// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StateTreeSchema.h" #include "GameFramework/Actor.h" #include "StateTreeExecutionTypes.h" #include "StateTreeComponentSchema.generated.h" #define UE_API GAMEPLAYSTATETREEMODULE_API class UBrainComponent; class UStateTree; struct FStateTreeExecutionContext; UENUM() enum class EStateTreeComponentSchemaScheduledTickPolicy : uint8 { Default, Allowed, Denied, }; /** * StateTree for Actors with StateTree component. */ UCLASS(MinimalAPI, BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component", CommonSchema)) class UStateTreeComponentSchema : public UStateTreeSchema { GENERATED_BODY() public: UE_API UStateTreeComponentSchema(); UClass* GetContextActorClass() const { return ContextActorClass; }; static UE_API bool SetContextRequirements(UBrainComponent& BrainComponent, FStateTreeExecutionContext& Context, bool bLogErrors = false); static UE_API bool CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView Descs, TArrayView OutDataViews); protected: UE_API virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override; UE_API virtual bool IsClassAllowed(const UClass* InScriptStruct) const override; UE_API virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override; UE_API virtual bool IsScheduledTickAllowed() const override; /** Helper class to set the context data on the ExecutionContext */ struct FContextDataSetter { public: FContextDataSetter(TNotNull BrainComponent, FStateTreeExecutionContext& Context); TNotNull GetComponent() const { return BrainComponent; } TNotNull GetStateTree() const; TNotNull GetSchema() const; bool SetContextDataByName(FName Name, FStateTreeDataView DataView); private: TNotNull BrainComponent; FStateTreeExecutionContext& ExecutionContext; }; UE_API virtual void SetContextData(FContextDataSetter& ContextDataSetter, bool bLogErrors) const; UE_API virtual TConstArrayView GetContextDataDescs() const override; UE_API virtual void PostLoad() override; #if WITH_EDITOR UE_API virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override; #endif // WITH_EDITOR const FStateTreeExternalDataDesc& GetContextActorDataDesc() const { return ContextDataDescs[0]; } FStateTreeExternalDataDesc& GetContextActorDataDesc() { return ContextDataDescs[0]; } /** Actor class the StateTree is expected to run on. Allows to bind to specific Actor class' properties. */ UPROPERTY(EditAnywhere, Category="Defaults", NoClear) TSubclassOf ContextActorClass; /** * Indicates if the execution can sleep and the tick delayed. * The default value set by the cvar StateTree.Component.DefaultScheduledTickAllowed */ UPROPERTY(EditAnywhere, Category="Defaults") EStateTreeComponentSchemaScheduledTickPolicy ScheduledTickPolicy = EStateTreeComponentSchemaScheduledTickPolicy::Default; #if WITH_EDITORONLY_DATA UE_DEPRECATED(5.4, "ContextActorDataDesc is being replaced with ContextDataDescs. Call GetContextActorDataDesc to access the equivalent.") UPROPERTY() FStateTreeExternalDataDesc ContextActorDataDesc_DEPRECATED; #endif UPROPERTY() TArray ContextDataDescs; }; #undef UE_API