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UnrealEngine/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectDefinition.h
2025-05-18 13:04:45 +08:00

671 lines
29 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "Math/Box.h"
#include "WorldConditionQuery.h"
#include "WorldConditions/SmartObjectWorldConditionSchema.h"
#include "SmartObjectTypes.h"
#include "StructUtils/PropertyBag.h"
#include "PropertyBindingPath.h"
#include "PropertyBindingBindingCollection.h"
#include "PropertyBindingBindingCollectionOwner.h"
#include "SmartObjectBindingCollection.h"
#include "SmartObjectDefinition.generated.h"
#define UE_API SMARTOBJECTSMODULE_API
class UGameplayBehaviorConfig;
class USmartObjectSlotValidationFilter;
class USmartObjectDefinition;
enum class ESmartObjectTagFilteringPolicy: uint8;
enum class ESmartObjectTagMergingPolicy: uint8;
namespace EMessageSeverity
{
enum Type : int;
}
namespace UE::SmartObject::Delegates
{
#if WITH_EDITOR
/** Called in editor when parameters for a specific SmartObjectDefinition changes. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const USmartObjectDefinition& /*SmartObjectDefinition*/);
extern SMARTOBJECTSMODULE_API FOnParametersChanged OnParametersChanged;
/** Delegate to retrieve Registry Tags for SmartObjectDefinition */
DECLARE_DELEGATE_TwoParams(FOnGetAssetRegistryTags, const USmartObjectDefinition& /*SmartObjectDefinition*/, FAssetRegistryTagsContext /*Context*/);
extern SMARTOBJECTSMODULE_API FOnGetAssetRegistryTags OnGetAssetRegistryTags;
/** Called in editor when a new SmartObjectSlotDefinition is created (not called when duplicating an existing one). */
DECLARE_DELEGATE_TwoParams(FOnSlotDefinitionCreated, USmartObjectDefinition& /*SmartObjectDefinition*/, FSmartObjectSlotDefinition& /*SmartObjectSlotDefinition*/);
extern SMARTOBJECTSMODULE_API FOnSlotDefinitionCreated OnSlotDefinitionCreated;
/** Called in editor when a SmartObjectDefinition is about to be saved. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSavingDefinition, const USmartObjectDefinition& /*SmartObjectDefinition*/);
extern SMARTOBJECTSMODULE_API FOnSavingDefinition OnSavingDefinition;
#endif // WITH_EDITOR
}; // UE::SmartObject::Delegates
/** Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request. */
UENUM()
enum class ESmartObjectSlotShape : uint8
{
Circle,
Rectangle
};
/**
* Abstract class that can be extended to bind a new type of behavior framework
* to the smart objects by defining the required definition.
*/
UCLASS(MinimalAPI, Abstract, NotBlueprintable, EditInlineNew, CollapseCategories, HideDropdown)
class USmartObjectBehaviorDefinition : public UObject
{
GENERATED_BODY()
};
/** Helper struct for definition data, which allows to identify items based on GUID in editor (even empty ones). */
USTRUCT()
struct FSmartObjectDefinitionDataProxy
{
GENERATED_BODY()
FSmartObjectDefinitionDataProxy() = default;
template<typename T, typename = std::enable_if_t<std::is_base_of_v<FSmartObjectDefinitionData, std::decay_t<T>>>>
static FSmartObjectDefinitionDataProxy Make(const T& Struct)
{
FSmartObjectDefinitionDataProxy NewProxy;
NewProxy.Data.InitializeAsScriptStruct(TBaseStructure<T>::Get(), reinterpret_cast<const uint8*>(&Struct));
#if WITH_EDITORONLY_DATA
NewProxy.ID = FGuid::NewGuid();
#endif
return NewProxy;
}
UPROPERTY(EditDefaultsOnly, Category = "Slot", meta = (ExcludeBaseStruct))
TInstancedStruct<FSmartObjectDefinitionData> Data;
#if WITH_EDITORONLY_DATA
UPROPERTY(EditDefaultsOnly, Category = "Slot", meta = (Hidden))
FGuid ID;
#endif
};
using FSmartObjectSlotDefinitionDataProxy UE_DEPRECATED(5.4, "Deprecated struct. Please use FSmartObjectDefinitionDataProxy instead.") = FSmartObjectDefinitionDataProxy;
/**
* Persistent and sharable definition of a smart object slot.
