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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////// | |
| // UGameFeatureAction_AddAbilities | |
| void UGameFeatureAction_AddAbilities::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) | |
| { | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(Context); | |
| if (!ensureAlways(ActiveData.ActiveExtensions.IsEmpty()) || | |
| !ensureAlways(ActiveData.ComponentRequests.IsEmpty())) | |
| { | |
| Reset(ActiveData); | |
| } | |
| Super::OnGameFeatureActivating(Context); | |
| } | |
| void UGameFeatureAction_AddAbilities::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) | |
| { | |
| Super::OnGameFeatureDeactivating(Context); | |
| FPerContextData* ActiveData = ContextData.Find(Context); | |
| if (ensure(ActiveData)) | |
| { | |
| Reset(*ActiveData); | |
| } | |
| } | |
| EDataValidationResult UGameFeatureAction_AddAbilities::IsDataValid(FDataValidationContext& Context) const | |
| { | |
| EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); | |
| int32 EntryIndex = 0; | |
| for (const FGameFeatureAbilitiesEntry& Entry : AbilitiesList) | |
| { | |
| if (Entry.ActorClass.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("EntryHasNullActor", "Null ActorClass at index {0} in AbilitiesList"), FText::AsNumber(EntryIndex))); | |
| } | |
| if (Entry.GrantedAbilities.IsEmpty() && Entry.GrantedAttributes.IsEmpty() && Entry.GrantedAbilitySets.IsEmpty()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("EntryHasNoAddOns", "Index {0} in AbilitiesList will do nothing (no granted abilities, attributes, or ability sets)"), FText::AsNumber(EntryIndex))); | |
| } | |
| int32 AbilityIndex = 0; | |
| for (const FLyraAbilityGrant& Ability : Entry.GrantedAbilities) | |
| { | |
| if (Ability.AbilityType.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAbility", "Null AbilityType at index {0} in AbilitiesList[{1}].GrantedAbilities"), FText::AsNumber(AbilityIndex), FText::AsNumber(EntryIndex))); | |
| } | |
| ++AbilityIndex; | |
| } | |
| int32 AttributesIndex = 0; | |
| for (const FLyraAttributeSetGrant& Attributes : Entry.GrantedAttributes) | |
| { | |
| if (Attributes.AttributeSetType.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAttributeSet", "Null AttributeSetType at index {0} in AbilitiesList[{1}].GrantedAttributes"), FText::AsNumber(AttributesIndex), FText::AsNumber(EntryIndex))); | |
| } | |
| ++AttributesIndex; | |
| } | |
| int32 AttributeSetIndex = 0; | |
| for (const TSoftObjectPtr<const ULyraAbilitySet>& AttributeSetPtr : Entry.GrantedAbilitySets) | |
| { | |
| if (AttributeSetPtr.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAttributeSet", "Null AbilitySet at index {0} in AbilitiesList[{1}].GrantedAbilitySets"), FText::AsNumber(AttributeSetIndex), FText::AsNumber(EntryIndex))); | |
| } | |
| ++AttributeSetIndex; | |
| } | |
| ++EntryIndex; | |
| } | |
| return Result; | |
| return EDataValidationResult::NotValidated; | |
| } | |
| void UGameFeatureAction_AddAbilities::AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) | |
| { | |
| UWorld* World = WorldContext.World(); | |
| UGameInstance* GameInstance = WorldContext.OwningGameInstance; | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); | |
| if ((GameInstance != nullptr) && (World != nullptr) && World->IsGameWorld()) | |
| { | |
| if (UGameFrameworkComponentManager* ComponentMan = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance)) | |
