void UAIPerceptionSystem::Tick(float DeltaSeconds)
{
	SCOPE_CYCLE_COUNTER(STAT_AI_PerceptionSys);

	// if no new stimuli
	// and it's not time to remove stimuli from "know events"

	UWorld* World = GEngine->GetWorldFromContextObject(GetOuter());
	check(World);

	if (World->bPlayersOnly == false)
	{
		// cache it
		CurrentTime = World->GetTimeSeconds();

		bool bNeedsUpdate = false;

		if (bStimuliSourcesRefreshRequired == true)
		{
			// this is a bit naive, but we don't get notifications from the engine which Actor ended play, 
			// we just know one did. Let's just refresh the map removing all no-longer-valid instances
			// @todo: we should be just calling senses directly here to unregister specific source
			// but at this point source actor is invalid already so we can't really pin and use it
			// this will go away once OnEndPlay broadcast passes in its instigator
			FPerceptionChannelWhitelist SensesToUpdate;
			for (auto It = RegisteredStimuliSources.CreateIterator(); It; ++It)
			{
				if (It->Value.SourceActor.IsValid() == false)
				{
					SensesToUpdate.MergeFilterIn(It->Value.RelevantSenses);
					It.RemoveCurrent();
				}
			}

			for (FPerceptionChannelWhitelist::FConstIterator It(SensesToUpdate); It && Senses.IsValidIndex(*It); ++It)
			{
				if (Senses[*It] != nullptr)
				{
					Senses[*It]->CleanseInvalidSources();
				}
			}

			bStimuliSourcesRefreshRequired = false;
		}
		
		if (SourcesToRegister.Num() > 0)
		{
			PerformSourceRegistration();
		}

		{
			UAISense** SenseInstance = Senses.GetData();
			for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
			{
				bNeedsUpdate |= *SenseInstance != nullptr && (*SenseInstance)->ProgressTime(DeltaSeconds);
			}
		}

		if (bNeedsUpdate)
		{
			// first update cached location of all listener, and remove invalid listeners
			for (AIPerception::FListenerMap::TIterator ListenerIt(ListenerContainer); ListenerIt; ++ListenerIt)
			{
				if (ListenerIt->Value.Listener.IsValid())
				{
					ListenerIt->Value.CacheLocation();
				}
				else
				{
					OnListenerRemoved(ListenerIt->Value);
					ListenerIt.RemoveCurrent();
				}
			}

			UAISense** SenseInstance = Senses.GetData();
			for (int32 SenseID = 0; SenseID < Senses.Num(); ++SenseID, ++SenseInstance)
			{
				if (*SenseInstance != nullptr)
				{
					(*SenseInstance)->Tick();
				}
			}
		}

		/** no point in soring in no new stimuli was processed */
		bool bStimuliDelivered = DeliverDelayedStimuli(bNeedsUpdate ? RequiresSorting : NoNeedToSort);

		if (bNeedsUpdate || bStimuliDelivered || bSomeListenersNeedUpdateDueToStimuliAging)
		{
			for (AIPerception::FListenerMap::TIterator ListenerIt(ListenerContainer); ListenerIt; ++ListenerIt)
			{
				check(ListenerIt->Value.Listener.IsValid())
				if (ListenerIt->Value.HasAnyNewStimuli())
				{
					ListenerIt->Value.ProcessStimuli();
				}
			}

			bSomeListenersNeedUpdateDueToStimuliAging = false;
		}
	}
void AZombieCharacter::DisableDotEffectIfNecessary(bool ForceStop)
{
	//Disables the dot effect is necessary (ie dot timer has been depleted)
	//If ForceStop is active it forces the dot effect to stop even if the dot timer is still active
	UWorld* World = GetWorld();
	//Forced stop of dot effect
	if (ForceStop && World && OurCharacter && World->GetTimerManager().IsTimerActive(DotTimerHandle))
	{
		GLog->Log("Stopping Dot Effect...");
		World->GetTimerManager().ClearTimer(DotTimerHandle);

		ParticleSystemComponent->Deactivate();
		//ZombieDebuffComp->SetFireParticleEnabled(false);

		bHasDot = false;

	}
	else
	{	//Disable effect due to time out
		if (World && OurCharacter &&
			World->GetTimerManager().IsTimerActive(DotTimerHandle) && 
			World->GetTimeSeconds() - DotApplicationTime>=OurCharacter->DotDuration)
		{
			World->GetTimerManager().ClearTimer(DotTimerHandle);
		
			ParticleSystemComponent->Deactivate();
			//ZombieDebuffComp->SetFireParticleEnabled(false);

			bHasDot = false;
		}
	}

	
	//ParticleSystemComponent->Deactivate();
	
