
bool UNavigationPath::IsPartial() const
|
|
{
|
|
check((SharedPath.IsValid() && SharedPath->IsValid()) == !!bIsValid);
|
|
return !!bIsValid && SharedPath->IsPartial();
|
|
}
|
|
|
|
bool UNavigationPath::IsValid() const
|
|
{
|
|
check((SharedPath.IsValid() && SharedPath->IsValid()) == !!bIsValid);
|
|
return !!bIsValid;
|
|
}
|
|
|
|
bool UNavigationPath::IsStringPulled() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void UNavigationPath::SetPath(FNavPathSharedPtr NewSharedPath)
|
|
{
|
|
FNavigationPath* NewPath = NewSharedPath.Get();
|
|
if (SharedPath.Get() != NewPath)
|
|
{
|
|
if (SharedPath.IsValid())
|
|
{
|
|
SharedPath->RemoveObserver(PathObserverDelegateHandle);
|
|
}
|
|
SharedPath = NewSharedPath;
|
|
if (NewPath != NULL)
|
|
{
|
|
PathObserverDelegateHandle = NewPath->AddObserver(PathObserver);
|
|
|
|
if (RecalculateOnInvalidation != ENavigationOptionFlag::Default)
|
|
{
|
|
NewPath->EnableRecalculationOnInvalidation(RecalculateOnInvalidation == ENavigationOptionFlag::Enable);
|
|
}
|
|
|
|
SetPathPointsFromPath(*NewPath);
|
|
}
|
|
else
|
|
{
|
|
PathPoints.Reset();
|
|
}
|
|
|
|
OnPathEvent(NewPath, NewPath != NULL ? ENavPathEvent::NewPath : ENavPathEvent::Cleared);
|
|
}
|
|
}
|
|
|
|
void UNavigationPath::SetPathPointsFromPath(FNavigationPath& NativePath)
|
|
{
|
|
PathPoints.Reset(NativePath.GetPathPoints().Num());
|
|
for (const auto& PathPoint : NativePath.GetPathPoints())
|
|
{
|
|
PathPoints.Add(PathPoint.Location);
|
|
}
|
|
}
|