Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp
mikko mononen ef58f44983 StateTree: Fix BP task execution
- Added explicit bShouldCallTick and not make the tick based on of the event is implemented
- This fixes the cases where we are using the BP task class to implement UObject based tasks in C++

#preflight 637c9ea3170bc34a9370bb0b

[CL 23233007 by mikko mononen in ue5-main branch]
2022-11-22 06:18:24 -05:00

112 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bShouldStateChangeOnReselect(true)
, bShouldCallTick(true)
, bShouldCallTickOnlyOnEvents(false)
, bShouldCopyBoundPropertiesOnTick(true)
, bShouldCopyBoundPropertiesOnExitState(true)
{
bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
if (bHasEnterState)
{
FScopedCurrentContext(*this, Context);
return ReceiveEnterState(Transition);
}
return EStateTreeRunStatus::Running;
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
if (bHasExitState)
{
FScopedCurrentContext(*this, Context);
ReceiveExitState(Transition);
}
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
{
if (bHasStateCompleted)
{
FScopedCurrentContext(*this, Context);
ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
}
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
if (bHasTick)
{
FScopedCurrentContext(*this, Context);
return ReceiveTick(DeltaTime);
}
return EStateTreeRunStatus::Running;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
EDataValidationResult FStateTreeBlueprintTaskWrapper::Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages)
{
const UStateTreeTaskBlueprintBase& InstanceData = InstanceDataView.Get<UStateTreeTaskBlueprintBase>();
// Copy over ticking related options.
bShouldStateChangeOnReselect = InstanceData.bShouldStateChangeOnReselect;
bShouldCallTick = InstanceData.bShouldCallTick || InstanceData.bHasTick;
bShouldCallTickOnlyOnEvents = InstanceData.bShouldCallTickOnlyOnEvents;
bShouldCopyBoundPropertiesOnTick = InstanceData.bShouldCopyBoundPropertiesOnTick;
bShouldCopyBoundPropertiesOnExitState = InstanceData.bShouldCopyBoundPropertiesOnExitState;
return EDataValidationResult::Valid;
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->EnterState(Context, Transition);
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->ExitState(Context, Transition);
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->Tick(Context, DeltaTime);
}