1347 lines
59 KiB
C++
1347 lines
59 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTree.h"
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#include "StateTreeExecutionExtension.h"
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#include "StateTreeExecutionTypes.h"
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#include "StateTreeNodeBase.h"
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#include "StateTreeNodeRef.h"
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#include "StateTreeReference.h"
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#include "Debugger/StateTreeTrace.h"
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#include "Experimental/ConcurrentLinearAllocator.h"
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#include "Templates/IsInvocable.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
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#include "StateTreeAsyncExecutionContext.h"
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#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
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#define UE_API STATETREEMODULE_API
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struct FGameplayTag;
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struct FInstancedPropertyBag;
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struct FStateTreeExecutionContext;
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struct FStateTreeEvaluatorBase;
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struct FStateTreeTaskBase;
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struct FStateTreeConditionBase;
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struct FStateTreeDelegateDispatcher;
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struct FStateTreeEvent;
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struct FStateTreeMinimalExecutionContext;
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struct FStateTreeTransitionRequest;
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struct FStateTreeInstanceDebugId;
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struct FStateTreeWeakExecutionContext;
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namespace UE::StateTree::ExecutionContext
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{
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UE_API bool MarkDelegateAsBroadcasted(FStateTreeDelegateDispatcher Dispatcher, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeInstanceStorage& Storage);
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UE_API EStateTreeRunStatus GetPriorityRunStatus(EStateTreeRunStatus A, EStateTreeRunStatus B);
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UE_API UE::StateTree::ETaskCompletionStatus CastToTaskStatus(EStateTreeFinishTaskType FinishTask);
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UE_API EStateTreeRunStatus CastToRunStatus(EStateTreeFinishTaskType FinishTask);
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UE_API UE::StateTree::ETaskCompletionStatus CastToTaskStatus(EStateTreeRunStatus InStatus);
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UE_API EStateTreeRunStatus CastToRunStatus(UE::StateTree::ETaskCompletionStatus InStatus);
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}
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/**
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* Delegate used by the execution context to collect external data views for a given StateTree asset.
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* The caller is expected to iterate over the ExternalDataDescs array, find the matching external data,
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* and store it in the OutDataViews at the same index:
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*
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* for (int32 Index = 0; Index < ExternalDataDescs.Num(); Index++)
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* {
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* const FStateTreeExternalDataDesc& Desc = ExternalDataDescs[Index];
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* // Find data requested by Desc
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* OutDataViews[Index] = ...;
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* }
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*/
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DECLARE_DELEGATE_RetVal_FourParams(bool, FOnCollectStateTreeExternalData, const FStateTreeExecutionContext& /*Context*/, const UStateTree* /*StateTree*/, TArrayView<const FStateTreeExternalDataDesc> /*ExternalDataDescs*/, TArrayView<FStateTreeDataView> /*OutDataViews*/);
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/**
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* Read-only execution context to interact with the state tree instance data. Only const and read accesses are available.
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* Multiple FStateTreeReadOnlyExecutionContext can coexist on different threads as long no other (minimal, weak, regular) execution context exists.
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* The user is responsible for preventing invalid multithread access.
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*/
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struct FStateTreeReadOnlyExecutionContext
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{
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public:
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UE_API explicit FStateTreeReadOnlyExecutionContext(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceData& InInstanceData);
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UE_API explicit FStateTreeReadOnlyExecutionContext(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceStorage& Storage);
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UE_API virtual ~FStateTreeReadOnlyExecutionContext();
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private:
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FStateTreeReadOnlyExecutionContext(const FStateTreeReadOnlyExecutionContext&) = delete;
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FStateTreeReadOnlyExecutionContext& operator=(const FStateTreeReadOnlyExecutionContext&) = delete;
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public:
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/**
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* Indicates if the instance is valid and would be able to run the instance of the associated StateTree asset with a regular execution context.
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* @return True if the StateTree asset assigned to the execution context is valid
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* (i.e., not empty) and successfully initialized (i.e., linked and all bindings resolved).
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*/
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bool IsValid() const
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{
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return RootStateTree.IsReadyToRun();
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}
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/** @return The owner of the context */
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UObject* GetOwner() const
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{
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return &Owner;
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}
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/** @return The world of the owner or nullptr if the owner is not set. */
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UWorld* GetWorld() const
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{
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return Owner.GetWorld();
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}
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/** @return the StateTree asset in use by the instance. It is the root asset. */
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const UStateTree* GetStateTree() const
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{
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return &RootStateTree;
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}
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/** @return true if there is a pending event with specified tag. */
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bool HasEventToProcess(const FGameplayTag Tag) const
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{
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return Storage.GetEventQueue().GetEventsView().ContainsByPredicate([Tag](const FStateTreeSharedEvent& Event)
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{
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check(Event.IsValid());
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return Event->Tag.MatchesTag(Tag);
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});
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}
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/** @return Pointer to a State or null if state not found */
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const FCompactStateTreeState* GetStateFromHandle(const FStateTreeStateHandle StateHandle) const
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{
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return RootStateTree.GetStateFromHandle(StateHandle);
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}
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/** @return the delta time for the next execution context tick. */
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UE_API FStateTreeScheduledTick GetNextScheduledTick() const;
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/** @return the tree run status. */
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UE_API EStateTreeRunStatus GetStateTreeRunStatus() const;
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/** @return the status of the last tick function */
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UE_API EStateTreeRunStatus GetLastTickStatus() const;
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/** @return reference to the list of currently active frames and states. */
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UE_API TConstArrayView<FStateTreeExecutionFrame> GetActiveFrames() const;
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/** @return the name of the active state. */
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UE_API FString GetActiveStateName() const;
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/** @return the names of all the active state. */
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UE_API TArray<FName> GetActiveStateNames() const;
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#if WITH_GAMEPLAY_DEBUGGER
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/** @return Debug string describing the current state of the execution */
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UE_API FString GetDebugInfoString() const;
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#endif // WITH_GAMEPLAY_DEBUGGER
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#if WITH_STATETREE_DEBUG
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UE_API int32 GetStateChangeCount() const;
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UE_API void DebugPrintInternalLayout();
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#endif
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protected:
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/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, Owner name by default. */
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UE_API FString GetInstanceDescriptionInternal() const;
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#if WITH_STATETREE_TRACE
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/** A unique Id used by debugging tools to identify the instance. */
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UE_API FStateTreeInstanceDebugId GetInstanceDebugId() const;
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#endif
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protected:
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/** Owner of the instance data. */
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UObject& Owner;
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/** The StateTree asset the context is initialized for */
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const UStateTree& RootStateTree;
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/** Data storage of the instance data. */
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FStateTreeInstanceStorage& Storage;
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};
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/**
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* Minimal execution context to interact with the state tree instance data.
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* A regular execution context requires the context data and external data to be valid to execute all possible operations.
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* The minimal execution context doesn't requires those data but supports only a subset of operations.
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*/
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struct FStateTreeMinimalExecutionContext : public FStateTreeReadOnlyExecutionContext
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{
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public:
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UE_DEPRECATED(5.6, "Use FStateTreeMinimalExecutionContext with the not null pointer.")
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UE_API explicit FStateTreeMinimalExecutionContext(UObject& Owner, const UStateTree& StateTree, FStateTreeInstanceData& InInstanceData);
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UE_DEPRECATED(5.6, "Use FStateTreeMinimalExecutionContext with the not null pointer.")
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UE_API explicit FStateTreeMinimalExecutionContext(UObject& Owner, const UStateTree& StateTree, FStateTreeInstanceStorage& Storage);
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UE_API explicit FStateTreeMinimalExecutionContext(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceData& InInstanceData);
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UE_API explicit FStateTreeMinimalExecutionContext(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceStorage& Storage);
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UE_API virtual ~FStateTreeMinimalExecutionContext();
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private:
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FStateTreeMinimalExecutionContext(const FStateTreeMinimalExecutionContext&) = delete;
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FStateTreeMinimalExecutionContext& operator=(const FStateTreeMinimalExecutionContext&) = delete;
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public:
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/**
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* Adds a scheduled tick request.
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* The result of GetNextScheduledTick is affected by the request.
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* This allows a specific task to control when the tree ticks.
