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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]
235 lines
6.8 KiB
C++
235 lines
6.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTree.h"
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#include "StateTreeEvaluatorBase.h"
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#include "StateTreeTaskBase.h"
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#include "CoreMinimal.h"
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#include "StateTreeConditionBase.h"
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#include "StateTreeDelegates.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#endif
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UStateTree::UStateTree(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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#if WITH_EDITOR
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FEditorDelegates::PreBeginPIE.AddUObject(this, &UStateTree::OnPIEStarted);
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#endif
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}
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UStateTree::~UStateTree()
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{
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#if WITH_EDITOR
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FEditorDelegates::PreBeginPIE.RemoveAll(this);
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#endif
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}
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bool UStateTree::IsValidStateTree() const
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{
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// Valid tree must have at least one state.
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return States.Num() > 0;
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}
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#if WITH_EDITOR
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void UStateTree::OnPIEStarted(const bool bIsSimulating)
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{
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PropertyBindings.ResolvePaths();
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Link();
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InitInstanceStorageType();
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}
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void UStateTree::ResetBaked()
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{
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States.Reset();
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Transitions.Reset();
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Items.Reset();
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Instances.Reset();
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InstanceObjects.Reset();
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InstanceStorageStruct = nullptr;
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InstanceStorageOffsets.Reset();
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InstanceStorageDefaultValue.Reset();
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ExternalDataDescs.Reset();
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PropertyBindings.Reset();
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NumDataViews = 0;
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ExternalDataBaseIndex = 0;
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}
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void UStateTree::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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if (PropertyChangedEvent.MemberProperty && PropertyChangedEvent.Property)
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{
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if (PropertyChangedEvent.MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTree, Schema))
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{
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UE::StateTree::Delegates::OnSchemaChanged.Broadcast(*this);
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}
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}
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}
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void UStateTree::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
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{
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static const FName SchemaTag(TEXT("Schema"));
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const FString SchemaClassName = Schema ? Schema->GetClass()->GetName() : TEXT("");
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OutTags.Add(FAssetRegistryTag(SchemaTag, SchemaClassName, FAssetRegistryTag::TT_Alphabetical));
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Super::GetAssetRegistryTags(OutTags);
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}
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#endif // WITH_EDITOR
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void UStateTree::PostLoad()
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{
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Super::PostLoad();
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PropertyBindings.ResolvePaths();
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Link();
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#if WITH_EDITOR
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InitInstanceStorageType();
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#else
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// Item offsets still need to be calculated in non editor target since the struct sizes might be different.
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checkf(InstanceStorageOffsets.Num() == 0, TEXT("RuntimeStorageOffsets is transient and should only be computed once."));
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for (TFieldIterator<FProperty> PropertyIt(InstanceStorageStruct); PropertyIt; ++PropertyIt)
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{
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FStructProperty* StructProperty = CastField<FStructProperty>(*PropertyIt);
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checkf(StructProperty, TEXT("InstanceStorageStruct is expected to only contain Struct properties"));
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InstanceStorageOffsets.Emplace(StructProperty->Struct, StructProperty->GetOffset_ForInternal());
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}
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#endif // WITH_EDITOR
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}
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void UStateTree::BeginDestroy()
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{
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Super::BeginDestroy();
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// Destroy the runtime storage before the UScriptStruct it uses gets removed.
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InstanceStorageDefaultValue.Reset();
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}
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void UStateTree::ResolvePropertyPaths()
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{
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// TODO: find better hook when to call this. Currently this gets called from StateTreeComponent, it should be called once PostLoad() or when entering SIE/PIE in editor.
