// Copyright Epic Games, Inc. All Rights Reserved. #include "Blueprint/StateTreeNodeBlueprintBase.h" #include "AIController.h" #include "StateTreeExecutionContext.h" #include "VisualLogger/VisualLogger.h" #include "StateTreePropertyRef.h" #include "StateTreePropertyRefHelpers.h" #include "StateTreeDelegate.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeNodeBlueprintBase) #define LOCTEXT_NAMESPACE "StateTree" #if WITH_EDITOR FGuid UStateTreeNodeBlueprintBase::CachedNodeID; const IStateTreeBindingLookup* UStateTreeNodeBlueprintBase::CachedBindingLookup = nullptr; #endif UWorld* UStateTreeNodeBlueprintBase::GetWorld() const { // The items are duplicated as the State Tree execution context as outer, so this should be essentially the same as GetWorld() on StateTree context. // The CDO is used by the BP editor to check for certain functionality, make it return nullptr so that the GetWorld() passes as overridden. if (!HasAnyFlags(RF_ClassDefaultObject)) { if (TStrongObjectPtr Owner = WeakExecutionContext.GetOwner()) { return Owner.Get()->GetWorld(); } if (UObject* Outer = GetOuter()) { return Outer->GetWorld(); } } return nullptr; } AActor* UStateTreeNodeBlueprintBase::GetOwnerActor(const FStateTreeExecutionContext& Context) const { if (const AAIController* Controller = Cast(Context.GetOwner())) { return Controller->GetPawn(); } return Cast(Context.GetOwner()); } void UStateTreeNodeBlueprintBase::SetCachedInstanceDataFromContext(const FStateTreeExecutionContext& Context) const { WeakExecutionContext = Context.MakeWeakExecutionContext(); } void UStateTreeNodeBlueprintBase::ClearCachedInstanceData() const { WeakExecutionContext = FStateTreeWeakExecutionContext(); } void* UStateTreeNodeBlueprintBase::GetMutablePtrToProperty(const FStateTreeBlueprintPropertyRef& PropertyRef, FProperty*& OutSourceProperty) const { using namespace UE::StateTree; const FStateTreeStrongExecutionContext StrongContext = WeakExecutionContext.MakeStrongExecutionContext(); const Async::FActivePathInfo ActivePath = StrongContext.GetActivePathInfo(); if (!ActivePath.IsValid()) { UE_VLOG_UELOG(this, LogStateTree, Error, TEXT("Trying to GetMutablePtrToProperty while node is not active.")); return nullptr; } check(StrongContext.IsValid()); const FProperty* SourceProperty = nullptr; void* PropertyAddress = PropertyRefHelpers::GetMutablePtrToProperty(PropertyRef, *const_cast(StrongContext.GetStorage().Get()), *ActivePath.Frame, ActivePath.ParentFrame, &SourceProperty); if (PropertyAddress && PropertyRefHelpers::IsBlueprintPropertyRefCompatibleWithProperty(*SourceProperty, &PropertyRef)) { OutSourceProperty = const_cast(SourceProperty); return PropertyAddress; } OutSourceProperty = nullptr; return nullptr; } void UStateTreeNodeBlueprintBase::SendEvent(const FStateTreeEvent& Event) { if (!WeakExecutionContext.SendEvent(Event.Tag, Event.Payload, Event.Origin)) { UE_VLOG_UELOG(this, LogStateTree, Error, TEXT("Failed to send the event. The instance probably stopped.")); } } void UStateTreeNodeBlueprintBase::RequestTransition(const FStateTreeStateLink& TargetState, const EStateTreeTransitionPriority Priority) { if (!WeakExecutionContext.RequestTransition(TargetState.StateHandle, Priority, TargetState.Fallback)) { UE_VLOG_UELOG(this, LogStateTree, Error, TEXT("Failed to request a transition. The instance probably stopped.")); } } bool UStateTreeNodeBlueprintBase::IsPropertyRefValid(const FStateTreeBlueprintPropertyRef& PropertyRef) const { FProperty* SourceProperty = nullptr; return GetMutablePtrToProperty(PropertyRef, SourceProperty) != nullptr; } DEFINE_FUNCTION(UStateTreeNodeBlueprintBase::execGetPropertyReference) { P_GET_STRUCT_REF(FStateTreeBlueprintPropertyRef, PropertyRef); Stack.StepCompiledIn(nullptr); P_FINISH; FProperty* SourceProperty = nullptr; if (void* PropertyAddress = P_THIS->GetMutablePtrToProperty(PropertyRef, SourceProperty)) { Stack.MostRecentPropertyAddress = reinterpret_cast(PropertyAddress); Stack.MostRecentProperty = const_cast(SourceProperty); if (RESULT_PARAM) { Stack.MostRecentProperty->CopyCompleteValueToScriptVM(RESULT_PARAM, Stack.MostRecentPropertyAddress); } } else { Stack.MostRecentPropertyAddress = nullptr; Stack.MostRecentProperty = nullptr; } } #if WITH_EDITOR FText UStateTreeNodeBlueprintBase::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const { FText Result; const FGuid OldCachedNodeID = CachedNodeID; const IStateTreeBindingLookup* OldCachedBindingLookup = CachedBindingLookup; CachedNodeID = ID; CachedBindingLookup = &BindingLookup; Result = Description; if (Result.IsEmpty()) { Result = ReceiveGetDescription(Formatting); } if (Result.IsEmpty()) { Result = GetClass()->GetDisplayNameText(); } CachedNodeID = OldCachedNodeID; CachedBindingLookup = OldCachedBindingLookup; return Result; } #endif FText UStateTreeNodeBlueprintBase::GetPropertyDescriptionByPropertyName(FName PropertyName) const { FText Result; #if WITH_EDITOR // Try property binding first if (CachedBindingLookup) { const FPropertyBindingPath Path(CachedNodeID, PropertyName); Result = CachedBindingLookup->GetBindingSourceDisplayName(Path); } // No binding, get the value. if (Result.IsEmpty()) { if (const FProperty* Property = GetClass()->FindPropertyByName(PropertyName)) { FString Value; Property->ExportText_InContainer(0, Value, this, this, nullptr, PPF_PropertyWindow | PPF_BlueprintDebugView); Result = FText::FromString(Value); } } #endif return Result; } #undef LOCTEXT_NAMESPACE