// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Materials/MaterialInterface.h" #include "MuCO/CustomizableObjectInstance.h" #include "MuCO/CustomizableObjectPrivate.h" #include "MuCO/CustomizableObjectSystemPrivate.h" #include "MuR/Instance.h" #include "GameplayTagContainer.h" #include "MuCO/DescriptorHash.h" #include "UObject/Package.h" #include "Tasks/Task.h" #include "CustomizableObjectInstancePrivate.generated.h" #define UE_API CUSTOMIZABLEOBJECT_API namespace UE::Mutable::Private { class FPhysicsBody; class FMesh; } struct FMutableModelImageProperties; struct FMutableRefSkeletalMeshData; struct FMutableImageCacheKey; struct FStreamableManager; struct FStreamableHandle; struct FGeneratedMaterial; struct FGeneratedTexture; class UPhysicsAsset; class USkeleton; class UCustomizableObjectExtension; class UModelResources; // Log texts extern const FString MULTILAYER_PROJECTOR_PARAMETERS_INVALID; // FParameters encoding CUSTOMIZABLEOBJECT_API extern const FString NUM_LAYERS_PARAMETER_POSTFIX; CUSTOMIZABLEOBJECT_API extern const FString OPACITY_PARAMETER_POSTFIX; CUSTOMIZABLEOBJECT_API extern const FString IMAGE_PARAMETER_POSTFIX; CUSTOMIZABLEOBJECT_API extern const FString POSE_PARAMETER_POSTFIX; /** \param OnlyLOD: If not 0, extract and convert only one single LOD from the source image. * \param ExtractChannel: If different than -1, extract a single-channel image with the specified source channel data. */ CUSTOMIZABLEOBJECT_API void ConvertImage(UTexture2D* Texture, TSharedPtr MutableImage, const FMutableModelImageProperties& Props, int32 OnlyLOD = -1, int32 ExtractChannel = -1); /** CustomizableObject Instance flags for internal use */ enum ECOInstanceFlags { ECONone = 0, // Should not use the name None here.. it collides with other enum in global namespace // Update process ReuseTextures = 1 << 3, // ReplacePhysicsAssets = 1 << 4, // Merge active PhysicsAssets and replace the base physics asset // Update priorities UsedByComponent = 1 << 5, // If any components are using this instance, they will set flag every frame UsedByComponentInPlay = 1 << 6, // If any components are using this instance in play, they will set flag every frame UsedByPlayerOrNearIt = 1 << 7, // The instance is used by the player or is near the player, used to give more priority to its updates DiscardedByNumInstancesLimit = 1 << 8, // The instance is discarded because we exceeded the limit of instances generated // Types of updates PendingLODsUpdate = 1 << 9, // Used to queue an update due to a change in LODs required by the instance PendingLODsDowngrade = 1 << 10, // Used to queue a downgrade update to reduce the number of LODs. LOD update goes from a high res level to a low res one, ex: 0 to 1 or 1 to 2 // Generation ForceGenerateMipTail = 1 << 13, // If set, SkipGenerateResidentMips will be ignored and the mip tail will be generated }; ENUM_CLASS_FLAGS(ECOInstanceFlags); USTRUCT() struct FReferencedPhysicsAssets { GENERATED_USTRUCT_BODY(); TArray PhysicsAssetToLoad; UPROPERTY(Transient) TArray< TObjectPtr > PhysicsAssetsToMerge; TArray AdditionalPhysicsAssetsToLoad; UPROPERTY(Transient) TArray> AdditionalPhysicsAssets; }; USTRUCT() struct FReferencedSkeletons { GENERATED_USTRUCT_BODY(); // Merged skeleton if found in the cache UPROPERTY() TObjectPtr Skeleton; UPROPERTY() TArray SkeletonIds; UPROPERTY() TArray< TObjectPtr > SkeletonsToMerge; }; USTRUCT() struct FCustomizableInstanceComponentData { GENERATED_USTRUCT_BODY(); // AnimBP data gathered for a component from its constituent meshes UPROPERTY(Transient, Category = CustomizableObjectInstance, editfixedsize, VisibleAnywhere) TMap> AnimSlotToBP; // AssetUserData gathered for a component from its constituent meshes UPROPERTY(Transient, Category = CustomizableObjectInstance, editfixedsize, VisibleAnywhere) TSet> AssetUserDataArray; // Index of the resource in the StreamedResourceData array of the CustomizableObject. TArray StreamedResourceIndex; #if WITH_EDITORONLY_DATA // Just used for mutable.EnableMutableAnimInfoDebugging command TArray MeshPartPaths; #endif /** Skeletons required by the current generated instance. Skeletons to be loaded and merged.*/ UPROPERTY(Transient) FReferencedSkeletons Skeletons; /** PhysicsAssets required by the current generated instance. PhysicsAssets to be loaded and merged.