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* @note A request with a higher priority will supersede all other requests.
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* ex: Task A request a custom time of 1FPS and Task B request a custom time of 2FPS. Both tasks will tick at 1FPS.
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*/
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UE_API UE::StateTree::FScheduledTickHandle AddScheduledTickRequest(FStateTreeScheduledTick ScheduledTick);
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/** Updates the scheduled tick of a previous request. */
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UE_API void UpdateScheduledTickRequest(UE::StateTree::FScheduledTickHandle Handle, FStateTreeScheduledTick ScheduledTick);
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/** Removes a scheduled tick request. */
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UE_API void RemoveScheduledTickRequest(UE::StateTree::FScheduledTickHandle Handle);
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/** Sends event for the StateTree. */
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UE_API void SendEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName());
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#if WITH_STATETREE_TRACE
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void SetNodeCustomDebugTraceData(UE::StateTreeTrace::FNodeCustomDebugData&& DebugData)
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{
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ensureMsgf(!NodeCustomDebugTraceData .IsSet()
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, TEXT("CustomData is not expected to be already set."
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" This might indicate nested calls to SetNodeCustomDebugTraceData without calls to a trace macro"));
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NodeCustomDebugTraceData = MoveTemp(DebugData);
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}
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#endif //WITH_STATETREE_TRACE
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protected:
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#if WITH_STATETREE_TRACE
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UE::StateTreeTrace::FNodeCustomDebugData StealNodeCustomDebugTraceData()
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{
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return MoveTemp(NodeCustomDebugTraceData);
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}
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UE::StateTreeTrace::FNodeCustomDebugData NodeCustomDebugTraceData;
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#endif // WITH_STATETREE_TRACE
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/** Informs the owner when the instance of the tree must woke up from a scheduled tick sleep. */
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UE_API void ScheduleNextTick();
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protected:
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/** The context is processing the tree. We do not need to inform the owner that something changed. */
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bool bAllowedToScheduleNextTick = true;
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};
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/**
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* StateTree Execution Context is a helper that is used to update StateTree instance data.
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*
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* The context is meant to be temporary, you should not store a context across multiple frames.
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*
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* The owner is used as the owner of the instantiated UObjects in the instance data and logging,
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* it should have same or greater lifetime as the InstanceData.
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*
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* In common case you can use the constructor to initialize the context, and us a helper struct
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* to set up the context data and external data getter:
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*
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* FStateTreeExecutionContext Context(*GetOwner(), *StateTreeRef.GetStateTree(), InstanceData);
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* if (SetContextRequirements(Context))
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* {
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* Context.Tick(DeltaTime);
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* }
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*
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*
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* bool UMyComponent::SetContextRequirements(FStateTreeExecutionContext& Context)
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* {
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* if (!Context.IsValid())
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* {
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* return false;
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* }
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* // Setup context data
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* Context.SetContextDataByName(...);
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* ...
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*
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* Context.SetCollectExternalDataCallback(FOnCollectStateTreeExternalData::CreateUObject(this, &UMyComponent::CollectExternalData);
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*
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* return Context.AreContextDataViewsValid();
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* }
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*
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* bool UMyComponent::CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> ExternalDataDescs, TArrayView<FStateTreeDataView> OutDataViews)
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* {
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* ...
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* for (int32 Index = 0; Index < ExternalDataDescs.Num(); Index++)
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* {
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* const FStateTreeExternalDataDesc& Desc = ExternalDataDescs[Index];
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* if (Desc.Struct->IsChildOf(UWorldSubsystem::StaticClass()))
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* {
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* UWorldSubsystem* Subsystem = World->GetSubsystemBase(Cast<UClass>(const_cast<UStruct*>(Desc.Struct.Get())));
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* OutDataViews[Index] = FStateTreeDataView(Subsystem);
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* }
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* ...
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* }
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* return true;
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* }
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*
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* In this example the SetContextRequirements() method is used to set the context defined in the schema,
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* and the delegate FOnCollectStateTreeExternalData is used to query the external data required by the tasks and conditions.
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*
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* In case the State Tree links to other state tree assets, the collect external data might get called
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* multiple times, once for each asset.
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*/
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struct FStateTreeExecutionContext : public FStateTreeMinimalExecutionContext
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{
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public:
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UE_API FStateTreeExecutionContext(UObject& InOwner, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData, const FOnCollectStateTreeExternalData& CollectExternalDataCallback = {}, const EStateTreeRecordTransitions RecordTransitions = EStateTreeRecordTransitions::No);
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/** Construct an execution context from a parent context and another tree. Useful to run a subtree from the parent context with the same schema. */
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UE_API FStateTreeExecutionContext(const FStateTreeExecutionContext& InContextToCopy, const UStateTree& InStateTree, FStateTreeInstanceData& InInstanceData);
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UE_API FStateTreeExecutionContext(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceData& InInstanceData, const FOnCollectStateTreeExternalData& CollectExternalDataCallback = {}, const EStateTreeRecordTransitions RecordTransitions = EStateTreeRecordTransitions::No);
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/** Construct an execution context from a parent context and another tree. Useful to run a subtree from the parent context with the same schema. */
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UE_API FStateTreeExecutionContext(const FStateTreeExecutionContext& InContextToCopy, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceData& InInstanceData);
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UE_API virtual ~FStateTreeExecutionContext();
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private:
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FStateTreeExecutionContext(const FStateTreeExecutionContext&) = delete;
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FStateTreeExecutionContext& operator=(const FStateTreeExecutionContext&) = delete;
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public:
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/** Sets callback used to collect external data views during State Tree execution. */
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UE_API void SetCollectExternalDataCallback(const FOnCollectStateTreeExternalData& Callback);
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UE_DEPRECATED(5.6, "Use SetLinkedStateTreeOverrides that creates a copy.")
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/**
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* Overrides for linked State Trees. This table is used to override State Tree references on linked states.
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* If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead.
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*/
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UE_API void SetLinkedStateTreeOverrides(const FStateTreeReferenceOverrides* InLinkedStateTreeOverrides);
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/**
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* Overrides for linked State Trees. This table is used to override State Tree references on linked states.
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* If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead.
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*/
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UE_API void SetLinkedStateTreeOverrides(FStateTreeReferenceOverrides InLinkedStateTreeOverrides);
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/** @return the first state tree reference set by SetLinkedStateTreeOverrides that matches the StateTag. Or null if not found. */
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UE_API const FStateTreeReference* GetLinkedStateTreeOverrideForTag(const FGameplayTag StateTag) const;
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/** Structure to-be-populated and set for any StateTree using any EStateTreeDataSourceType::ExternalGlobalParameterData bindings */
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struct FExternalGlobalParameters
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{
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/* Add memory mapping, this expects InParameterMemory to resolve correctly for the SourceLeafProperty and SourceIndirection */
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UE_API bool Add(const FPropertyBindingCopyInfo& Copy, uint8* InParameterMemory);
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UE_API uint8* Find(const FPropertyBindingCopyInfo& Copy) const;
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UE_API void Reset();
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private:
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TMap<uint32, uint8*> Mappings;
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};
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UE_API void SetExternalGlobalParameters(const FExternalGlobalParameters* Parameters);
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/** @return const references to the instance data in use, or nullptr if the context is not valid. */
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const FStateTreeInstanceData* GetInstanceData() const
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{
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return &InstanceData;
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}
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/** @return mutable references to the instance data in use, or nullptr if the context is not valid. */
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FStateTreeInstanceData* GetMutableInstanceData() const
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{
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return &InstanceData;
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}
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/** @return mutable references to the instance data in use. */
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const FStateTreeEventQueue& GetEventQueue() const
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{
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return InstanceData.GetEventQueue();
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}
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/** @return mutable references to the instance data in use. */
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FStateTreeEventQueue& GetMutableEventQueue() const
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{
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return InstanceData.GetMutableEventQueue();
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}
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/** @return a weak context to interact with the state tree instance data that can be stored for later uses. */
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UE_API FStateTreeWeakExecutionContext MakeWeakExecutionContext() const;
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/**
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* @return a weak reference for a task that can be stored for later uses.
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* @note similar to GetInstanceData, the node needs to be the current processing node.