| { | |
| int32 EntryIndex = 0; | |
| for (const FGameFeatureAbilitiesEntry& Entry : AbilitiesList) | |
| { | |
| if (!Entry.ActorClass.IsNull()) | |
| { | |
| UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject( | |
| this, &UGameFeatureAction_AddAbilities::HandleActorExtension, EntryIndex, ChangeContext); | |
| TSharedPtr<FComponentRequestHandle> ExtensionRequestHandle = ComponentMan->AddExtensionHandler(Entry.ActorClass, AddAbilitiesDelegate); | |
| ActiveData.ComponentRequests.Add(ExtensionRequestHandle); | |
| EntryIndex++; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddAbilities::Reset(FPerContextData& ActiveData) | |
| { | |
| while (!ActiveData.ActiveExtensions.IsEmpty()) | |
| { | |
| auto ExtensionIt = ActiveData.ActiveExtensions.CreateIterator(); | |
| RemoveActorAbilities(ExtensionIt->Key, ActiveData); | |
| } | |
| ActiveData.ComponentRequests.Empty(); | |
| } | |
| void UGameFeatureAction_AddAbilities::HandleActorExtension(AActor* Actor, FName EventName, int32 EntryIndex, FGameFeatureStateChangeContext ChangeContext) | |
| { | |
| FPerContextData* ActiveData = ContextData.Find(ChangeContext); | |
| if (AbilitiesList.IsValidIndex(EntryIndex) && ActiveData) | |
| { | |
| const FGameFeatureAbilitiesEntry& Entry = AbilitiesList[EntryIndex]; | |
| if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) | |
| { | |
| RemoveActorAbilities(Actor, *ActiveData); | |
| } | |
| else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ALyraPlayerState::NAME_LyraAbilityReady)) | |
| { | |
| AddActorAbilities(Actor, Entry, *ActiveData); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddAbilities::AddActorAbilities(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData) | |
| { | |
| check(Actor); | |
| if (!Actor->HasAuthority()) | |
| { | |
| return; | |
| } | |
| // early out if Actor already has ability extensions applied | |
| if (ActiveData.ActiveExtensions.Find(Actor) != nullptr) | |
| { | |
| return; | |
| } | |
| if (UAbilitySystemComponent* AbilitySystemComponent = FindOrAddComponentForActor<UAbilitySystemComponent>(Actor, AbilitiesEntry, ActiveData)) | |
| { | |
| FActorExtensions AddedExtensions; | |
| AddedExtensions.Abilities.Reserve(AbilitiesEntry.GrantedAbilities.Num()); | |
| AddedExtensions.Attributes.Reserve(AbilitiesEntry.GrantedAttributes.Num()); | |
| AddedExtensions.AbilitySetHandles.Reserve(AbilitiesEntry.GrantedAbilitySets.Num()); | |
| for (const FLyraAbilityGrant& Ability : AbilitiesEntry.GrantedAbilities) | |
| { | |
| if (!Ability.AbilityType.IsNull()) | |
| { | |
| FGameplayAbilitySpec NewAbilitySpec(Ability.AbilityType.LoadSynchronous()); | |
| FGameplayAbilitySpecHandle AbilityHandle = AbilitySystemComponent->GiveAbility(NewAbilitySpec); | |
| AddedExtensions.Abilities.Add(AbilityHandle); | |
| } | |
| } | |
| for (const FLyraAttributeSetGrant& Attributes : AbilitiesEntry.GrantedAttributes) | |
| { | |
| if (!Attributes.AttributeSetType.IsNull()) | |
| { | |
| TSubclassOf<UAttributeSet> SetType = Attributes.AttributeSetType.LoadSynchronous(); | |
| if (SetType) | |
| { | |
| UAttributeSet* NewSet = NewObject<UAttributeSet>(AbilitySystemComponent->GetOwner(), SetType); | |
| if (!Attributes.InitializationData.IsNull()) | |
| { | |
| UDataTable* InitData = Attributes.InitializationData.LoadSynchronous(); | |
| if (InitData) | |
| { | |
| NewSet->InitFromMetaDataTable(InitData); | |