*/ UPROPERTY(Transient) FReferencedPhysicsAssets PhysicsAssets; /** Clothing PhysicsAssets required by the current generated instance. PhysicsAssets to be loaded and merged.*/ TArray> ClothingPhysicsAssetsToStream; /** Array of generated MeshIds per each LOD, used to decide if the mesh should be updated or not. * Size == NumLODsAvailable * LODs without mesh will be set to the maximum value of FResourceID (Max_uint64). */ TArray LastMeshIdPerLOD; UPROPERTY(Transient) TArray> OverrideMaterials; UPROPERTY(Transient) TObjectPtr OverlayMaterial; }; USTRUCT() struct FAnimInstanceOverridePhysicsAsset { GENERATED_BODY() UPROPERTY(Transient) int32 PropertyIndex = 0; UPROPERTY(Transient) TObjectPtr PhysicsAsset; }; USTRUCT() struct FAnimBpGeneratedPhysicsAssets { GENERATED_BODY() UPROPERTY(Transient) TArray AnimInstancePropertyIndexAndPhysicsAssets; }; USTRUCT() struct FExtensionInstanceData { GENERATED_BODY() UPROPERTY() TWeakObjectPtr Extension; UPROPERTY() FInstancedStruct Data; }; #if WITH_EDITOR DECLARE_MULTICAST_DELEGATE_OneParam(FObjectInstanceTransactedDelegate, const FTransactionObjectEvent&); #endif //WITH_EDITOR /** Indicates the status of the generated Skeletal Mesh. */ enum class ESkeletalMeshStatus : uint8 { NotGenerated, // Set only when loading the Instance for the first time or after compiling. Any generation, successful or not, can not end up in this state. Success, // Generated successfully. Error // Not generated. Set only after a failed update. }; USTRUCT() struct FTextureReuseCacheKey { GENERATED_BODY() FTextureReuseCacheKey() = default; FTextureReuseCacheKey(int32 InLODIndex, int32 InComponentIndex, uint32 InSurfaceIndex, int32 InImageIndex) { LODIndex = InLODIndex; ComponentIndex = InComponentIndex; SurfaceIndex = InSurfaceIndex; ImageIndex = InImageIndex; } friend uint32 GetTypeHash(FTextureReuseCacheKey In) { return HashCombine(GetTypeHash(In.LODIndex), GetTypeHash(In.ComponentIndex), GetTypeHash(In.SurfaceIndex), GetTypeHash(In.ImageIndex)); } bool operator==(const FTextureReuseCacheKey& Other) const { return LODIndex == Other.LODIndex && ComponentIndex == Other.ComponentIndex && SurfaceIndex == Other.SurfaceIndex && ImageIndex == Other.ImageIndex; } uint32 SurfaceIndex = 0; int32 LODIndex = -1; int32 ComponentIndex = -1; int32 ImageIndex = -1; }; UCLASS(MinimalAPI) class UCustomizableInstancePrivate : public UObject { public: GENERATED_BODY() /** The generated skeletal meshes for this Instance. They may be null if the component is empty. */ UPROPERTY(Transient, VisibleAnywhere, Category = NoCategory, meta=(DisplayName = "Meshes")) TMap> SkeletalMeshes; UPROPERTY(Transient, VisibleAnywhere, Category = NoCategory, meta=(DisplayName = "Materials")) TArray GeneratedMaterials; UPROPERTY(Transient) TArray GeneratedTextures; // Indices of the parameters that are relevant for the given parameter values. // This only gets updated if parameter decorations are generated. TArray RelevantParameters; // If Texture reuse is enabled, stores which texture is being used in a particular UPROPERTY(Transient) TMap> TextureReuseCache; // Only used in LiveUpdateMode to reuse core instances between updates and their temp data to speed up updates, but spend way more memory UE::Mutable::Private::FInstance::FID LiveUpdateModeInstanceID = 0; #if WITH_EDITOR UE_API virtual void PostDuplicate(bool bDuplicateForPIE) override; UE_API void BindObjectDelegates(UCustomizableObject* CurrentCustomizableObject, UCustomizableObject* NewCustomizableObject); UE_API void OnPostCompile(); UE_API void OnObjectStatusChanged(FCustomizableObjectStatus::EState Previous, FCustomizableObjectStatus::EState Next); #endif /** Invalidates the previously generated data and retrieves information from the CObject after specific actions. * It'll be called in the PostLoad, after Compiling the CO, and after changing the CO of the Instance. */ UE_API void InitCustomizableObjectData(const UCustomizableObject* InCustomizableObject); UE_API FCustomizableInstanceComponentData* GetComponentData(const FName& ComponentName); void ClearInstanceComponentData(const FName& ComponentName); ECOInstanceFlags GetCOInstanceFlags() const { return InstanceFlagsPrivate; } void SetCOInstanceFlags(ECOInstanceFlags FlagsToSet) { InstanceFlagsPrivate = (ECOInstanceFlags)(InstanceFlagsPrivate | FlagsToSet); } void