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PropertyBindings.ResolvePaths();
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}
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void UStateTree::Link()
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{
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FStateTreeLinker Linker;
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ExternalDataBaseIndex = PropertyBindings.GetSourceStructNum();
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Linker.SetExternalDataBaseIndex(ExternalDataBaseIndex);
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for (FInstancedStruct& Item : Items)
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{
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if (FStateTreeEvaluatorBase* Eval = Item.GetMutablePtr<FStateTreeEvaluatorBase>())
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{
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Linker.SetCurrentInstanceDataType(Eval->GetInstanceDataType(), Eval->DataViewIndex);
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Eval->Link(Linker);
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}
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else if (FStateTreeTaskBase* Task = Item.GetMutablePtr<FStateTreeTaskBase>())
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{
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Linker.SetCurrentInstanceDataType(Task->GetInstanceDataType(), Task->DataViewIndex);
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Task->Link(Linker);
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}
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else if (FStateTreeConditionBase* Cond = Item.GetMutablePtr<FStateTreeConditionBase>())
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{
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Linker.SetCurrentInstanceDataType(Cond->GetInstanceDataType(), Cond->DataViewIndex);
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Cond->Link(Linker);
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}
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}
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ExternalDataDescs = Linker.GetExternalDataDescs();
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NumDataViews = ExternalDataBaseIndex + ExternalDataDescs.Num();
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}
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void UStateTree::InitInstanceStorageType()
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{
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InstanceStorageStruct = nullptr;
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InstanceStorageOffsets.Reset();
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InstanceStorageDefaultValue.Reset();
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// Check that the items are valid before trying to create the type.
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// The structs can become invalid i.e. because of missing type.
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bool bValid = true;
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for (const FInstancedStruct& Item : Instances)
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{
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if (!Item.IsValid())
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{
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bValid = false;
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break;
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}
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}
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if (!bValid)
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{
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return;
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}
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const FString StructName = GetName() + TEXT("_InstanceStorage");
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// Remove existing struct of same name.
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UScriptStruct* OldStruct = FindObject<UScriptStruct>(this, *StructName);
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if (OldStruct)
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{
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const FString OldStructName = MakeUniqueObjectName(OldStruct->GetOuter(), OldStruct->GetClass(), *FString::Printf(TEXT("%s_TRASH"), *OldStruct->GetName())).ToString();
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OldStruct->SetFlags(RF_NewerVersionExists);
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OldStruct->ClearFlags(RF_Public | RF_Standalone);
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OldStruct->SetStructTrashed(/*bIsTrash*/true);
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OldStruct->Rename(*OldStructName, nullptr, REN_DontCreateRedirectors|REN_ForceNoResetLoaders);
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}
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UScriptStruct* NewStruct = NewObject<UScriptStruct>(this, *StructName, RF_Public);
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if (Schema)
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{
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NewStruct->SetSuperStruct(Schema->GetStorageSuperStruct());
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}
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// Append all evaluators and tasks.
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// Since properties are stored in linked list, add in reverse order so that we retain the correct order in output.
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TArray<FStructProperty*> NewProperties;
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NewProperties.SetNumZeroed(Instances.Num());
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for (int32 ItemIndex = Instances.Num() - 1; ItemIndex >= 0; ItemIndex--)
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{
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const FInstancedStruct& ItemPtr = Instances[ItemIndex];
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UScriptStruct* ItemStruct = const_cast<UScriptStruct*>(ItemPtr.GetScriptStruct());
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FName PropName(FString::Printf(TEXT("%s%d"), *ItemStruct->GetName(), NewProperties.Num()));
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FStructProperty* NewStructProperty = new FStructProperty(NewStruct, PropName, RF_Public);
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NewStructProperty->Struct = ItemStruct;
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NewStruct->AddCppProperty(NewStructProperty);
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NewProperties[ItemIndex] = NewStructProperty;
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}
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// Finalize the struct
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NewStruct->Bind();
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NewStruct->StaticLink(/*bRelinkExistingProperties*/true);
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// Store item offsets for fast struct view creation at runtime.
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TArray<FStateTreeInstanceStorageOffset> NewOffsets;
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for (FStructProperty* StructProperty : NewProperties)
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{
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NewOffsets.Emplace(StructProperty->Struct, StructProperty->GetOffset_ForInternal());
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}
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check(Instances.Num() == NewOffsets.Num());
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// Instantiate default value
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InstanceStorageDefaultValue.InitializeAs(NewStruct);
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for (int i = 0; i < NewOffsets.Num(); i++)
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{
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const FStateTreeInstanceStorageOffset& Item = NewOffsets[i];
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uint8* Dest = InstanceStorageDefaultValue.GetMutableMemory() + Item.Offset;
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Item.Struct->CopyScriptStruct(Dest, Instances[i].GetMemory());
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}
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InstanceStorageOffsets = NewOffsets;
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InstanceStorageStruct = NewStruct;
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}
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