void UAblRayCastQueryTask::OnTaskTick(const TWeakObjectPtr<const UAblAbilityContext>& Context, float deltaTime) const { Super::OnTaskTick(Context, deltaTime); if (IsAsyncFriendly() && UAbleSettings::IsAsyncEnabled()) { UAblRayCastQueryTaskScratchPad* ScratchPad = Cast<UAblRayCastQueryTaskScratchPad>(Context->GetScratchPadForTask(this)); check(ScratchPad); if (!ScratchPad->AsyncProcessed && ScratchPad->AsyncHandle._Handle != 0) { AActor* SourceActor = m_QueryLocation.GetSourceActor(*Context.Get()); check(SourceActor); UWorld* World = SourceActor->GetWorld(); FTraceDatum Datum; if (World->QueryTraceData(ScratchPad->AsyncHandle, Datum)) { if (m_CopyResultsToContext) { CopyResultsToContext(Datum.OutHits, Context); } if (m_FireEvent) { Context->GetAbility()->OnRaycastEvent(Context.Get(), m_Name, Datum.OutHits); } ScratchPad->AsyncProcessed = true; } } } }
void UAblAbilityTaskDependencyValidator::Validate(const TWeakObjectPtr<UAblAbilityTaskValidatorContext>& Context, const TWeakObjectPtr<const UAblAbilityTask>& Task) const { const TArray<UAblAbilityTask*>& AllTasks = Context->GetAbility()->GetTasks(); for (const UAblAbilityTask* CurrentTask : AllTasks) { HasCircularDependency(Context, CurrentTask, CurrentTask); } }
void UAblAbilityTaskOrderValidator::Validate(const TWeakObjectPtr<UAblAbilityTaskValidatorContext>& Context, const TWeakObjectPtr<const UAblAbilityTask>& Task) const { const float AbilityLength = Context->GetAbility()->GetLength(); const TArray<UAblAbilityTask*>& AllTasks = Context->GetAbility()->GetTasks(); int j = 0; float TimeDifference = 0.0f; for (int i = 0; i < AllTasks.Num() - 1; ++i) { for (j = i + 1; j < AllTasks.Num(); ++j) { TimeDifference = AllTasks[j]->GetStartTime() - AllTasks[i]->GetStartTime(); // The 0.0 check is just there to catch any constants people may be using. if (TimeDifference != 0.0f && TimeDifference < KINDA_SMALL_NUMBER) { Context->AddError(LOCTEXT("AbilityValidatorTasksOutOfOrder", "Tasks aren't in sequential order. Please resave the ability.")); return; // We can early out. } } } }
void UAblAbilityLengthValidator::Validate(const TWeakObjectPtr<UAblAbilityTaskValidatorContext>& Context, const TWeakObjectPtr<const UAblAbilityTask>& Task) const { const float AbilityLength = Context->GetAbility()->GetLength(); const TArray<UAblAbilityTask*>& AllTasks = Context->GetAbility()->GetTasks(); float LastTaskEndTime = 0.0f; for (const UAblAbilityTask* AbilityTask : AllTasks) { if (AbilityTask->GetEndTime() > AbilityLength) { FText WarningMessage = FText::Format(LOCTEXT("AbilityValidatorTaskTooLong", "Task {0} extends past the length of the ability. Is this intended?"), AbilityTask->GetTaskName()); Context->AddWarning(WarningMessage); } LastTaskEndTime = FMath::Max(AbilityTask->GetEndTime(), LastTaskEndTime); } if (AbilityLength - LastTaskEndTime > KINDA_SMALL_NUMBER) { FText WarningMessage = FText::FormatOrdered(LOCTEXT("AbilityValidatorEmptySpace", "There is empty space in the timeline. The last task finishes at {0} but the ability has a length of {1}. Is this intended?"), LastTaskEndTime, AbilityLength); Context->AddWarning(WarningMessage); } }
void UAblSetShaderParameterTask::OnTaskStart(const TWeakObjectPtr<const UAblAbilityContext>& Context) const { Super::OnTaskStart(Context); if (!m_Value) { UE_LOG(LogAble, Warning, TEXT("No Value set for SetShaderParameter in Ability [%s]"), *Context->GetAbility()->GetDisplayName()); return; } // We need to convert our Actors to primitive components. TArray<TWeakObjectPtr<AActor>> TargetArray; GetActorsForTask(Context, TargetArray); TArray<TWeakObjectPtr<UPrimitiveComponent>> PrimitiveComponents; for (TWeakObjectPtr<AActor>& Target : TargetArray) { for (UActorComponent* Component : Target->GetComponentsByClass(UPrimitiveComponent::StaticClass())) { PrimitiveComponents.Add(Cast<UPrimitiveComponent>(Component)); } } UAblSetShaderParameterTaskScratchPad* ScratchPad = Cast<UAblSetShaderParameterTaskScratchPad>(Context->GetScratchPadForTask(this)); check(ScratchPad); ScratchPad->BlendIn = m_BlendIn; ScratchPad->BlendIn.Reset(); ScratchPad->BlendOut = m_BlendOut; ScratchPad->BlendOut.Reset(); UAblSetParameterValue* CachedValue = nullptr; for (TWeakObjectPtr<UPrimitiveComponent>& PrimitiveComponent : PrimitiveComponents) { if (PrimitiveComponent.IsValid()) { for (int32 i = 0; i < PrimitiveComponent->GetNumMaterials(); ++i) { UMaterialInterface* MaterialInterface = PrimitiveComponent->GetMaterial(i); UMaterialInstanceDynamic* DynamicMaterial = Cast<UMaterialInstanceDynamic>(MaterialInterface); // If our material currently isn't dynamic, but we have the parameter we're looking for - instantiate a dynamic version. if (!DynamicMaterial && CheckMaterialHasParameter(MaterialInterface)) { DynamicMaterial = PrimitiveComponent->CreateDynamicMaterialInstance(i, MaterialInterface); } if (DynamicMaterial) { CachedValue = CacheShaderValue(ScratchPad, DynamicMaterial); if (CachedValue) { ScratchPad->DynamicMaterials.Add(DynamicMaterial); ScratchPad->PreviousValues.Add(CachedValue); if (ScratchPad->BlendIn.IsComplete()) { // If there isn't any blend. Just set it here since we won't be ticking. InternalSetShaderValue(DynamicMaterial, m_Value, CachedValue, ScratchPad->BlendIn.GetAlpha()); } } } } } } }
void UAblRayCastQueryTask::OnTaskStart(const TWeakObjectPtr<const UAblAbilityContext>& Context) const { Super::OnTaskStart(Context); AActor* SourceActor = m_QueryLocation.GetSourceActor(*Context.Get()); check(SourceActor); UWorld* World = SourceActor->GetWorld(); FTransform QueryTransform; m_QueryLocation.GetTransform(*Context.Get(), QueryTransform); const FVector RayStart = QueryTransform.GetLocation(); const FVector RayEnd = RayStart + QueryTransform.GetRotation().GetForwardVector() * m_Length; if (m_UseAsyncQuery && UAbleSettings::IsAsyncEnabled()) { UAblRayCastQueryTaskScratchPad* ScratchPad = Cast<UAblRayCastQueryTaskScratchPad>(Context->GetScratchPadForTask(this)); check(ScratchPad); if (m_OnlyReturnBlockingHit) { ScratchPad->AsyncHandle = World->AsyncLineTraceByChannel(EAsyncTraceType::Single, RayStart, RayEnd, m_CollisionChannel); } else { ScratchPad->AsyncHandle = World->AsyncLineTraceByChannel(EAsyncTraceType::Multi, RayStart, RayEnd, m_CollisionChannel); } } else { TArray<FHitResult> HitResults; FHitResult TraceResult; if (m_OnlyReturnBlockingHit) { if (World->LineTraceSingleByChannel(TraceResult, RayStart, RayEnd, m_CollisionChannel)) { HitResults.Add(TraceResult); } } else { World->LineTraceMultiByChannel(HitResults, RayStart, RayEnd, m_CollisionChannel); } #if !(UE_BUILD_SHIPPING) if (IsVerbose()) { PrintVerbose(FString::Printf(TEXT("Raycast found %d results."), HitResults.Num())); } #endif if (HitResults.Num()) { #if !(UE_BUILD_SHIPPING) if (IsVerbose()) { // Quick distance print help to see if we hit ourselves. float DistanceToBlocker = HitResults[HitResults.Num() - 1].Distance; PrintVerbose(FString::Printf(TEXT("Raycast blocking hit distance: %4.2f."), DistanceToBlocker)); } #endif if (m_CopyResultsToContext) { #if !(UE_BUILD_SHIPPING) if (IsVerbose()) { PrintVerbose(FString::Printf(TEXT("Copying %d results into Context."), HitResults.Num())); } #endif CopyResultsToContext(HitResults, Context); } if (m_FireEvent) { #if !(UE_BUILD_SHIPPING) if (IsVerbose()) { PrintVerbose(FString::Printf(TEXT("Firing Raycast Event %s with %d results."), *m_Name.ToString(), HitResults.Num())); } #endif Context->GetAbility()->OnRaycastEvent(Context.Get(), m_Name, HitResults); } } } #if !UE_BUILD_SHIPPING if (FAblAbilityDebug::ShouldDrawQueries()) { FAblAbilityDebug::DrawRaycastQuery(World, QueryTransform, m_Length); } #endif }