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*/
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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UE_DEPRECATED(5.6, "FStateTreeWeakTaskRef is no longer used.")
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UE_API FStateTreeWeakTaskRef MakeWeakTaskRef(const FStateTreeTaskBase& Node) const;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/**
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* @return a weak reference for a task that can be stored for later uses.
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* @note similar to GetInstanceData, the instance data needs to be the current processing node.
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*/
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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template <typename T>
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UE_DEPRECATED(5.6, "FStateTreeWeakTaskRef is no longer used.")
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FStateTreeWeakTaskRef MakeWeakTaskRefFromInstanceData(const T& InInstanceData) const
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{
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check(&CurrentNodeInstanceData.template GetMutable<T>() == &InInstanceData);
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return MakeWeakTaskRefInternal();
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/**
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* @return a weak reference for a task that can be stored for later uses.
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* @note similar to GetInstanceData, the instance data needs to be the current processing node.
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*/
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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template <typename T>
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UE_DEPRECATED(5.6, "FStateTreeWeakTaskRef is no longer used.")
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FStateTreeWeakTaskRef MakeWeakTaskRefFromInstanceDataPtr(const T* InInstanceData) const
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{
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check(CurrentNodeInstanceData.template GetMutablePtr<T>() == InInstanceData);
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return MakeWeakTaskRefInternal();
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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struct FStartParameters
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{
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/** Optional override of parameters initial values. */
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const FInstancedPropertyBag* GlobalParameters = nullptr;
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/** Optional extension for the execution context. */
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TInstancedStruct<FStateTreeExecutionExtension> ExecutionExtension;
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/** Optional event queue from another instance data. Marks the event queue not owned. */
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const TSharedPtr<FStateTreeEventQueue> SharedEventQueue;
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/** Optional override of initial seed for RandomStream. By default FPlatformTime::Cycles() will be used. */
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TOptional<int32> RandomSeed;
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};
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/**
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* Start executing.
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* @param InitialParameters Optional override of parameters initial values
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* @param RandomSeed Optional override of initial seed for RandomStream. By default FPlatformTime::Cycles() will be used.
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* @return Tree execution status after the start.
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*/
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UE_API EStateTreeRunStatus Start(const FInstancedPropertyBag* InitialParameters = nullptr, int32 RandomSeed = -1);
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/**
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* Start executing.
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* @return Tree execution status after the start.
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*/
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UE_API EStateTreeRunStatus Start(FStartParameters Parameter);
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/**
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* Stop executing if the tree is running.
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* @param CompletionStatus Status (and terminal state) reported in the transition when the tree is stopped.
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* @return Tree execution status at stop, can be CompletionStatus, or earlier status if the tree is not running.
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*/
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UE_API EStateTreeRunStatus Stop(const EStateTreeRunStatus CompletionStatus = EStateTreeRunStatus::Stopped);
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/**
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* Tick the state tree logic, updates the tasks and triggers transitions.
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* @param DeltaTime time to advance the logic.
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* @returns tree run status after the tick.
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*/
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UE_API EStateTreeRunStatus Tick(const float DeltaTime);
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/**
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* Tick the state tree logic partially, updates the tasks.
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* For full update TickTriggerTransitions() should be called after.
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* @param DeltaTime time to advance the logic.
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* @returns tree run status after the partial tick.
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*/
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UE_API EStateTreeRunStatus TickUpdateTasks(const float DeltaTime);
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|
|
|
/**
|
|
* Tick the state tree logic partially, triggers the transitions.
|
|
* For full update TickUpdateTasks() should be called before.
|
|
* @returns tree run status after the partial tick.
|
|
*/
|
|
UE_API EStateTreeRunStatus TickTriggerTransitions();
|
|
|
|
/**
|
|
* Broadcasts the delegate.
|
|
* It executes bound delegates immediately and triggers bound transitions (when transitions are evaluated).
|
|
*/
|
|
UE_API void BroadcastDelegate(const FStateTreeDelegateDispatcher& Dispatcher);
|
|
|
|
UE_DEPRECATED(5.6, "Use BindDelegate")
|
|
/** Adds delegate listener. */
|
|
UE_API bool AddDelegateListener(const FStateTreeDelegateListener& Listener, FSimpleDelegate Delegate);
|
|
|
|
/**
|
|
* Registers the delegate to the listener.
|
|
* If the listener was previously registered, then unregister it first before registering it again with the new delegate callback.
|
|
* The listener is bound to a dispatcher in the editor.
|
|
*/
|
|
UE_API void BindDelegate(const FStateTreeDelegateListener& Listener, FSimpleDelegate Delegate);
|
|
|
|
UE_DEPRECATED(5.6, "Use UnbindDelegate")
|
|
/** Removes delegate listener. */
|
|
UE_API void RemoveDelegateListener(const FStateTreeDelegateListener& Listener);
|
|
|
|
/** Unregisters the callback bound to the listener. */
|
|
UE_API void UnbindDelegate(const FStateTreeDelegateListener& Listener);
|
|
|
|
/**
|
|
* Iterates over all events.
|
|
* @param Function a lambda which takes const FStateTreeSharedEvent& Event, and returns EStateTreeLoopEvents.
|
|
*/
|
|
template<typename TFunc>
|
|
typename TEnableIf<TIsInvocable<TFunc, FStateTreeSharedEvent>::Value, void>::Type ForEachEvent(TFunc&& Function) const
|
|
{
|
|
if (!EventQueue)
|
|
{
|
|
return;
|
|
}
|
|
EventQueue->ForEachEvent(Function);
|
|
}
|
|
|
|
/**
|
|
* Iterates over all events.
|
|
* @param Function a lambda which takes const FStateTreeEvent& Event, and returns EStateTreeLoopEvents.
|
|
* Less preferable than FStateTreeSharedEvent version.
|
|
*/
|
|
template<typename TFunc>
|
|
typename TEnableIf<TIsInvocable<TFunc, FStateTreeEvent>::Value, void>::Type ForEachEvent(TFunc&& Function) const
|
|
{
|
|
if (!EventQueue)
|
|
{
|
|
return;
|
|
}
|
|
EventQueue->ForEachEvent([Function](const FStateTreeSharedEvent& Event)
|
|
{
|
|
return Function(*Event);
|
|
});
|
|
}
|
|
|
|
/** @return events to process this tick. */
|
|
TArrayView<FStateTreeSharedEvent> GetMutableEventsToProcessView()
|
|
{
|
|
return EventQueue ? EventQueue->GetMutableEventsView() : TArrayView<FStateTreeSharedEvent>();
|
|
}
|
|
|
|
/** @return events to process this tick. */
|
|
TConstArrayView<FStateTreeSharedEvent> GetEventsToProcessView() const
|
|
{
|
|
return EventQueue ? EventQueue->GetMutableEventsView() : TArrayView<FStateTreeSharedEvent>();
|
|
}
|
|
|
|
/** Consumes and removes the specified event from the event queue. */
|
|
void ConsumeEvent(const FStateTreeSharedEvent& Event)
|
|
{
|
|
if (EventQueue)
|
|
{
|
|
EventQueue->ConsumeEvent(Event);
|
|
}
|
|
}
|
|
|
|
UE_DEPRECATED(5.5, "Use GetEventsToProcessView() instead.")
|
|
TConstArrayView<FStateTreeEvent> GetEventsToProcess() const { return {}; }
|
|
|
|
FStateTreeIndex16 GetCurrentlyProcessedNodeIndex() const
|
|
{
|
|
return FStateTreeIndex16(CurrentNodeIndex);
|
|
}
|
|
|
|
FStateTreeDataHandle GetCurrentlyProcessedNodeInstanceData() const
|
|
{
|
|
return CurrentNodeDataHandle;
|
|
}
|
|
|
|
UE_DEPRECATED(5.6, "Use GetCurrentlyProcessedNodeInstanceData() instead.")