}
Example #3
9
void FUMGViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
    FViewport* ViewportBackup = Viewport;
    Viewport = InViewport ? InViewport : Viewport;

    // Determine whether we should use world time or real time based on the scene.
    float TimeSeconds;
    float RealTimeSeconds;
    float DeltaTimeSeconds;

    const bool bIsRealTime = true;

    UWorld* World = GWorld;
    if ( ( GetScene() != World->Scene ) || ( bIsRealTime == true ) )
    {
        // Use time relative to start time to avoid issues with float vs double
        TimeSeconds = FApp::GetCurrentTime() - GStartTime;
        RealTimeSeconds = FApp::GetCurrentTime() - GStartTime;
        DeltaTimeSeconds = FApp::GetDeltaTime();
    }
    else
    {
        TimeSeconds = World->GetTimeSeconds();
        RealTimeSeconds = World->GetRealTimeSeconds();
        DeltaTimeSeconds = World->GetDeltaSeconds();
    }

    // Setup a FSceneViewFamily/FSceneView for the viewport.
    FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
                                           Canvas->GetRenderTarget(),
                                           GetScene(),
                                           EngineShowFlags)
                                       .SetWorldTimes(TimeSeconds, DeltaTimeSeconds, RealTimeSeconds)
                                       .SetRealtimeUpdate(bIsRealTime));

    ViewFamily.EngineShowFlags = EngineShowFlags;

    //UpdateLightingShowFlags(ViewFamily.EngineShowFlags);

    //ViewFamily.ExposureSettings = ExposureSettings;

    //ViewFamily.LandscapeLODOverride = LandscapeLODOverride;

    FSceneView* View = CalcSceneView(&ViewFamily);

    //SetupViewForRendering(ViewFamily, *View);

    FSlateRect SafeFrame;
    View->CameraConstrainedViewRect = View->UnscaledViewRect;
    //if ( CalculateEditorConstrainedViewRect(SafeFrame, Viewport) )
    //{
    //	View->CameraConstrainedViewRect = FIntRect(SafeFrame.Left, SafeFrame.Top, SafeFrame.Right, SafeFrame.Bottom);
    //}

    if ( IsAspectRatioConstrained() )
    {
        // Clear the background to black if the aspect ratio is constrained, as the scene view won't write to all pixels.
        Canvas->Clear(FLinearColor::Black);
    }

    Canvas->Clear(BackgroundColor);

    GetRendererModule().BeginRenderingViewFamily(Canvas, &ViewFamily);

    // Remove temporary debug lines.
    // Possibly a hack. Lines may get added without the scene being rendered etc.
    if ( World->LineBatcher != NULL && ( World->LineBatcher->BatchedLines.Num() || World->LineBatcher->BatchedPoints.Num() ) )
    {
        World->LineBatcher->Flush();
    }

    if ( World->ForegroundLineBatcher != NULL && ( World->ForegroundLineBatcher->BatchedLines.Num() || World->ForegroundLineBatcher->BatchedPoints.Num() ) )
    {
        World->ForegroundLineBatcher->Flush();
    }

    //FCanvas* DebugCanvas = Viewport->GetDebugCanvas();

    //UDebugDrawService::Draw(ViewFamily.EngineShowFlags, Viewport, View, DebugCanvas);

    //
    //FlushRenderingCommands();

    Viewport = ViewportBackup;
}
void FJavascriptUMGViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
	FViewport* ViewportBackup = Viewport;
	Viewport = InViewport ? InViewport : Viewport;

	// Determine whether we should use world time or real time based on the scene.
	float TimeSeconds;
	float RealTimeSeconds;
	float DeltaTimeSeconds;

	const bool bIsRealTime = true;

	UWorld* World = GWorld;
	if ((GetScene() != World->Scene) || (bIsRealTime == true))
	{
		// Use time relative to start time to avoid issues with float vs double
		TimeSeconds = FApp::GetCurrentTime() - GStartTime;
		RealTimeSeconds = FApp::GetCurrentTime() - GStartTime;
		DeltaTimeSeconds = FApp::GetDeltaTime();
	}
	else
	{
		TimeSeconds = World->GetTimeSeconds();
		RealTimeSeconds = World->GetRealTimeSeconds();
		DeltaTimeSeconds = World->GetDeltaSeconds();
	}

	// Setup a FSceneViewFamily/FSceneView for the viewport.
	FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
		Canvas->GetRenderTarget(),
		GetScene(),
		EngineShowFlags)
		.SetWorldTimes(TimeSeconds, DeltaTimeSeconds, RealTimeSeconds)
		.SetRealtimeUpdate(bIsRealTime));

	ViewFamily.EngineShowFlags = EngineShowFlags;

	//UpdateLightingShowFlags(ViewFamily.EngineShowFlags);