*/
USTRUCT(BlueprintType)
struct FSmartObjectSlotDefinition
{
GENERATED_BODY()
// Macro needed to avoid deprecation errors with "Data" being copied or created in the default methods
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FSmartObjectSlotDefinition() = default;
FSmartObjectSlotDefinition(const FSmartObjectSlotDefinition&) = default;
FSmartObjectSlotDefinition(FSmartObjectSlotDefinition&&) = default;
FSmartObjectSlotDefinition& operator=(const FSmartObjectSlotDefinition&) = default;
FSmartObjectSlotDefinition& operator=(FSmartObjectSlotDefinition&&) = default;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
/**
* Returns a reference to the definition data of the specified type.
* Method will fail a check if the slot definition doesn't contain the given type.
*/
template<typename T>
const T& GetDefinitionData() const
{
static_assert(TIsDerivedFrom<T, FSmartObjectDefinitionData>::IsDerived,
"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectDefinitionData or one of its child-types.");
for (const FSmartObjectDefinitionDataProxy& DataProxy : DefinitionData)
{
if (DataProxy.Data.GetScriptStruct()
&& DataProxy.Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
{
return DataProxy.Data.Get<T>();
}
}
checkf(false, TEXT("Failed to find slot definition data"));
return nullptr;
}
/**
* Returns a pointer to the definition data of the specified type.
* Method will return null if the slot doesn't contain the given type.
*/
template<typename T>
const T* GetDefinitionDataPtr() const
{
static_assert(TIsDerivedFrom<T, FSmartObjectDefinitionData>::IsDerived,
"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectDefinitionData or one of its child-types.");
for (const FSmartObjectDefinitionDataProxy& DataProxy : DefinitionData)
{
if (DataProxy.Data.GetScriptStruct()
&& DataProxy.Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
{
return DataProxy.Data.GetPtr<T>();
}
}
return nullptr;
}
#if WITH_EDITORONLY_DATA
UPROPERTY(EditDefaultsOnly, Category = "Slot")
FName Name;
UPROPERTY(EditAnywhere, Category = "Slot", meta = (DisplayName = "Color"))
FColor DEBUG_DrawColor = FColor::Yellow;
UPROPERTY(EditAnywhere, Category = "Slot", meta = (DisplayName = "Shape"))
ESmartObjectSlotShape DEBUG_DrawShape = ESmartObjectSlotShape::Circle;
UPROPERTY(EditAnywhere, Category = "Slot", meta = (DisplayName = "Size"))
float DEBUG_DrawSize = 40.0f;
UPROPERTY(EditAnywhere, Category = "Slot", meta = (Hidden))
FGuid ID;
#endif // WITH_EDITORONLY_DATA
/** Offset relative to the parent object where the slot is located. */
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
FVector3f Offset = FVector3f::ZeroVector;
/** Rotation relative to the parent object. */
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
FRotator3f Rotation = FRotator3f::ZeroRotator;
/** Whether the slot is enable initially. */
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
bool bEnabled = true;
/** This slot is available only for users matching this query. */
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
FGameplayTagQuery UserTagFilter;
/**
* Tags identifying this slot's use case. Can be used while looking for slots supporting given activity.
* Depending on the tag filtering policy these tags can override the parent object's tags
* or be combined with them while applying filters from requests.
*/
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
FGameplayTagContainer ActivityTags;
/** Initial runtime tags. */
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot")
FGameplayTagContainer RuntimeTags;
/** Preconditions that must pass for the slot to be selected. */
UPROPERTY(EditDefaultsOnly, Category = "Slot")
FWorldConditionQueryDefinition SelectionPreconditions;
/**
* All available definitions associated to this slot.