|
|
/** @return the currently processed node if applicable. */
|
|
FStateTreeDataHandle GetCurrentlyProcessedNode() const
|
|
{
|
|
return CurrentNodeDataHandle;
|
|
}
|
|
|
|
/** @return the currently processed state if applicable. */
|
|
FStateTreeStateHandle GetCurrentlyProcessedState() const
|
|
{
|
|
return CurrentlyProcessedState;
|
|
}
|
|
|
|
/** @return the currently processed execution frame if applicable. */
|
|
const FStateTreeExecutionFrame* GetCurrentlyProcessedFrame() const
|
|
{
|
|
return CurrentlyProcessedFrame;
|
|
}
|
|
|
|
/** @return the currently processed execution parent frame if applicable. */
|
|
const FStateTreeExecutionFrame* GetCurrentlyProcessedParentFrame() const
|
|
{
|
|
return CurrentlyProcessedParentFrame;
|
|
}
|
|
|
|
/** @return Array view to named external data descriptors associated with this context. Note: Init() must be called before calling this method. */
|
|
TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const
|
|
{
|
|
return RootStateTree.GetContextDataDescs();
|
|
}
|
|
|
|
/** Sets context data view value for specific item. */
|
|
void SetContextData(const FStateTreeExternalDataHandle Handle, FStateTreeDataView DataView)
|
|
{
|
|
check(Handle.IsValid());
|
|
check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ContextData);
|
|
ContextAndExternalDataViews[Handle.DataHandle.GetIndex()] = DataView;
|
|
}
|
|
|
|
/** Sets the context data based on name (name is defined in the schema), returns true if data was found */
|
|
UE_API bool SetContextDataByName(const FName Name, FStateTreeDataView DataView);
|
|
|
|
/** @return the context data based on name (name is defined in the schema) */
|
|
UE_API FStateTreeDataView GetContextDataByName(const FName Name) const;
|
|
|
|
/** @return True if all context data pointers are set. */
|
|
UE_API bool AreContextDataViewsValid() const;
|
|
|
|
/**
|
|
* Returns reference to external data based on provided handle. The return type is deduced from the handle's template type.
|
|
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
|
|
* @return reference to external data based on handle or null if data is not set.
|
|
*/
|
|
template <typename T>
|
|
typename T::DataType& GetExternalData(const T Handle) const
|
|
{
|
|
check(Handle.IsValid());
|
|
check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
|
|
check(CurrentlyProcessedFrame);
|
|
check(CurrentlyProcessedFrame->StateTree->ExternalDataDescs[Handle.DataHandle.GetIndex()].Requirement != EStateTreeExternalDataRequirement::Optional); // Optionals should query pointer instead.
|
|
return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()].template GetMutable<typename T::DataType>();
|
|
}
|
|
|
|
/**
|
|
* Returns pointer to external data based on provided item handle. The return type is deduced from the handle's template type.
|
|
* @param Handle Valid TStateTreeExternalDataHandle<> handle.
|
|
* @return pointer to external data based on handle or null if item is not set or handle is invalid.
|
|
*/
|
|
template <typename T>
|
|
typename T::DataType* GetExternalDataPtr(const T Handle) const
|
|
{
|
|
if (Handle.IsValid())
|
|
{
|
|
check(CurrentlyProcessedFrame);
|
|
check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
|
|
return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()].template GetMutablePtr<typename T::DataType>();
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
FStateTreeDataView GetExternalDataView(const FStateTreeExternalDataHandle Handle)
|
|
{
|
|
if (Handle.IsValid())
|
|
{
|
|
check(CurrentlyProcessedFrame);
|
|
check(Handle.DataHandle.GetSource() == EStateTreeDataSourceType::ExternalData);
|
|
return ContextAndExternalDataViews[CurrentlyProcessedFrame->ExternalDataBaseIndex.Get() + Handle.DataHandle.GetIndex()];
|
|
}
|
|
return FStateTreeDataView();
|
|
}
|
|
|
|
/** @returns pointer to the instance data of specified node. */
|
|
template <typename T>
|
|
T* GetInstanceDataPtr(const FStateTreeNodeBase& Node) const
|
|
{
|
|
check(CurrentNodeDataHandle == Node.InstanceDataHandle);
|
|
return CurrentNodeInstanceData.template GetMutablePtr<T>();
|
|
}
|
|
|
|
/** @returns reference to the instance data of specified node. */
|
|
template <typename T>
|
|
T& GetInstanceData(const FStateTreeNodeBase& Node) const
|
|
{
|
|
check(CurrentNodeDataHandle == Node.InstanceDataHandle);
|
|
return CurrentNodeInstanceData.template GetMutable<T>();
|
|
}
|
|
|
|
/** @returns reference to the instance data of specified node. Infers the instance data type from the node's FInstanceDataType. */
|
|
template <typename T>
|
|
typename T::FInstanceDataType& GetInstanceData(const T& Node) const
|
|
{
|
|
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
|
|
check(CurrentNodeDataHandle == Node.InstanceDataHandle);
|
|
return CurrentNodeInstanceData.template GetMutable<typename T::FInstanceDataType>();
|
|
}
|
|
|
|
/** @returns reference to instance data struct that can be passed to lambdas. See TStateTreeInstanceDataStructRef for usage. */
|
|
template <typename T>
|
|
TStateTreeInstanceDataStructRef<typename T::FInstanceDataType> GetInstanceDataStructRef(const T& Node) const
|
|
{
|
|
static_assert(TIsDerivedFrom<T, FStateTreeNodeBase>::IsDerived, "Expecting Node to derive from FStateTreeNodeBase.");
|
|
check(CurrentlyProcessedFrame);
|
|
return TStateTreeInstanceDataStructRef<typename T::FInstanceDataType>(InstanceData, *CurrentlyProcessedFrame, Node.InstanceDataHandle);
|
|
}
|
|
|
|
/**
|
|
* Requests transition to a state.
|
|
* If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition
|
|
* is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state).
|
|
* If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
|
|
* @param Request The state to transition to.
|
|
*/
|
|
UE_API void RequestTransition(const FStateTreeTransitionRequest& Request);
|
|
|
|
/**
|
|
* Requests transition to a state.
|
|
* If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition
|
|
* is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state).
|
|
* If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
|
|
* @param TargetState The state to transition to.
|
|
* @param Priority The priority of the transition.
|
|
* @param Fallback of the transition if it fails to select the target state.
|
|
*/
|
|
UE_API void RequestTransition(FStateTreeStateHandle TargetState, EStateTreeTransitionPriority Priority = EStateTreeTransitionPriority::Normal, EStateTreeSelectionFallback Fallback = EStateTreeSelectionFallback::None);
|
|
|
|
/**
|
|
* Finishes a task. This fails if the Task is not currently the processed node.
|
|
* ie. Must be called from inside a FStateTreeTaskBase EnterState, ExitState, StateCompleted, Tick, TriggerTransitions.
|
|
* If called during tick processing, then the state completes immediately.
|
|
* If called outside of the tick processing, then the request is buffered and handled on the next tick.
|
|
*/
|
|
UE_API void FinishTask(const FStateTreeTaskBase& Task, EStateTreeFinishTaskType FinishType);
|
|
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
UE_DEPRECATED(5.6, "Use the weak context to finish a task async or FinishTask(FStateTreeTaskBase, EStateTreeFinishTaskType) to finish the current task.")
|
|
/**
|
|
* Finishes a task.
|
|
* If called during tick processing, then the state completes immediately.
|
|
* If called outside of the tick processing, then the request is buffered and handled on the next tick.
|
|
*/
|
|
UE_API void FinishTask(const UE::StateTree::FFinishedTask& Task, EStateTreeFinishTaskType FinishType);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
/** @return data view of the specified handle relative to given frame. */
|
|
UE_DEPRECATED(5.6, "Use UE::StateTree::InstanceData::GetDataView instead.")
|
|
static FStateTreeDataView GetDataViewFromInstanceStorage(FStateTreeInstanceStorage& InstanceDataStorage, FStateTreeInstanceStorage* CurrentlyProcessedSharedInstanceStorage, const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle)
|
|
{
|
|
return UE::StateTree::InstanceData::GetDataView(InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, ParentFrame, CurrentFrame, Handle);
|
|
}
|
|
|
|
/** Looks for a frame in provided list of frames. */
|
|
static UE_API const FStateTreeExecutionFrame* FindFrame(const UStateTree* StateTree, FStateTreeStateHandle RootState, TConstArrayView<FStateTreeExecutionFrame> Frames, const FStateTreeExecutionFrame*& OutParentFrame);
|
|
|
|
UE_DEPRECATED(5.5, "Use UE::StateTree::InstanceData::GetDataView instead.")
