Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectComponent.cpp
yoan stamant dca951147a [SmartObject] added component instance data for SmartObjectComponent so component can properly register itself while re-running the construction scripts.
This is required since the newly created components in the process will try to register before the Definition asset gets set.
#rb maxime.mercier
#rnx
#preflight 61faf0935e35b9215bfedaab

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 18841643 via CL 18842123 via CL 18842168 via CL 18845170 via CL 18845776
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18845836 by yoan stamant in ue5-main branch]
2022-02-03 13:28:03 -05:00

140 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponent.h"
#include "GameFramework/Actor.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#if WITH_EDITOR
#include "Engine/World.h"
#endif
USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USmartObjectComponent::OnRegister()
{
Super::OnRegister();
RegisterToSubsystem();
}
void USmartObjectComponent::RegisterToSubsystem()
{
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
/** Do not register components that don't have a valid definition */
if (!IsValid(DefinitionAsset))
{
return;
}
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->RegisterSmartObject(*this);
}
}
void USmartObjectComponent::OnUnregister()
{
Super::OnUnregister();
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
/** Do not register components that don't have a valid definition */
if (!IsValid(DefinitionAsset))
{
return;
}
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world, AI system is cleaned up before the components gets unregistered, etc.)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->UnregisterSmartObject(*this);
}
}
FBox USmartObjectComponent::GetSmartObjectBounds() const
{
FBox BoundingBox(ForceInitToZero);
const AActor* Owner = GetOwner();
if (Owner != nullptr && DefinitionAsset != nullptr)
{
BoundingBox = DefinitionAsset->GetBounds().TransformBy(Owner->GetTransform());
}
return BoundingBox;
}
TStructOnScope<FActorComponentInstanceData> USmartObjectComponent::GetComponentInstanceData() const
{
return MakeStructOnScope<FActorComponentInstanceData, FSmartObjectComponentInstanceData>(this, DefinitionAsset);
}
bool FSmartObjectComponentInstanceData::ContainsData() const
{
return true;
}
void FSmartObjectComponentInstanceData::ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase)
{
// Apply data first since we might need to register to the subsystem
// before the component gets re-registered by the base class.
if (CacheApplyPhase == ECacheApplyPhase::PostUserConstructionScript)
{
USmartObjectComponent* SmartObjectComponent = CastChecked<USmartObjectComponent>(Component);
if (SmartObjectComponent->DefinitionAsset != DefinitionAsset)
{
SmartObjectComponent->DefinitionAsset = DefinitionAsset;
// Registering to the subsystem should only be attempted on registered component
// otherwise the OnRegister callback will take care of it.
if (SmartObjectComponent->IsRegistered())
{
SmartObjectComponent->RegisterToSubsystem();
}
}
}
Super::ApplyToComponent(Component, CacheApplyPhase);
}