* This allows multiple frameworks to provide their specific behavior definition to the slot.
* Note that there should be only one definition of each type since the first one will be selected.
*/
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Slot", Instanced)
TArray<TObjectPtr<USmartObjectBehaviorDefinition>> BehaviorDefinitions;
/** Custom definition data items (struct inheriting from SmartObjecDefinitionData) that can be added to the slot definition and accessed through a FSmartObjectSlotView */
UPROPERTY(EditDefaultsOnly, Category = "Slot")
TArray<FSmartObjectDefinitionDataProxy> DefinitionData;
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.4, "Use DefinitionData instead.")
UPROPERTY()
TArray<FInstancedStruct> Data_DEPRECATED;
#endif
};
/**
* Data used for previewing in the Smart Object editor.
*/
USTRUCT(BlueprintType)
struct FSmartObjectDefinitionPreviewData
{
GENERATED_BODY()
/** Actor class used as the object for previewing the definition in the asset editor. */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Object Preview")
TSoftClassPtr<AActor> ObjectActorClass;
/** Path of the static mesh used as the object for previewing the definition in the asset editor. */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Object Preview", meta = (AllowedClasses = "/Script/Engine.StaticMesh"))
FSoftObjectPath ObjectMeshPath;
/** Actor class used for previewing the smart object user actor in the asset editor. */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "User Preview")
TSoftClassPtr<AActor> UserActorClass;
/** Validation filter used for previewing the smart object user in the asset editor. */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "User Preview")
TSoftClassPtr<USmartObjectSlotValidationFilter> UserValidationFilterClass;
};
/**
* SmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime.
*/
UCLASS(MinimalAPI, BlueprintType, Blueprintable, CollapseCategories)
class USmartObjectDefinition : public UDataAsset, public IPropertyBindingBindingCollectionOwner
{
GENERATED_BODY()
public:
UE_API explicit USmartObjectDefinition(const FObjectInitializer& ObjectInitializer);
/**
* Retrieves a specific type of behavior definition for a given slot.
* When the slot doesn't provide one or if the provided index is not valid
* the search will look in the object default definitions.
*
* @param SlotIndex Index of the slot for which the definition is requested
* @param DefinitionClass Type of the requested behavior definition
* @return The behavior definition found or null if none are available for the requested type.
*/
UE_API const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const int32 SlotIndex, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass) const;
/** @return Preconditions that must pass for the object to be found/used. */
const FWorldConditionQueryDefinition& GetPreconditions() const { return Preconditions; }
/** @return mutable Preconditions that must pass for the object to be found/used. */
FWorldConditionQueryDefinition& GetMutablePreconditions() { return Preconditions; }
/** @return a view on all the slot definitions */
TConstArrayView<FSmartObjectSlotDefinition> GetSlots() const { return Slots; }
/** @return slot definition stored at a given index */
const FSmartObjectSlotDefinition& GetSlot(const int32 Index) const { return Slots[Index]; }
/** @return mutable slot definition stored at a given index */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
FSmartObjectSlotDefinition& GetMutableSlot(const int32 Index) { return Slots[Index]; }
/** @return True if specified slot index is valid. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
bool IsValidSlotIndex(const int32 SlotIndex) const { return Slots.IsValidIndex(SlotIndex); }
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject", meta=(DisplayName="Get Smart Object Slot Definitions"))
const TArray<FSmartObjectSlotDefinition>& K2_GetSlots() const { return Slots; }
#if WITH_EDITOR
/** Returns a view on all the slot definitions */
TArrayView<FSmartObjectSlotDefinition> GetMutableSlots() { return Slots; }
/** @return validation filter class for preview. */
UE_API TSubclassOf<USmartObjectSlotValidationFilter> GetPreviewValidationFilterClass() const;
/** @return Index of the slot that has the specified ID, or INDEX_NONE if not found. */
UE_API int32 FindSlotByID(const FGuid ID) const;
/**
* Returns slot and definition data indices the ID represents.