|
|
static FStateTreeDataView GetDataView(FStateTreeInstanceStorage& InstanceDataStorage, FStateTreeInstanceStorage* CurrentlyProcessedSharedInstanceStorage, const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, TConstArrayView<FStateTreeDataView> ContextAndExternalDataViews, const FStateTreeDataHandle Handle)
|
|
{
|
|
return UE::StateTree::InstanceData::GetDataView(InstanceDataStorage, CurrentlyProcessedSharedInstanceStorage, ParentFrame, CurrentFrame, Handle);
|
|
}
|
|
|
|
/**
|
|
* Forces transition to a state from a previously recorded state tree transition result.
|
|
* Primarily used for replication purposes so that a client state tree stay in sync with its server counterpart.
|
|
* @param Recorded state transition to run on the state tree.
|
|
* @return The new run status for the state tree.
|
|
*/
|
|
UE_API EStateTreeRunStatus ForceTransition(const FRecordedStateTreeTransitionResult& Transition);
|
|
|
|
/** Returns the recorded transitions for this context. */
|
|
TConstArrayView<FRecordedStateTreeTransitionResult> GetRecordedTransitions() const { return RecordedTransitions; }
|
|
|
|
protected:
|
|
/**
|
|
* Describes a result of States Selection.
|
|
*/
|
|
struct FStateSelectionResult
|
|
{
|
|
/** Max number of execution frames handled during state selection. */
|
|
static constexpr int32 MaxExecutionFrames = 8;
|
|
|
|
FStateSelectionResult() = default;
|
|
explicit FStateSelectionResult(TConstArrayView<FStateTreeExecutionFrame> InFrames)
|
|
{
|
|
SelectedFrames = InFrames;
|
|
FramesStateSelectionEvents.SetNum(SelectedFrames.Num());
|
|
}
|
|
|
|
bool IsFull() const
|
|
{
|
|
return SelectedFrames.Num() == MaxExecutionFrames;
|
|
}
|
|
|
|
void PushFrame(FStateTreeExecutionFrame Frame)
|
|
{
|
|
SelectedFrames.Add(Frame);
|
|
FramesStateSelectionEvents.AddDefaulted();
|
|
}
|
|
|
|
void PopFrame()
|
|
{
|
|
SelectedFrames.Pop();
|
|
FramesStateSelectionEvents.Pop();
|
|
}
|
|
|
|
bool ContainsFrames() const
|
|
{
|
|
return !SelectedFrames.IsEmpty();
|
|
}
|
|
|
|
int32 FramesNum() const
|
|
{
|
|
return SelectedFrames.Num();
|
|
}
|
|
|
|
TArrayView<FStateTreeExecutionFrame> GetSelectedFrames()
|
|
{
|
|
return SelectedFrames;
|
|
}
|
|
|
|
TConstArrayView<FStateTreeExecutionFrame> GetSelectedFrames() const
|
|
{
|
|
return SelectedFrames;
|
|
}
|
|
|
|
TArrayView<FStateTreeFrameStateSelectionEvents> GetFramesStateSelectionEvents()
|
|
{
|
|
return FramesStateSelectionEvents;
|
|
}
|
|
|
|
protected:
|
|
TArray<FStateTreeExecutionFrame, TFixedAllocator<MaxExecutionFrames>> SelectedFrames;
|
|
TArray<FStateTreeFrameStateSelectionEvents, TFixedAllocator<MaxExecutionFrames>> FramesStateSelectionEvents;
|
|
};
|
|
|
|
/** @return Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, Owner name by default. */
|
|
UE_DEPRECATED(5.6, "Use FStateTreeExecutionExtension::GetInstanceDescription instead")
|
|
UE_API virtual FString GetInstanceDescription() const final;
|
|
|
|
/** Callback when delayed transition is triggered. Contexts that are event based can use this to trigger a future event. */
|
|
virtual void BeginDelayedTransition(const FStateTreeTransitionDelayedState& DelayedState) {};
|
|
|
|
UE_API void UpdateInstanceData(TConstArrayView<FStateTreeExecutionFrame> CurrentActiveFrames, TArrayView<FStateTreeExecutionFrame> NextActiveFrames);
|
|
|
|
/**
|
|
* Handles logic for entering State. EnterState is called on new active Evaluators and Tasks that are part of the re-planned tree.
|
|
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
|
|
* and still active after the transition will remain intact.
|
|
* @return Run status returned by the tasks.
|
|
*/
|
|
UE_API EStateTreeRunStatus EnterState(FStateTreeTransitionResult& Transition);
|
|
|
|
/**
|
|
* Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree.
|
|
* Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state
|
|
* and still active after the transition will remain intact.
|
|
*/
|
|
UE_API void ExitState(const FStateTreeTransitionResult& Transition);
|
|
|
|
/**
|
|
* Removes all delegate listeners.
|
|
*/
|
|
UE_API void RemoveAllDelegateListeners();
|
|
|
|
/**
|
|
* Handles logic for signaling State completed. StateCompleted is called on current active Evaluators and Tasks in reverse order (from leaf to root).
|
|
*/
|
|
UE_API void StateCompleted();
|
|
|
|
/**
|
|
* Tick evaluators and global tasks by delta time.
|
|
*/
|
|
UE_API EStateTreeRunStatus TickEvaluatorsAndGlobalTasks(const float DeltaTime, bool bTickGlobalTasks = true);
|
|
|
|
/**
|
|
* Tick evaluators and global tasks of a specific frame.
|
|
*/
|
|
UE_API EStateTreeRunStatus TickEvaluatorsAndGlobalTasksForFrame(const float DeltaTime, const bool bTickGlobalTasks, const int32 FrameIndex, const FStateTreeExecutionFrame* CurrentParentFrame, const TNotNull<FStateTreeExecutionFrame*> CurrentFrame);
|
|
|
|
/**
|
|
* Starts evaluators and global tasks.
|
|
* @return run status returned by the global tasks.
|
|
*/
|
|
UE_API EStateTreeRunStatus StartEvaluatorsAndGlobalTasks(FStateTreeIndex16& OutLastInitializedTaskIndex);
|
|
|
|
/**
|
|
* Stops evaluators and global tasks.
|
|
*/
|
|
UE_API void StopEvaluatorsAndGlobalTasks(const EStateTreeRunStatus CompletionStatus, const FStateTreeIndex16 LastInitializedTaskIndex = FStateTreeIndex16());
|
|
|
|
/**
|
|
* Stops evaluators and global tasks of the given frame. Expects nodes data to be already bound.
|
|
*/
|
|
UE_API void CallStopOnEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& Frame, const FStateTreeTransitionResult& Transition, const FStateTreeIndex16 LastInitializedTaskIndex = FStateTreeIndex16());
|
|
|
|
/** Starts temporary instances of global evaluators and tasks for a given frame. */
|
|
UE_API EStateTreeRunStatus StartTemporaryEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* CurrentParentFrame, FStateTreeExecutionFrame& CurrentFrame);
|
|
|
|
UE_DEPRECATED(5.6, "Use the non const version of StartTemporaryEvaluatorsAndGlobalTasks")
|
|
EStateTreeRunStatus StartTemporaryEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame)
|
|
{
|
|
return StartTemporaryEvaluatorsAndGlobalTasks(CurrentParentFrame, const_cast<FStateTreeExecutionFrame&>(CurrentFrame));
|
|
}
|
|
|
|
/** Stops temporary global evaluators and tasks for the provided frame. */
|
|
UE_API void StopTemporaryEvaluatorsAndGlobalTasks(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame);
|
|
|
|
/**
|
|
* Ticks tasks of all active states starting from current state by delta time.
|
|
* @return Run status returned by the tasks.
