Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeNodeClassCache.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

134 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/TopLevelAssetPath.h"
#include "StateTreeNodeClassCache.generated.h"
#define UE_API STATETREEEDITORMODULE_API
enum class EReloadCompleteReason;
struct FAssetData;
struct FStateTreeNodeBase;
/**
* Describes a class or struct.
* If the class or struct is from a package that is not yet loaded, the data will update on GetStruct/Class/Scripstruct()
*/
USTRUCT()
struct FStateTreeNodeClassData
{
GENERATED_BODY()
FStateTreeNodeClassData() = default;
UE_API FStateTreeNodeClassData(TNotNull<UStruct*> InStruct);
UE_API FStateTreeNodeClassData(const FTopLevelAssetPath& AssetPath);
UE_DEPRECATED(5.7, "Use the constructor with FTopLevelAssetPath")
UE_API FStateTreeNodeClassData(const FString& InClassAssetName, const FString& InClassPackage, const FName InStructName, UStruct* InStruct);
UE_DEPRECATED(5.7, "Use GetStructPath")
FName GetStructName() const
{
return StructAssetPath.GetAssetName();
}
const FTopLevelAssetPath& GetStructPath() const
{
return StructAssetPath;
}
UE_API UStruct* GetStruct(bool bSilent = false);
UClass* GetClass(bool bSilent = false)
{
return Cast<UClass>(GetStruct(bSilent));
}
UScriptStruct* GetScriptStruct(bool bSilent = false)
{
return Cast<UScriptStruct>(GetStruct(bSilent));
}
UE_API const UStruct* GetInstanceDataStruct(bool bSilent = false);
private:
/** struct or class asset path. */
FTopLevelAssetPath StructAssetPath;
/** Pointer to described struct or class. */
TWeakObjectPtr<UStruct> CachedStruct;
/** Pointer to described node's instance data struct or class. */
TWeakObjectPtr<const UStruct> CachedInstanceDataStruct;
};
/**
* Caches specified classes or structs and reacts to engine events to keep the lists always up to date.
* All the derived classes or structs are kept in the cache.
*/
struct FStateTreeNodeClassCache
{
UE_API FStateTreeNodeClassCache();
UE_API ~FStateTreeNodeClassCache();
/** Adds a Struct to keep track of */
UE_API void AddRootStruct(TNotNull<UStruct*> RootStruct);
/** Adds a Class to keep track of */
void AddRootClass(TNotNull<UClass*> RootClass)
{
AddRootStruct(RootClass);
}
/** Adds a ScriptStruct to keep track of */
void AddRootScriptStruct(TNotNull<UScriptStruct*> RootStruct)
{
AddRootStruct(RootStruct);
}
/** Returns know derived Structs based on provided base. If the base Struct is not added as root Struct, nothing is returned. */
UE_API void GetStructs(TNotNull<const UStruct*> BaseStruct, TArray<TSharedPtr<FStateTreeNodeClassData>>& AvailableClasses);
/** Returns know derived Classes based on provided base. If the base Class is not added as root Class, nothing is returned. */
void GetClasses(TNotNull<const UStruct*> BaseClass, TArray<TSharedPtr<FStateTreeNodeClassData>>& AvailableClasses)
{
GetStructs(BaseClass, AvailableClasses);
}
/** Returns know derived ScriptStructs based on provided base. If the base struct is not added as root ScriptStruct, nothing is returned. */
void GetScripStructs(TNotNull<const UScriptStruct*> BaseStruct, TArray<TSharedPtr<FStateTreeNodeClassData>>& AvailableClasses)
{
GetStructs(BaseStruct, AvailableClasses);
}
/** Invalidates the cache, it will be rebuild on next access. */
UE_API void InvalidateCache();
protected:
UE_API void OnAssetAdded(const FAssetData& AssetData);
UE_API void OnAssetRemoved(const FAssetData& AssetData);
UE_API void OnReloadComplete(EReloadCompleteReason Reason);
private:
UE_API void UpdateBlueprintClass(const FAssetData& AssetData);
UE_API void CacheClasses();
struct FRootClassContainer
{
FRootClassContainer() = default;
FRootClassContainer(TNotNull<UStruct*> InBaseStruct)
: BaseStruct(InBaseStruct)
{
}
TWeakObjectPtr<const UStruct> BaseStruct;
TArray<TSharedPtr<FStateTreeNodeClassData>> ClassData;
bool bUpdated = false;
};
TArray<FRootClassContainer> RootClasses;
TMap<FString, int32> ClassNameToRootIndex;
};
#undef UE_API