ClearCOInstanceFlags(ECOInstanceFlags FlagsToClear) { InstanceFlagsPrivate = (ECOInstanceFlags)(InstanceFlagsPrivate & ~FlagsToClear); } bool HasCOInstanceFlags(ECOInstanceFlags FlagsToCheck) const { return (InstanceFlagsPrivate & FlagsToCheck) != 0; } UE_API void BuildMaterials(const TSharedRef& Context, UCustomizableObjectInstance* Public); UE_API void ReuseTexture(UTexture2D* Texture, TSharedRef& PlatformData); UE_API void TickUpdateCloseCustomizableObjects(UCustomizableObjectInstance& Public, FMutableInstanceUpdateMap& InOutRequestedUpdates); UE_API void UpdateInstanceIfNotGenerated(UCustomizableObjectInstance& Public, FMutableInstanceUpdateMap& InOutRequestedUpdates); // Returns true if success (?) UE_API bool UpdateSkeletalMesh_PostBeginUpdate0(UCustomizableObjectInstance* Instance, const TSharedRef& Context); // Copy data generated in the mutable thread over to the instance and initializes additional data required during the update UE_API void PrepareForUpdate(); // The following method is basically copied from PostEditChangeProperty and/or SkeletalMesh.cpp to be able to replicate PostEditChangeProperty without the editor UE_API void PostEditChangePropertyWithoutEditor(); /** Calls ReleaseResources on all SkeletalMeshes generated by this instance and invalidates the generated data. * It should not be called if the meshes are still in use or shared with other instances. */ UE_API void DiscardResources(); /** Set the reference SkeletalMesh, or an empty mesh, to all actors using this instance. */ UE_API void SetReferenceSkeletalMesh() const; UE_API const TArray* GetGeneratedPhysicsAssetsForAnimInstance(TSubclassOf AnimInstance) const; /** */ #if WITH_EDITORONLY_DATA UE_API void RegenerateImportedModels(const TSharedRef& OperationData); #endif // UE_API FCustomizableInstanceComponentData* GetComponentData(FCustomizableObjectComponentIndex ObjectComponentIndex); UE_API const FCustomizableInstanceComponentData* GetComponentData(FCustomizableObjectComponentIndex ObjectComponentIndex) const; // Create a transient texture and add it to the TextureTrackerArray UE_API UTexture2D* CreateTexture(const FString& TextureName); UE_API void InvalidateGeneratedData(); UE_API bool LoadParametersFromProfile(int32 ProfileIndex); UE_API bool SaveParametersToProfile(int32 ProfileIndex); UE_API bool MigrateProfileParametersToCurrentInstance(int32 ProfileIndex); UE_API void SetSelectedParameterProfileDirty(); UE_API bool IsSelectedParameterProfileDirty() const; UE_API int32 GetState() const; UE_API void SetState(int32 InState); UE_API FCustomizableObjectInstanceDescriptor& GetDescriptor() const; UE_API void SetDescriptor(const FCustomizableObjectInstanceDescriptor& InDescriptor); /** Return true if the instance is not locked and if it's compiled. */ UE_API bool CanUpdateInstance() const; /** Finds in IntParameters a parameter with name ParamName, returns the index if found, -1 otherwise. */ UE_API int32 FindIntParameterNameIndex(const FString& ParamName) const; /** Finds in FloatParameters a parameter with name ParamName, returns the index if found, -1 otherwise. */ UE_API int32 FindFloatParameterNameIndex(const FString& ParamName) const; /** Finds in BoolParameters a parameter with name ParamName, returns the index if found, -1 otherwise. */ UE_API int32 FindBoolParameterNameIndex(const FString& ParamName) const; /** Finds in VectorParameters a parameter with name ParamName, returns the index if found, -1 otherwise. */ UE_API int32 FindVectorParameterNameIndex(const FString& ParamName) const; /** Finds in ProjectorParameters a parameter with name ParamName, returns the index if found, -1 otherwise. */ UE_API int32 FindProjectorParameterNameIndex(const FString& ParamName) const; UE_API UCustomizableObjectInstance* GetPublic() const; // If any components are using this instance, they will store the min of their distances to the player here every frame for LOD purposes float MinSquareDistFromComponentToPlayer = FLT_MAX; float LastMinSquareDistFromComponentToPlayer = FLT_MAX; // The same as the previous dist for last frame // To be indexed with object component index UPROPERTY(Transient) TArray ComponentsData; UPROPERTY(Transient) TArray< TObjectPtr > ReferencedMaterials; // Converts a ReferencedMaterials index from the CustomizableObject to an index in the ReferencedMaterials