* @param ID ID of the slots or definition data to find
* @param OutSlotIndex Index of the slot the ID points to
* @param OutDefinitionDataIndex Index of the definition data the ID points to, or INDEX_NONE, if ID points directly to a slot.
* @return true if ID matches data in the definition. */
UE_API bool FindSlotAndDefinitionDataIndexByID(const FGuid ID, int32& OutSlotIndex, int32& OutDefinitionDataIndex) const;
UE_API virtual void GetAssetRegistryTags(FAssetRegistryTagsContext Context) const override;
#endif // WITH_EDITOR
UE_API virtual void PostDuplicate(EDuplicateMode::Type DuplicateMode) override;
/** Return bounds encapsulating all slots */
UFUNCTION(BlueprintCallable, Category="SmartObject")
UE_API FBox GetBounds() const;
/** Adds and returns a reference to a defaulted slot (used for testing purposes) */
FSmartObjectSlotDefinition& DebugAddSlot() { return Slots.AddDefaulted_GetRef(); }
/**
* Returns the transform (in world space) of the given slot index.
* @param OwnerTransform Transform (in world space) of the slot owner.
* @param SlotIndex Index within the list of slots.
* @return Transform (in world space) of the slot associated to SlotIndex, or OwnerTransform if index is invalid.
* @note Method will ensure on invalid slot index.
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
UE_API FTransform GetSlotWorldTransform(const int32 SlotIndex, const FTransform& OwnerTransform) const;
/**
* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
* @param SlotIndex Index of the slot for which the tags are requested
* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject", meta = (DisplayName="Get Slot Activity Tags (By Index)", ScriptName="GetSlotActivityTagsByIndex", AutoCreateRefTerm = "OutActivityTags"))
UE_API void GetSlotActivityTags(const int32 SlotIndex, FGameplayTagContainer& OutActivityTags) const;
/**
* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag merging policy.
* @param SlotDefinition Definition of the slot for which the tags are requested
* @param OutActivityTags Tag container to fill with the activity tags associated to the slot
*/
UE_API void GetSlotActivityTags(const FSmartObjectSlotDefinition& SlotDefinition, FGameplayTagContainer& OutActivityTags) const;
/** Returns the tag query to run on the user tags provided by a request to accept this definition */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
const FGameplayTagQuery& GetUserTagFilter() const { return UserTagFilter; }
/** Sets the tag query to run on the user tags provided by a request to accept this definition */
UFUNCTION(BlueprintCallable, Category="SmartObject")
void SetUserTagFilter(const FGameplayTagQuery& InUserTagFilter) { UserTagFilter = InUserTagFilter; }
/** Returns the list of tags describing the activity associated to this definition */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
const FGameplayTagContainer& GetActivityTags() const { return ActivityTags; }
/** Sets the list of tags describing the activity associated to this definition */
void SetActivityTags(const FGameplayTagContainer& InActivityTags) { ActivityTags = InActivityTags; }
/** Returns the tag filtering policy that should be applied on User tags by this definition */
UFUNCTION(BlueprintCallable, BlueprintPure, Category="SmartObject")
ESmartObjectTagFilteringPolicy GetUserTagsFilteringPolicy() const { return UserTagsFilteringPolicy; }
/** Sets the tag filtering policy to apply on User tags by this definition */
void SetUserTagsFilteringPolicy(const ESmartObjectTagFilteringPolicy InUserTagsFilteringPolicy) { UserTagsFilteringPolicy = InUserTagsFilteringPolicy; }
/** Returns the tag merging policy to apply on Activity tags from this definition */
ESmartObjectTagMergingPolicy GetActivityTagsMergingPolicy() const { return ActivityTagsMergingPolicy; }
/** Sets the tag merging policy to apply on Activity tags from this definition */
void SetActivityTagsMergingPolicy(const ESmartObjectTagMergingPolicy InActivityTagsMergingPolicy) { ActivityTagsMergingPolicy = InActivityTagsMergingPolicy; }
/**
* Performs validation for the current definition. The method will return on the first error encountered by default
* but could go through all validations and report all errors (e.g. when saving the asset errors are reported to the user).