| } | |
| } | |
| AddedExtensions.Attributes.Add(NewSet); | |
| AbilitySystemComponent->AddAttributeSetSubobject(NewSet); | |
| } | |
| } | |
| } | |
| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(AbilitySystemComponent); | |
| for (const TSoftObjectPtr<const ULyraAbilitySet>& SetPtr : AbilitiesEntry.GrantedAbilitySets) | |
| { | |
| if (const ULyraAbilitySet* Set = SetPtr.Get()) | |
| { | |
| Set->GiveToAbilitySystem(LyraASC, &AddedExtensions.AbilitySetHandles.AddDefaulted_GetRef()); | |
| } | |
| } | |
| ActiveData.ActiveExtensions.Add(Actor, AddedExtensions); | |
| } | |
| else | |
| { | |
| UE_LOG(LogGameFeatures, Error, TEXT("Failed to find/add an ability component to '%s'. Abilities will not be granted."), *Actor->GetPathName()); | |
| } | |
| } | |
| void UGameFeatureAction_AddAbilities::RemoveActorAbilities(AActor* Actor, FPerContextData& ActiveData) | |
| { | |
| if (FActorExtensions* ActorExtensions = ActiveData.ActiveExtensions.Find(Actor)) | |
| { | |
| if (UAbilitySystemComponent* AbilitySystemComponent = Actor->FindComponentByClass<UAbilitySystemComponent>()) | |
| { | |
| for (UAttributeSet* AttribSetInstance : ActorExtensions->Attributes) | |
| { | |
| AbilitySystemComponent->RemoveSpawnedAttribute(AttribSetInstance); | |
| } | |
| for (FGameplayAbilitySpecHandle AbilityHandle : ActorExtensions->Abilities) | |
| { | |
| AbilitySystemComponent->SetRemoveAbilityOnEnd(AbilityHandle); | |
| } | |
| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(AbilitySystemComponent); | |
| for (FLyraAbilitySet_GrantedHandles& SetHandle : ActorExtensions->AbilitySetHandles) | |
| { | |
| SetHandle.TakeFromAbilitySystem(LyraASC); | |
| } | |
| } | |
| ActiveData.ActiveExtensions.Remove(Actor); | |
| } | |
| } | |
| UActorComponent* UGameFeatureAction_AddAbilities::FindOrAddComponentForActor(UClass* ComponentType, AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData) | |
| { | |
| UActorComponent* Component = Actor->FindComponentByClass(ComponentType); | |
| bool bMakeComponentRequest = (Component == nullptr); | |
| if (Component) | |
| { | |
| // Check to see if this component was created from a different `UGameFrameworkComponentManager` request. | |
| // `Native` is what `CreationMethod` defaults to for dynamically added components. | |
| if (Component->CreationMethod == EComponentCreationMethod::Native) | |
| { | |
| // Attempt to tell the difference between a true native component and one created by the GameFrameworkComponent system. | |
| // If it is from the UGameFrameworkComponentManager, then we need to make another request (requests are ref counted). | |
| UObject* ComponentArchetype = Component->GetArchetype(); | |
| bMakeComponentRequest = ComponentArchetype->HasAnyFlags(RF_ClassDefaultObject); | |
| } | |
| } | |
| if (bMakeComponentRequest) | |
| { | |
| UWorld* World = Actor->GetWorld(); | |
| UGameInstance* GameInstance = World->GetGameInstance(); | |
| if (UGameFrameworkComponentManager* ComponentMan = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance)) | |
| { | |
| TSharedPtr<FComponentRequestHandle> RequestHandle = ComponentMan->AddComponentRequest(AbilitiesEntry.ActorClass, ComponentType); | |
| ActiveData.ComponentRequests.Add(RequestHandle); | |
| } | |
| if (!Component) | |
| { | |
| Component = Actor->FindComponentByClass(ComponentType); | |
| ensureAlways(Component); | |
| } | |
| } | |
| return Component; | |
| } | |