|
|
*/
|
|
UE_API EStateTreeRunStatus TickTasks(const float DeltaTime);
|
|
|
|
struct FTickTaskResult
|
|
{
|
|
bool bShouldTickTasks = true;
|
|
};
|
|
struct FTickTaskArguments
|
|
{
|
|
FTickTaskArguments() = default;
|
|
float DeltaTime = 0.f;
|
|
int32 TasksBegin = 0;
|
|
int32 TasksNum = 0;
|
|
int32 Indent = 0;
|
|
const FStateTreeExecutionFrame* ParentFrame = nullptr;
|
|
FStateTreeExecutionFrame* Frame = nullptr;
|
|
UE::StateTree::FActiveStateID StateID;
|
|
UE::StateTree::FTasksCompletionStatus* TasksCompletionStatus = nullptr;
|
|
bool bIsGlobalTasks = false;
|
|
bool bShouldTickTasks = true;
|
|
};
|
|
/** Ticks tasks and updates the bindings for a specific state or frame. */
|
|
UE_API FTickTaskResult TickTasks(const FTickTaskArguments& Args);
|
|
|
|
/** Common functionality shared by the tick methods. */
|
|
UE_API EStateTreeRunStatus TickPrelude();
|
|
UE_API EStateTreeRunStatus TickPostlude();
|
|
|
|
/** Handles task ticking part of the tick. */
|
|
UE_API void TickUpdateTasksInternal(float DeltaTime);
|
|
|
|
/** Handles transition triggering part of the tick. */
|
|
UE_API void TickTriggerTransitionsInternal();
|
|
|
|
private:
|
|
template<bool bOnActiveInstances>
|
|
bool TestAllConditionsInternal(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeStateHandle CurrentStateHandle, const int32 ConditionsOffset, const int32 ConditionsNum);
|
|
|
|
protected:
|
|
/**
|
|
* Checks all conditions at given range.
|
|
* Should be used only on active instances, assumes valid handles and does not consider temporary instances.
|
|
* @return True if all conditions pass.
|
|
*/
|
|
UE_API bool TestAllConditionsOnActiveInstances(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeStateHandle CurrentStateHandle, const int32 ConditionsOffset, const int32 ConditionsNum);
|
|
|
|
/**
|
|
* Checks all conditions at given range.
|
|
* This version validates the data handles and looks up temporary instances.
|
|
* @return True if all conditions pass.
|
|
*/
|
|
UE_API bool TestAllConditionsWithValidation(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeStateHandle CurrentStateHandle, const int32 ConditionsOffset, const int32 ConditionsNum);
|
|
|
|
UE_DEPRECATED(5.7, "Use TestAllConditionsWithValidation or TestAllConditionsOnActiveInstances. TestAllConditionsWithValidation can get the data from a temporary frame in state selection.")
|
|
UE_API bool TestAllConditions(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const int32 ConditionsOffset, const int32 ConditionsNum);
|
|
|
|
/**
|
|
* Calculate the final score of all considerations at given range.
|
|
* @return the final score
|
|
*/
|
|
UE_API float EvaluateUtilityWithValidation(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeStateHandle StateHandle, const int32 ConsiderationsBegin, const int32 ConsiderationsNum, const float StateWeight);
|
|
|
|
UE_DEPRECATED(5.7, "Use EvaluateUtilityWithValidation. It can get the data from a temporary frame in state selection.")
|
|
UE_API float EvaluateUtility(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const int32 ConsiderationsOffset, const int32 ConsiderationsNum, const float StateWeight);
|
|
|
|
/* Evaluate all function at given range. Should be used only on active instances, assumes valid handles and does not consider temporary instances. */
|
|
UE_API void EvaluatePropertyFunctionsOnActiveInstances(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeIndex16 FuncsBegin, uint16 FuncsNum);
|
|
|
|
/* Evaluate all function at given range. This version validates the data handles and looks up temporary instances. */
|
|
UE_API void EvaluatePropertyFunctionsWithValidation(const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame, FStateTreeIndex16 FuncsBegin, uint16 FuncsNum);
|
|
|
|
/**
|
|
* Requests transition to a specified state with specified priority.
|
|
*/
|
|
UE_API bool RequestTransition(
|
|
const FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeStateHandle NextState,
|
|
const EStateTreeTransitionPriority Priority,
|
|
const FStateTreeSharedEvent* TransitionEvent = nullptr,
|
|
const EStateTreeSelectionFallback Fallback = EStateTreeSelectionFallback::None);
|
|
|
|
/**
|
|
* Sets up NextTransition based on the provided parameters and the current execution status.
|
|
*/
|
|
UE_API void SetupNextTransition(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle NextState, const EStateTreeTransitionPriority Priority);
|
|
|
|
/**
|
|
* Triggers transitions based on current run status. CurrentStatus is used to select which transitions events are triggered.
|
|
* If CurrentStatus is "Running", "Conditional" transitions pass, "Completed/Failed" will trigger "OnCompleted/OnSucceeded/OnFailed" transitions.
|
|
* Transition target state can point to a selector state. For that reason the result contains both the target state, as well ass
|
|
* the actual next state returned by the selector.
|
|
* @return Transition result describing the source state, state transitioned to, and next selected state.
|
|
*/
|
|
UE_API bool TriggerTransitions();
|
|
|
|
/** Create a new transition result from a recorded transition result. It will fail if the recorded transition is malformed. */
|
|
UE_API TOptional<FStateTreeTransitionResult> MakeTransitionResult(const FRecordedStateTreeTransitionResult& Transition) const;
|
|
/** Create a new recorded transition from a transition result. */
|
|
UE_API FRecordedStateTreeTransitionResult MakeRecordedTransitionResult(const FStateTreeTransitionResult& Transition) const;
|
|
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
UE_DEPRECATED(5.6, "Replaced with FStateTreeTasksCompletionStatus")
|
|
/** Confirms that the frame and state ID are valid and the task index is correct. */
|
|
UE_API bool IsFinishedTaskValid(const UE::StateTree::FFinishedTask& Task) const;
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
UE_DEPRECATED(5.6, "Replaced with FStateTreeTasksCompletionStatus")
|
|
/**
|
|
* Removes stale entries and fills the completed states list.
|
|
* The tree can be in a different state from when a finished task was added to the pending list and the finished task may not be valid.
|
|
* @param bMarkTaskProcessed when true, marks the tasks as processed. When false, only used the already marked tasks.
|
|
*/
|
|
UE_API void UpdateCompletedStateList(bool bMarkTaskProcessed);
|
|
|
|
UE_DEPRECATED(5.6, "Replaced with FStateTreeTasksCompletionStatus")
|
|
UE_API void UpdateCompletedStateList();
|
|
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
UE_DEPRECATED(5.6, "Replaced with FStateTreeTasksCompletionStatus")
|
|
/** Adds the state to the completed list from a finished task. */
|
|
UE_API void MarkStateCompleted(UE::StateTree::FFinishedTask& FinisedTask);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
UE_DEPRECATED(5.6, "Replaced with FStateTreeTasksCompletionStatus")
|
|
/** In the list of completed states, returns the run status when it's completed by a global task. */
|
|
UE_API EStateTreeRunStatus GetGlobalTasksCompletedStatesStatus() const;
|
|
|
|
/**
|
|
* Runs state selection logic starting at the specified state, walking towards the leaf states.
|
|
* If a state cannot be selected, false is returned.
|
|
* If NextState is a selector state, SelectStateInternal is called recursively (depth-first) to all child states (where NextState will be one of child states).
|
|
* If NextState is a leaf state, the active states leading from root to the leaf are returned.
|
|
* @param CurrentFrame The frame where the NextState is valid.
|
|
* @param NextState The state which we try to select next.
|
|
* @param OutSelectionResult The result of selection.
|
|
* @param TransitionEvent Event used by transition to trigger the state selection.
|
|
* @param Fallback selection behavior to execute if it fails to select the desired state
|
|
* @return True if succeeded to select new active states.
|
|
*/
|
|
UE_API bool SelectState(
|
|
const FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeStateHandle NextState,
|
|
FStateSelectionResult& OutSelectionResult,
|
|
const FStateTreeSharedEvent* TransitionEvent = nullptr,
|
|
const EStateTreeSelectionFallback Fallback = EStateTreeSelectionFallback::None);
|
|
|
|
/**
|
|
* Used internally to do the recursive part of the SelectState().