* An object using an invalid definition will not be registered in the simulation.
* The result of the validation is stored until next validation and can be retrieved using `IsValid`.
* @param ErrorsToReport Optional list of error messages that could be provided to report them
* @return true if the definition is valid
*/
UE_API bool Validate(TArray<TPair<EMessageSeverity::Type, FText>>* ErrorsToReport = nullptr) const;
UE_DEPRECATED(5.6, "Use the version allowing to specify the verbosity.")
UE_API bool Validate(TArray<FText>* ErrorsToReport) const;
/** Provides a description of the definition */
friend FString LexToString(const USmartObjectDefinition& Definition)
{
return FString::Printf(TEXT("NumSlots=%d NumDefs=%d HasUserFilter=%s HasPreConditions=%s"),
Definition.Slots.Num(),
Definition.DefaultBehaviorDefinitions.Num(),
*LexToString(!Definition.UserTagFilter.IsEmpty()),
*LexToString(Definition.Preconditions.IsValid()));
}
/**
* Indicates if 'Validate' was called.
* Need to be called before calling 'IsDefinitionValid' to make the distinction between
* an invalid asset and one that hasn't been validated yet.
* @return true if 'Validate' was called, false otherwise
* @see Validate
* @see IsValidDefinition
*/
bool HasBeenValidated() const { return bValid.IsSet(); }
/**
* Indicates the result of the last validation if 'Validate' was called.
* Need to call 'HasBeenValidated' before to make the distinction between an invalid
* asset and one that hasn't been validated yet.
* @returns result of the last validation if 'Validate' was called; false otherwise
* @see Validate
* @see HasBeenValidated
*/
bool IsDefinitionValid() const { return bValid.Get(false); }
/** Returns result of the last validation if `Validate` was called; unset otherwise. */
UE_DEPRECATED(5.5, "Use IsDefinitionValid that returns a boolean instead.")
TOptional<bool> IsValid() const { return bValid; }
#if WITH_EDITORONLY_DATA
/** Actor class used for previewing the definition in the asset editor. */
UE_DEPRECATED(5.3, "Use ObjectActorClass in PreviewData instead.")
UPROPERTY()
TSoftClassPtr<AActor> PreviewClass_DEPRECATED;
/** Path of the static mesh used for previewing the definition in the asset editor. */
UE_DEPRECATED(5.3, "Use ObjectMeshPath in PreviewData instead.")
UPROPERTY()
FSoftObjectPath PreviewMeshPath_DEPRECATED;
/** Actor class used for previewing the user in the asset editor. */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "SmartObject")
FSmartObjectDefinitionPreviewData PreviewData;
#endif // WITH_EDITORONLY_DATA
const USmartObjectWorldConditionSchema* GetWorldConditionSchema() const { return WorldConditionSchemaClass.GetDefaultObject(); }
const TSubclassOf<USmartObjectWorldConditionSchema>& GetWorldConditionSchemaClass() const { return WorldConditionSchemaClass; }
/**
* Returns a reference to the definition data of the specified type.
* Method will fail a check if the slot definition doesn't contain the given type.
*/
template<typename T>
const T& GetDefinitionData() const
{
static_assert(TIsDerivedFrom<T, FSmartObjectDefinitionData>::IsDerived,
"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectDefinitionData or one of its child-types.");
for (const FSmartObjectDefinitionDataProxy& DataProxy : DefinitionData)
{
if (DataProxy.Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
{
return DataProxy.Data.Get<T>();
}
}
checkf(false, TEXT("Failed to find definition data"));
return nullptr;
}
/**
* Returns a pointer to the definition data of the specified type.
* Method will return null if the slot doesn't contain the given type.
*/
template<typename T>
const T* GetDefinitionDataPtr() const
{
static_assert(TIsDerivedFrom<T, FSmartObjectDefinitionData>::IsDerived,
"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectDefinitionData or one of its child-types.");
for (const FSmartObjectDefinitionDataProxy& DataProxy : DefinitionData)
{
if (DataProxy.Data.GetScriptStruct()
&& DataProxy.Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
{
return DataProxy.Data.GetPtr<T>();
}
}
return nullptr;
}
/** @return reference to definition default parameters. */
const FInstancedPropertyBag& GetDefaultParameters() const
{
return Parameters;
}
/**
* Returns a variation of this asset with specified parameters applied.
