Download LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayCueManager.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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2.6 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FString; | |
| class UClass; | |
| class UObject; | |
| class UWorld; | |
| struct FObjectKey; | |
| /** | |
| * ULyraGameplayCueManager | |
| * | |
| * Game-specific manager for gameplay cues | |
| */ | |
| UCLASS() | |
| class ULyraGameplayCueManager : public UGameplayCueManager | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraGameplayCueManager(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| static ULyraGameplayCueManager* Get(); | |
| //~UGameplayCueManager interface | |
| virtual void OnCreated() override; | |
| virtual bool ShouldAsyncLoadRuntimeObjectLibraries() const override; | |
| virtual bool ShouldSyncLoadMissingGameplayCues() const override; | |
| virtual bool ShouldAsyncLoadMissingGameplayCues() const override; | |
| //~End of UGameplayCueManager interface | |
| static void DumpGameplayCues(const TArray<FString>& Args); | |
| // When delay loading cues, this will load the cues that must be always loaded anyway | |
| void LoadAlwaysLoadedCues(); | |
| // Updates the bundles for the singular gameplay cue primary asset | |
| void RefreshGameplayCuePrimaryAsset(); | |
| private: | |
| void OnGameplayTagLoaded(const FGameplayTag& Tag); | |
| void HandlePostGarbageCollect(); | |
| void ProcessLoadedTags(); | |
| void ProcessTagToPreload(const FGameplayTag& Tag, UObject* OwningObject); | |
| void OnPreloadCueComplete(FSoftObjectPath Path, TWeakObjectPtr<UObject> OwningObject, bool bAlwaysLoadedCue); | |
| void RegisterPreloadedCue(UClass* LoadedGameplayCueClass, UObject* OwningObject); | |
| void HandlePostLoadMap(UWorld* NewWorld); | |
| void UpdateDelayLoadDelegateListeners(); | |
| bool ShouldDelayLoadGameplayCues() const; | |
| private: | |
| struct FLoadedGameplayTagToProcessData | |
| { | |
| FGameplayTag Tag; | |
| TWeakObjectPtr<UObject> WeakOwner; | |
| FLoadedGameplayTagToProcessData() {} | |
| FLoadedGameplayTagToProcessData(const FGameplayTag& InTag, const TWeakObjectPtr<UObject>& InWeakOwner) : Tag(InTag), WeakOwner(InWeakOwner) {} | |
| }; | |
| private: | |
| // Cues that were preloaded on the client due to being referenced by content | |
| UPROPERTY(transient) | |
| TSet<TObjectPtr<UClass>> PreloadedCues; | |
| TMap<FObjectKey, TSet<FObjectKey>> PreloadedCueReferencers; | |
| // Cues that were preloaded on the client and will always be loaded (code referenced or explicitly always loaded) | |
| UPROPERTY(transient) | |
| TSet<TObjectPtr<UClass>> AlwaysLoadedCues; | |
| TArray<FLoadedGameplayTagToProcessData> LoadedGameplayTagsToProcess; | |
| FCriticalSection LoadedGameplayTagsToProcessCS; | |
| bool bProcessLoadedTagsAfterGC = false; | |
| }; | |