|
|
*/
|
|
UE_API bool SelectStateInternal(
|
|
const FStateTreeExecutionFrame* CurrentParentFrame,
|
|
FStateTreeExecutionFrame& CurrentFrame,
|
|
const FStateTreeExecutionFrame* CurrentFrameInActiveFrames,
|
|
TConstArrayView<FStateTreeStateHandle> PathToNextState,
|
|
FStateSelectionResult& OutSelectionResult,
|
|
const FStateTreeSharedEvent* TransitionEvent = nullptr);
|
|
|
|
/** @return StateTree execution state from the instance storage. */
|
|
FStateTreeExecutionState& GetExecState()
|
|
{
|
|
return Storage.GetMutableExecutionState();
|
|
}
|
|
|
|
/** @return const StateTree execution state from the instance storage. */
|
|
const FStateTreeExecutionState& GetExecState() const
|
|
{
|
|
return Storage.GetExecutionState();
|
|
}
|
|
|
|
/** Updates the update phase of the statetree execution state. */
|
|
UE_API void SetUpdatePhaseInExecutionState(FStateTreeExecutionState& ExecutionState, EStateTreeUpdatePhase UpdatePhase) const;
|
|
|
|
/** @return String describing state status for logging and debug. */
|
|
UE_API FString GetStateStatusString(const FStateTreeExecutionState& ExecState) const;
|
|
|
|
/** @return String describing state name for logging and debug. */
|
|
UE_API FString GetSafeStateName(const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeStateHandle State) const;
|
|
|
|
/** @return String describing full path of an activate state for logging and debug. */
|
|
UE_API FString DebugGetStatePath(TConstArrayView<FStateTreeExecutionFrame> ActiveFrames, const FStateTreeExecutionFrame* CurrentFrame = nullptr, const int32 ActiveStateIndex = INDEX_NONE) const;
|
|
|
|
/** @return String describing all events that are currently being processed for logging and debug. */
|
|
UE_API FString DebugGetEventsAsString() const;
|
|
|
|
/** @return data view of the specified handle relative to given frame. */
|
|
UE_API FStateTreeDataView GetDataView(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle);
|
|
UE_API FStateTreeDataView GetDataView(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FPropertyBindingCopyInfo& CopyInfo);
|
|
|
|
/** @return true if handle source is valid cified handle relative to given frame. */
|
|
UE_API bool IsHandleSourceValid(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle) const;
|
|
UE_API bool IsHandleSourceValid(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FPropertyBindingCopyInfo& CopyInfo) const;
|
|
|
|
/** @return data view of the specified handle relative to the given frame, or tries to find a matching temporary instance. */
|
|
UE_API FStateTreeDataView GetDataViewOrTemporary(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle);
|
|
UE_API FStateTreeDataView GetDataViewOrTemporary(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FPropertyBindingCopyInfo& CopyInfo);
|
|
|
|
/** @return data view of the specified handle from temporary instance. */
|
|
UE_API FStateTreeDataView GetTemporaryDataView(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataHandle Handle);
|
|
|
|
/**
|
|
* Adds a temporary instance that can be located using frame and data handle later.
|
|
* @returns view to the newly added instance. If NewInstanceData is Object wrapper, the new object is returned.
|
|
*/
|
|
UE_API FStateTreeDataView AddTemporaryInstance(const FStateTreeExecutionFrame& Frame, const FStateTreeIndex16 OwnerNodeIndex, const FStateTreeDataHandle DataHandle, FConstStructView NewInstanceData);
|
|
|
|
/** Copies a batch of properties to the data in TargetView. Should be used only on active instances, assumes valid handles and does not consider temporary instances. */
|
|
UE_API bool CopyBatchOnActiveInstances(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch);
|
|
|
|
/** Copies a batch of properties to the data in TargetView. This version validates the data handles and looks up temporary instances. */
|
|
UE_API bool CopyBatchWithValidation(const FStateTreeExecutionFrame* ParentFrame, const FStateTreeExecutionFrame& CurrentFrame, const FStateTreeDataView TargetView, const FStateTreeIndex16 BindingsBatch);
|
|
|
|
/**
|
|
* Collects external data for all StateTrees in active frames.
|
|
* @returns true if all external data are set successfully.
|
|
*/
|
|
UE_API bool CollectActiveExternalData();
|
|
|
|
/**
|
|
* Collects external data for all StateTrees in active frames.
|
|
* @returns true if all external data are set successfully.
|
|
*/
|
|
UE_API bool CollectActiveExternalData(const TArrayView<FStateTreeExecutionFrame> Frames);
|
|
|
|
/**
|
|
* Collects external data for specific State Tree asset. If the data is already collected, cached index is returned.
|
|
* @returns index in ContextAndExternalDataViews for the first external data.
|
|
*/
|
|
UE_API FStateTreeIndex16 CollectExternalData(const UStateTree* StateTree);
|
|
|
|
/**
|
|
* Stores copy of provided parameters as State Tree global parameters.
|
|
* @param Parameters parameters to copy
|
|
* @returns true if successfully set the parameters
|
|
*/
|
|
UE_API bool SetGlobalParameters(const FInstancedPropertyBag& Parameters);
|
|
|
|
/**
|
|
* Captures StateTree events used during the state selection.
|
|
*/
|
|
UE_API void CaptureNewStateEvents(TConstArrayView<FStateTreeExecutionFrame> PrevFrames, TConstArrayView<FStateTreeExecutionFrame> NewFrames, TArrayView<FStateTreeFrameStateSelectionEvents> FramesStateSelectionEvents);
|
|
|
|
/** @return a weak reference for a task that can be stored for later uses. */
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
UE_DEPRECATED(5.6, "FStateTreeWeakTaskRef is no longer used.")
|
|
UE_API FStateTreeWeakTaskRef MakeWeakTaskRefInternal() const;
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
/** Instance data used during current tick. */
|
|
FStateTreeInstanceData& InstanceData;
|
|
|
|
UE_DEPRECATED(5.6, "Use Storage instead.")
|
|
/** Data storage of the instance data, cached for less indirections. */
|
|
FStateTreeInstanceStorage* InstanceDataStorage = nullptr;
|
|
|
|
/** Events queue to use, cached for less indirections. */
|
|
TSharedPtr<FStateTreeEventQueue> EventQueue;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
UE_DEPRECATED(5.6, "Use the LinkedStateTreeOverrides copy")
|
|
/** Pointer to linked state tree overrides. */
|
|
const FStateTreeReferenceOverrides* LinkedStateTreeOverrides = nullptr;
|
|
#endif
|
|
/** Current linked state tree overrides. */
|
|
FStateTreeReferenceOverrides LinkedAssetStateTreeOverrides;
|
|
|
|
/** Data view of the context data. */
|
|
TArray<FStateTreeDataView, FNonconcurrentLinearArrayAllocator> ContextAndExternalDataViews;
|
|
|
|
FOnCollectStateTreeExternalData CollectExternalDataDelegate;
|
|
|
|
struct FCollectedExternalDataCache
|
|
{
|
|
const UStateTree* StateTree = nullptr;
|
|
FStateTreeIndex16 BaseIndex;
|
|
};
|
|
TArray<FCollectedExternalDataCache, FNonconcurrentLinearArrayAllocator> CollectedExternalCache;
|
|
|
|
bool bActiveExternalDataCollected = false;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
/** Run status set in FinishTask and that used after the task ticks. */
|
|
UE_DEPRECATED(5.6, "CompletedStateRunStatus is not used.")
