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2025-05-18 13:04:45 +08:00

184 lines
5.7 KiB
C++

// 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<UObject> 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<AAIController>(Context.GetOwner()))
{
return Controller->GetPawn();
}
return Cast<AActor>(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<void>(PropertyRef, *const_cast<FStateTreeInstanceStorage*>(StrongContext.GetStorage().Get()), *ActivePath.Frame, ActivePath.ParentFrame, &SourceProperty);
if (PropertyAddress && PropertyRefHelpers::IsBlueprintPropertyRefCompatibleWithProperty(*SourceProperty, &PropertyRef))
{
OutSourceProperty = const_cast<FProperty*>(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<FProperty>(nullptr);
P_FINISH;
FProperty* SourceProperty = nullptr;
if (void* PropertyAddress = P_THIS->GetMutablePtrToProperty(PropertyRef, SourceProperty))
{
Stack.MostRecentPropertyAddress = reinterpret_cast<uint8*>(PropertyAddress);
Stack.MostRecentProperty = const_cast<FProperty*>(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