* The variations are cached, and if a variation with same parameters is already in use, the existing asset is returned.
* @return Pointer to an asset variation.
*/
USmartObjectDefinition* GetAssetVariation(const FInstancedPropertyBag& Parameters, UWorld* World);
UE_DEPRECATED(5.6, "Use the overload taking a UWorld as parameter.")
USmartObjectDefinition* GetAssetVariation(const FInstancedPropertyBag&)
{
return nullptr;
}
/**
* Calculates hash of the parameters.
* @return hash calculated for the provided bag of parameters.
*/
static UE_API uint64 GetVariationParametersHash(const FInstancedPropertyBag& Parameters);
UE_DEPRECATED(5.6, "Use UE::PropertyBinding::GetPropertyCompatibility instead")
static UE_API bool ArePropertiesCompatible(const FProperty* SourceProperty, const FProperty* TargetProperty);
protected:
//~ Begin IPropertyBindingBindingCollectionOwner interface
UE_API virtual bool GetBindingDataView(const FPropertyBindingBinding& InBinding, EBindingSide InSide, FPropertyBindingDataView& OutDataView) override;
#if WITH_EDITOR
UE_API virtual bool GetBindingDataViewByID(const FGuid InStructID, FPropertyBindingDataView& OutDataView) const override;
UE_API virtual bool GetBindableStructByID(const FGuid InStructID, TInstancedStruct<FPropertyBindingBindableStructDescriptor>& OutDesc) const override;
UE_API virtual void GetBindableStructs(const FGuid InTargetStructID, TArray<TInstancedStruct<FPropertyBindingBindableStructDescriptor>>& OutStructDescs) const override;
UE_API virtual void CreateParametersForStruct(const FGuid InStructID, TArrayView<UE::PropertyBinding::FPropertyCreationDescriptor> InOutCreationDescs) override;
UE_API virtual void OnPropertyBindingChanged(const FPropertyBindingPath& InSourcePath, const FPropertyBindingPath& InTargetPath) override;
UE_API virtual FPropertyBindingBindingCollection* GetEditorPropertyBindings() override;
UE_API virtual const FPropertyBindingBindingCollection* GetEditorPropertyBindings() const override;
UE_API virtual FGuid GetFallbackStructID() const override;
//~ End IPropertyBindingBindingCollectionOwner interface
UE_API void UpdateSlotReferences();
/** Updates the path for all bindings from the associated value and remove invalid ones. */
UE_API void UpdateBindingPaths();
/**
* Updates a single path and returns whether it is still valid.