in the Instance TMap ObjectToInstanceIndexMap; UPROPERTY(Transient) TArray< TObjectPtr > ClothingPhysicsAssets; // To keep loaded AnimBPs referenced and prevent GC UPROPERTY(Transient, Category = Animation, editfixedsize, VisibleAnywhere) TArray> GatheredAnimBPs; UPROPERTY(Transient, Category = Animation, editfixedsize, VisibleAnywhere) FGameplayTagContainer AnimBPGameplayTags; UPROPERTY(Transient, Category = Animation, editfixedsize, VisibleAnywhere) TMap, FAnimBpGeneratedPhysicsAssets> AnimBpPhysicsAssets; UPROPERTY(Transient) TArray ExtensionInstanceData; // The pass-through assets that will be loaded during an update TArray> PassThroughTexturesToLoad; TArray> PassThroughMeshesToLoad; private: ECOInstanceFlags InstanceFlagsPrivate = ECOInstanceFlags::ECONone; public: /** Copy of the descriptor of the latest successful update. */ UPROPERTY(Transient) FCustomizableObjectInstanceDescriptor CommittedDescriptor; /** Hash of the descriptor copy of the latest successful update. */ FDescriptorHash CommittedDescriptorHash; /** Status of the generated Skeletal Mesh. Not to be confused with the Update Result. */ ESkeletalMeshStatus SkeletalMeshStatus = ESkeletalMeshStatus::NotGenerated; TMap ParamNameToExpandedMap; // Used to check whether a mutable param is expanded in the editor to show its child params bool bShowOnlyRuntimeParameters = true; bool bShowOnlyRelevantParameters = true; bool bShowUISections = false; bool bShowUIThumbnails = false; /** Automatic update required. * Set to true when a Customizable Object Instance Usage requires an automatic update (e.g., component reattached). */ bool bAutomaticUpdateRequired = false; // TEMP VARIABLE to check the Min desired LODs for this instance TWeakObjectPtr NearestToActor; TWeakObjectPtr NearestToViewCenter; #if WITH_EDITOR /** Profile index the instance parameters are in and if the profile needs to be refreshed */ int32 SelectedProfileIndex = INDEX_NONE; bool bSelectedProfileDirty = false; #endif #if WITH_EDITORONLY_DATA /** Preview Instance Properties search box filter. Saved here to avoid losing the text during UI refreshes. */ FText ParametersSearchFilter; #endif #if WITH_EDITOR /** Delegate called when the Instance has been transacted */ FObjectInstanceTransactedDelegate OnInstanceTransactedDelegate; #endif // WITH_EDITOR }; UE_API UPhysicsAsset* GetOrBuildMainPhysicsAsset(const TSharedRef& Context, TObjectPtr TamplateAsset, const UE::Mutable::Private::FPhysicsBody* PhysicsBody, bool bDisableCollisionBetweenAssets, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex); UE_API USkeleton* MergeSkeletons(UCustomizableObject& CustomizableObject, FCustomizableInstanceComponentData& ObjectComponentIndex, bool& bOutCreatedNewSkeleton); UE_API void InitSkeletalMeshData(const TSharedRef& Context, USkeletalMesh* SkeletalMesh, const FMutableRefSkeletalMeshData& RefSkeletalMeshData, const UCustomizableObject& CustomizableObject, FCustomizableObjectComponentIndex ObjectComponentIndex); UE_API void BuildOrCopyClothingData(const TSharedRef& Context, USkeletalMesh* SkeletalMesh, const UModelResources& CustomizableObjectInstance, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex, const TArray>& ClothingPhysicsAssets); UE_API bool BuildSkeletonData(const TSharedRef& Context, USkeletalMesh& SkeletalMesh, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex); UE_API void BuildMeshSockets(USkeletalMesh* SkeletalMesh, const UModelResources& ModelResources, const FMutableRefSkeletalMeshData& RefSkeletalMeshData, TSharedPtr MutableMesh); UE_API bool BuildOrCopyRenderData(const TSharedRef& Context, USkeletalMesh* SkeletalMesh, UCustomizableObjectInstance* CustomizableObjectInstance, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex); UE_API void BuildOrCopyElementData(const TSharedRef& Context, USkeletalMesh* SkeletalMesh, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex); UE_API void BuildOrCopyMorphTargetsData(const TSharedRef& Context, USkeletalMesh* SkeletalMesh, FCustomizableObjectInstanceComponentIndex InstanceComponentIndex); UE_API bool DoComponentsNeedUpdate(const TSharedRef& Context, bool& bOutEmptyMesh); UE_API UE::Tasks::FTask LoadAdditionalAssetsAndData(const TSharedRef& Context); UE_API void AdditionalAssetsAsyncLoaded(TSharedRef Context, UE::Tasks::FTaskEvent Event); #undef UE_API