	//ViewFamily.ExposureSettings = ExposureSettings;

	//ViewFamily.LandscapeLODOverride = LandscapeLODOverride;

	FSceneView* View = CalcSceneView(&ViewFamily);

	//SetupViewForRendering(ViewFamily, *View);

	FSlateRect SafeFrame;
	View->CameraConstrainedViewRect = View->UnscaledViewRect;
	//if ( CalculateEditorConstrainedViewRect(SafeFrame, Viewport) )
	//{
	//	View->CameraConstrainedViewRect = FIntRect(SafeFrame.Left, SafeFrame.Top, SafeFrame.Right, SafeFrame.Bottom);
	//}

	if (IsAspectRatioConstrained())
	{
		// Clear the background to black if the aspect ratio is constrained, as the scene view won't write to all pixels.
		Canvas->Clear(FLinearColor::Black);
	}

	Canvas->Clear(BackgroundColor);

	// workaround for hacky renderer code that uses GFrameNumber to decide whether to resize render targets
	--GFrameNumber;
	GetRendererModule().BeginRenderingViewFamily(Canvas, &ViewFamily);
	
	Viewport = ViewportBackup;
}
void UGameplayTask_WaitDelay::Activate()
{
	UWorld* World = GetWorld();
	TimeStarted = World->GetTimeSeconds();

	// Use a dummy timer handle as we don't need to store it for later but we don't need to look for something to clear
	FTimerHandle TimerHandle;
	World->GetTimerManager().SetTimer(TimerHandle, this, &UGameplayTask_WaitDelay::OnTimeFinish, Time, false);
}
void AAbilitySystemDebugHUD::DrawDebugAbilitySystemComponent(UAbilitySystemComponent *Component)
{
	UWorld *World = GetWorld();
	float GameWorldTime = World->GetTimeSeconds();

	UFont* Font = GEngine->GetSmallFont();
	FColor Color(38, 128, 0);
	float X = 20.f;
	float Y = 20.f;

	FString String = FString::Printf(TEXT("%.2f"), Component->GetWorld()->GetTimeSeconds());
	DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);

	String = FString::Printf(TEXT("%s (%d)"), *Component->GetPathName(), Component->IsDefaultSubobject());
	DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);

	
	String = FString::Printf(TEXT("%s == %s"), *Component->GetArchetype()->GetPathName(), *Component->GetClass()->GetDefaultObject()->GetPathName());
	DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);


	for (const UAttributeSet* Set : Component->SpawnedAttributes)
	{
		if (!Set)
			continue;
		check(Set);

		// Draw Attribute Set
		DrawWithBackground(Font, FString::Printf(TEXT("%s (%d)"), *Set->GetName(), Set->IsDefaultSubobject()), Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);

		String = FString::Printf(TEXT("%s == %s"), *Set->GetArchetype()->GetPathName(), *Set->GetClass()->GetDefaultObject()->GetPathName());
		DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);

		for (TFieldIterator<UProperty> PropertyIt(Set->GetClass(), EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
		{
			UProperty *Prop = *PropertyIt;			

			FString ValueString;
			const void *PropertyValue = Prop->ContainerPtrToValuePtr<void>(Set);
			Prop->ExportTextItem(ValueString, PropertyValue, NULL, NULL, 0);

			String = FString::Printf(TEXT("%s: %s"), *Prop->GetName(), *ValueString);
			DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);
		}

		Y+= 25;
		// Draw Active GameplayEffect
		for (FActiveGameplayEffect& Effect : &Component->ActiveGameplayEffects)
		{
			String = FString::Printf(TEXT("%s. [%d, %d] %.2f"), *Effect.Spec.ToSimpleString(), Effect.PredictionKey.Current, Effect.PredictionKey.Base, Effect.GetTimeRemaining(GameWorldTime));
			DrawWithBackground(Font, String, Color, EAlignHorizontal::Left, X, EAlignVertical::Top, Y);	
		}
	}
	
}
void AZombieCharacter::ApplyDotEffect(float DamageAmount)
{
	//Applies the damage over time effect on zombie and sets up the corresponding particle template
	//Moreover, initializes the dot timer handle so certain damage is applied over-time.
	if (!bHasDot)
	{
		AZombieController* ZCon = Cast<AZombieController>(GetController());
		if (ZCon)
		{
			
			//Calculating the tick damage that we're going to apply in the zombie
			//based on the given damage amount.
			float DotTimer = OurCharacter->DotDuration;

			float TickDamage = DamageAmount / DotTimer;

			//The delegate that is binded to the apply damage function
			FTimerDelegate Delegate;
			Delegate.BindUFunction<AZombieCharacter, float>(this, FName("ApplyDamage"), TickDamage);