* @param Path The path to update and validate
* @return Whether the path has been updated successfully and still valid
*/
UE_API bool UpdateAndValidatePath(FPropertyBindingPath& Path) const;
UE_API FSmartObjectDefinitionDataHandle GetDataHandleByID(const FGuid StructID);
UE_API virtual void GetPreloadDependencies(TArray<UObject*>& OutDeps) override;
UE_API virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
UE_API virtual void PreSave(FObjectPreSaveContext SaveContext) override;
UE_API virtual void CollectSaveOverrides(FObjectCollectSaveOverridesContext SaveContext) override;
UE_API virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
#endif // WITH_EDITOR
UE_API virtual void PostInitProperties() override;
UE_API virtual void PostLoad() override;
private:
friend FSmartObjectBindingCollection;
/** Finds first behavior definition of a given class in the provided list of definitions. */
static const USmartObjectBehaviorDefinition* GetBehaviorDefinitionByType(const TArray<USmartObjectBehaviorDefinition*>& BehaviorDefinitions, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
void ApplyParameters();
bool GetDataView(const FSmartObjectDefinitionDataHandle DataHandle, FPropertyBindingDataView& OutDataView);
#if WITH_EDITOR
void EnsureValidGuids();
void UpdatePropertyBindings();
#endif // WITH_EDITOR
/** Used internally by USmartObjectDefinition to store a variation of a definition asset. */
struct FSmartObjectDefinitionAssetVariation
{
FSmartObjectDefinitionAssetVariation() = default;
FSmartObjectDefinitionAssetVariation(USmartObjectDefinition* InDefinitionAsset, uint64 InParametersHash)
: DefinitionAsset(InDefinitionAsset)
, ParametersHash(InParametersHash)
{
}
/** Pointer to the asset variation which has the parameters applied to it. Stored as weak pointer, so that we can prune variations which are not used anymore. */
TWeakObjectPtr<USmartObjectDefinition> DefinitionAsset = nullptr;
/** Hash of the variation properties. */
uint64 ParametersHash = 0;
};
/** Variations of the asset based on provided parameters, created on demand via GetAssetVariation(). */
TArray<FSmartObjectDefinitionAssetVariation> Variations;
/** Parameters for the SmartObject definition */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (NoBinding))
FInstancedPropertyBag Parameters;
/** Binding ID for the parameters. */
UPROPERTY()
FGuid ParametersID;
/** Binding ID for the whole asset. */
UPROPERTY()
FGuid RootID;
/** Property bindings. */
UPROPERTY(VisibleAnywhere, Category = "SmartObject", AdvancedDisplay)
FSmartObjectBindingCollection BindingCollection;
/**
* Where SmartObject's user needs to stay to be able to activate it. These
* will be used by AI to approach the object. Locations are relative to object's location.
*/
UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
TArray<FSmartObjectSlotDefinition> Slots;
/** List of behavior definitions of different types provided to SO's user if the slot does not provide one. */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject", Instanced)
TArray<TObjectPtr<USmartObjectBehaviorDefinition>> DefaultBehaviorDefinitions;
/** This object is available if user tags match this query; always available if query is empty. */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
FGameplayTagQuery UserTagFilter;
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.6, "Use BindingCollection instead.")
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use BindingCollection instead."))
TArray<FSmartObjectDefinitionPropertyBinding> PropertyBindings_DEPRECATED;
/** This object is available if instance tags match this query; always available if query is empty. */
UE_DEPRECATED(5.2, "FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery used in Preconditions instead.")
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead."))
FGameplayTagQuery ObjectTagFilter;
#endif // WITH_EDITORONLY_DATA
/** Preconditions that must pass for the object to be found/used. */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (NoBinding))
FWorldConditionQueryDefinition Preconditions;
private:
/** Tags identifying this Smart Object's use case. Can be used while looking for objects supporting given activity */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject")
FGameplayTagContainer ActivityTags;
/** Custom definition data items (struct inheriting from SmartObjectDefinitionData) for the whole Smart Object. */
UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta=(DisallowedStructs="/Script/SmartObjectsModule.SmartObjectSlotAnnotation"))
TArray<FSmartObjectDefinitionDataProxy> DefinitionData;
UPROPERTY(EditDefaultsOnly, Category = "SmartObject", AdvancedDisplay, meta = (NoBinding))
TSubclassOf<USmartObjectWorldConditionSchema> WorldConditionSchemaClass;
/** Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request. */
UPROPERTY(EditAnywhere, Category = "SmartObject", AdvancedDisplay, meta = (NoBinding))
ESmartObjectTagMergingPolicy ActivityTagsMergingPolicy;
/** Indicates how TagQueries from slots and parent object will be processed against User Tags from a find request. */
UPROPERTY(EditAnywhere, Category = "SmartObject", AdvancedDisplay, meta = (NoBinding))
ESmartObjectTagFilteringPolicy UserTagsFilteringPolicy;
mutable TOptional<bool> bValid;
friend class FSmartObjectSlotReferenceDetails;
friend class FSmartObjectViewModel;
friend class FSmartObjectAssetToolkit;
friend class FSmartObjectDefinitionDetails;
};
#undef UE_API