|
|
TOptional<EStateTreeRunStatus> CompletedStateRunStatus;
|
|
#endif
|
|
|
|
/** Next transition, used by RequestTransition(). */
|
|
FStateTreeTransitionResult NextTransition;
|
|
|
|
/** Structure describing the origin of the state transition that caused the state change. */
|
|
FStateTreeTransitionSource NextTransitionSource;
|
|
|
|
/** When set, start the transitions loop from TriggerTransitionsFromFrameIndex. */
|
|
TOptional<int32> TriggerTransitionsFromFrameIndex;
|
|
|
|
/** Current frame we're processing. */
|
|
const FStateTreeExecutionFrame* CurrentlyProcessedParentFrame = nullptr;
|
|
const FStateTreeExecutionFrame* CurrentlyProcessedFrame = nullptr;
|
|
|
|
/** Pointer to the shared instance data of the current frame we're processing. */
|
|
FStateTreeInstanceStorage* CurrentlyProcessedSharedInstanceStorage = nullptr;
|
|
|
|
/** Helper struct to track currently processed frame. */
|
|
struct FCurrentlyProcessedFrameScope
|
|
{
|
|
FCurrentlyProcessedFrameScope(FStateTreeExecutionContext& InContext, const FStateTreeExecutionFrame* CurrentParentFrame, const FStateTreeExecutionFrame& CurrentFrame);
|
|
FCurrentlyProcessedFrameScope(const FCurrentlyProcessedFrameScope&) = delete;
|
|
FCurrentlyProcessedFrameScope& operator=(const FCurrentlyProcessedFrameScope&) = delete;
|
|
~FCurrentlyProcessedFrameScope();
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
int32 SavedFrameIndex = 0;
|
|
FStateTreeInstanceStorage* SavedSharedInstanceDataStorage = nullptr;
|
|
const FStateTreeExecutionFrame* SavedFrame = nullptr;
|
|
const FStateTreeExecutionFrame* SavedParentFrame = nullptr;
|
|
};
|
|
|
|
/** Current state selection result when performing recursive state selection, or nullptr if not applicable. */
|
|
const FStateSelectionResult* CurrentSelectionResult = nullptr;
|
|
|
|
/** Current state we're processing, or invalid if not applicable. */
|
|
FStateTreeStateHandle CurrentlyProcessedState;
|
|
|
|
/** Helper struct to track currently processed state. */
|
|
struct FCurrentlyProcessedStateScope
|
|
{
|
|
FCurrentlyProcessedStateScope(FStateTreeExecutionContext& InContext, const FStateTreeStateHandle State)
|
|
: Context(InContext)
|
|
{
|
|
SavedState = Context.CurrentlyProcessedState;
|
|
Context.CurrentlyProcessedState = State;
|
|
}
|
|
FCurrentlyProcessedStateScope(const FCurrentlyProcessedStateScope&) = delete;
|
|
FCurrentlyProcessedStateScope& operator=(const FCurrentlyProcessedStateScope&) = delete;
|
|
~FCurrentlyProcessedStateScope()
|
|
{
|
|
Context.CurrentlyProcessedState = SavedState;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
FStateTreeStateHandle SavedState = FStateTreeStateHandle::Invalid;
|
|
bool bChanged = false;
|
|
};
|
|
|
|
/** Current event we're processing in transition, or invalid if not applicable. */
|
|
const FStateTreeEvent* CurrentlyProcessedTransitionEvent = nullptr;
|
|
|
|
/** Helper struct to track currently processed transition event. */
|
|
struct FCurrentlyProcessedTransitionEventScope
|
|
{
|
|
FCurrentlyProcessedTransitionEventScope(FStateTreeExecutionContext& InContext, const FStateTreeEvent* Event)
|
|
: Context(InContext)
|
|
{
|
|
check(Context.CurrentlyProcessedTransitionEvent == nullptr);
|
|
Context.CurrentlyProcessedTransitionEvent = Event;
|
|
}
|
|
|
|
~FCurrentlyProcessedTransitionEventScope()
|
|
{
|
|
Context.CurrentlyProcessedTransitionEvent = nullptr;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
};
|
|
|
|
/** Current frames events we're processing during the state selection, or invalid if not applicable. */
|
|
FStateTreeFrameStateSelectionEvents* CurrentlyProcessedStateSelectionEvents = nullptr;
|
|
|
|
/** Helper struct to track currently processed state selection events. */
|
|
struct FCurrentFrameStateSelectionEventsScope
|
|
{
|
|
FCurrentFrameStateSelectionEventsScope(FStateTreeExecutionContext& InContext, FStateTreeFrameStateSelectionEvents& InCurrentlyProcessedStateSelectionEvents)
|
|
: Context(InContext)
|
|
{
|
|
SavedStateSelectionEvents = Context.CurrentlyProcessedStateSelectionEvents;
|
|
Context.CurrentlyProcessedStateSelectionEvents = &InCurrentlyProcessedStateSelectionEvents;
|
|
}
|
|
|
|
~FCurrentFrameStateSelectionEventsScope()
|
|
{
|
|
Context.CurrentlyProcessedStateSelectionEvents = SavedStateSelectionEvents;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
FStateTreeFrameStateSelectionEvents* SavedStateSelectionEvents = nullptr;
|
|
};
|
|
|
|
/** True if transitions are allowed to be requested directly instead of buffering. */
|
|
bool bAllowDirectTransitions = false;
|
|
|
|
/** Helper struct to track when it is allowed to request transitions. */
|
|
struct FAllowDirectTransitionsScope
|
|
{
|
|
FAllowDirectTransitionsScope(FStateTreeExecutionContext& InContext)
|
|
: Context(InContext)
|
|
{
|
|
bSavedAllowDirectTransitions = Context.bAllowDirectTransitions;
|
|
Context.bAllowDirectTransitions = true;
|
|
}
|
|
|
|
~FAllowDirectTransitionsScope()
|
|
{
|
|
Context.bAllowDirectTransitions = bSavedAllowDirectTransitions;
|
|
}
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
bool bSavedAllowDirectTransitions = false;
|
|
};
|
|
|
|
/** Currently processed nodes instance data. Ideally we would pass these to the nodes directly, but do not want to change the API currently. */
|
|
const FStateTreeNodeBase* CurrentNode = nullptr;
|
|
int32 CurrentNodeIndex = FStateTreeIndex16::InvalidValue;
|
|
FStateTreeDataHandle CurrentNodeDataHandle;
|
|
FStateTreeDataView CurrentNodeInstanceData;
|
|
|
|
/** Helper struct to set current node data. */
|
|
struct FNodeInstanceDataScope
|
|
{
|
|
FNodeInstanceDataScope(FStateTreeExecutionContext& InContext, const FStateTreeNodeBase* InNode, const int32 InNodeIndex, const FStateTreeDataHandle InNodeDataHandle, const FStateTreeDataView InNodeInstanceData);
|
|
~FNodeInstanceDataScope();
|
|
|
|
private:
|
|
FStateTreeExecutionContext& Context;
|
|
const FStateTreeNodeBase* SavedNode = nullptr;
|
|
int32 SavedNodeIndex = FStateTreeIndex16::InvalidValue;
|
|
FStateTreeDataHandle SavedNodeDataHandle;
|
|
FStateTreeDataView SavedNodeInstanceData;
|
|
};
|
|
|
|
/** If true, the state tree context will create snapshots of transition events and capture them within RecordedTransitions for later use. */
|
|
bool bRecordTransitions = false;
|
|
|
|
/** Captured snapshots for transition results that can be used to recreate transitions. This array is only populated if bRecordTransitions is true. */
|
|
TArray<FRecordedStateTreeTransitionResult> RecordedTransitions;
|
|
|
|
/** Memory mapping structure used for redirecting property-bag copies to external (raw) memory pointers */
|
|
const FExternalGlobalParameters* ExternalGlobalParameters = nullptr;
|
|
};
|
|
|
|
/**
|
|
* The const version of a StateTree Execution Context that prevents using the FStateTreeInstanceData with non-const member function.
|
|
*/
|
|
struct FConstStateTreeExecutionContextView
|
|
{
|
|
public:
|
|
FConstStateTreeExecutionContextView(UObject& InOwner, const UStateTree& InStateTree, const FStateTreeInstanceData& InInstanceData)
|
|
: ExecutionContext(InOwner, InStateTree, const_cast<FStateTreeInstanceData&>(InInstanceData))
|
|
{}
|
|
|
|
operator const FStateTreeExecutionContext& ()
|
|
{
|
|
return ExecutionContext;
|
|
}
|
|
|
|
const FStateTreeExecutionContext& Get() const
|
|
{
|
|
return ExecutionContext;
|
|
}
|
|
|
|
private:
|
|
FConstStateTreeExecutionContextView(const FConstStateTreeExecutionContextView&) = delete;
|
|
FConstStateTreeExecutionContextView& operator=(const FConstStateTreeExecutionContextView&) = delete;
|
|
|
|
private:
|
|
FStateTreeExecutionContext ExecutionContext;
|
|
};
|
|
|
|
#undef UE_API
|