			//Enabling the dot effect..
			UWorld* World = GetWorld();
			if (World && OurCharacter)
			{
				World->GetTimerManager().SetTimer(DotTimerHandle, Delegate, DotTickInSeconds, true);
				DotApplicationTime = World->GetTimeSeconds();
				GLog->Log("Dot application seconds:" + FString::SanitizeFloat(DotApplicationTime));
				bHasDot = true;

				//Resets the particle system template
				if(ParticleSystemComponent)
				{
					ParticleSystemComponent->SetTemplate(FireEffectParticleTemplate);
					ParticleSystemComponent->Activate(true);
					//Activate the fire particles
					/*ParticleSystemComponent->Deactivate();
					ParticleSystemComponent->Template = FireEffectParticleTemplate;
					ParticleSystemComponent->Activate(true);*/
					//ZombieDebuffComp->SetFireParticleEnabled(true);
					
				}
				
			}
		}
	}
}
Example #8
4
float AGameState::GetServerWorldTimeSeconds() const
{
	UWorld* World = GetWorld();
	if (World)
	{
		return World->GetTimeSeconds() + ServerWorldTimeSecondsDelta;
	}

	return 0.f;
}
Example #9
4
void UGAWaitAction::Activate()
{
	OnInitialized.Broadcast();
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(0, 1, FColor::Red, FString("ObjectName: ") + GetName());
	}
	if (TaskOwner && TaskOwner->GetWorld())
	{
		UWorld* World = TaskOwner->GetWorld();
		TimeStarted = World->GetTimeSeconds();

		// Use a dummy timer handle as we don't need to store it for later but we don't need to look for something to clear
		FTimerHandle TimerHandle;
		World->GetTimerManager().SetTimer(TimerHandle, this, &UGAWaitAction::OnTimeFinish, Time, false);
	}
}
void USoundNodeVehicleEngine::StoreCurrentRPM(FAudioDevice* AudioDevice, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, float MaxRPM)
{
	AActor* SoundOwner = ActiveSound.AudioComponent.IsValid() ? ActiveSound.AudioComponent->GetOwner() : NULL;
	AVehiclePlayerController* PCOwner = Cast<AVehiclePlayerController>(SoundOwner);
	if (PCOwner)
	{
		SoundOwner = PCOwner->GetPawn();
	}

	UWorld* MyWorld = NULL;
	float DesiredRPM = 0.0f;
	ABuggyPawn* PawnOwner = Cast<ABuggyPawn>(SoundOwner);
	if (PawnOwner)
	{
		DesiredRPM = PawnOwner->GetEngineRotationSpeed();
		MyWorld = PawnOwner->GetWorld();
	}

	const float CurrTime = MyWorld ? MyWorld->GetTimeSeconds() : 0.0f;
	const float DeltaTime = (CurrTime - CurrentRPMStoreTime);

	CurrentRPMStoreTime = CurrTime;
	CurrentRPM = FMath::FInterpTo(CurrentRPM, FMath::Min(DesiredRPM, MaxRPM), DeltaTime, 10.0f);
}
Example #11
3
void AGameState::UpdateServerTimeSeconds()
{
	UWorld* World = GetWorld();
	if (World)
	{
		ReplicatedWorldTimeSeconds = World->GetTimeSeconds();
	}
}
void AEyeXPlayerController::GetEyeXActorsSortedByDistance(TArray<AEyeXActorBase*>& EyeXActorsOut) const
{
	UWorld* World = GetWorld();
	const float Time = World->GetTimeSeconds() - World->GetDeltaSeconds() - 0.1f; // Allow render time to be at least one frame behind.
	const float MaxDistanceSquared = MaxDistance * MaxDistance;
	FEyeXUtils::ActorDistanceComparer Comparer(PlayerCameraManager);
	for (TActorIterator<AEyeXActorBase> ActorItr(World); ActorItr; ++ActorItr)
	{
		if (ActorItr->GetLastRenderTime() < Time) // Ignore if the actor is not rendered to the screen
			continue;

		if (Comparer.DistanceSquaredToCamera(*ActorItr) > MaxDistanceSquared) // Ignore if further away than max distance
			continue;

		if (!FEyeXUtils::ActorBlocksOnChannel(*ActorItr, CollisionChannels)) // Ignore actors that aren't blocking any of the channels
			continue;

		EyeXActorsOut.Add(*ActorItr);
	}

	EyeXActorsOut.Sort(Comparer);
}
Example #13
1
void AGameState::OnRep_ReplicatedWorldTimeSeconds()
{
	UWorld* World = GetWorld();
	if (World)
	{
		ServerWorldTimeSecondsDelta = ReplicatedWorldTimeSeconds - World->GetTimeSeconds();
	}
}