예제 #1
1
bool UGameplayTagsManager::AddLeafTagToContainer(FGameplayTagContainer& TagContainer, FGameplayTag& Tag)
{
	// Check tag is not already in container
	if (TagContainer.HasTag(Tag, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::Explicit))
	{
		return true;
	}

	// Check tag is not just a parent of an existing tag in the container
	for (auto It = TagContainer.CreateConstIterator(); It; ++It)
	{
		FGameplayTagContainer ParentTags = RequestGameplayTagParents(*It);
		if (ParentTags.HasTag(Tag, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::Explicit))
		{
			return false;
		}
	}

	// Remove any tags in the container that are a parent to this tag
	FGameplayTagContainer ParentTags = RequestGameplayTagParents(Tag);
	for (auto It = ParentTags.CreateConstIterator(); It; ++It)
	{
		if (TagContainer.HasTag(*It, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::Explicit))
		{
			TagContainer.RemoveTag(*It);
		}
	}

	// Add the tag
	TagContainer.AddTag(Tag);
	return true;
}
예제 #2
0
void SGameplayTagWidget::VerifyAssetTagValidity()
{
	FGameplayTagContainer LibraryTags;

	// Create a set that is the library of all valid tags
	TArray< TSharedPtr<FGameplayTagNode> > NodeStack;

	UGameplayTagsManager& TagsManager = IGameplayTagsModule::Get().GetGameplayTagsManager();
	
	TagsManager.GetFilteredGameplayRootTags(TEXT(""), NodeStack);

	while (NodeStack.Num() > 0)
	{
		TSharedPtr<FGameplayTagNode> CurNode = NodeStack.Pop();
		if (CurNode.IsValid())
		{
			LibraryTags.AddTag(TagsManager.RequestGameplayTag(CurNode->GetCompleteTag()));
			NodeStack.Append(CurNode->GetChildTagNodes());
		}
	}

	// Find and remove any tags on the asset that are no longer in the library
	for (int32 ContainerIdx = 0; ContainerIdx < TagContainers.Num(); ++ContainerIdx)
	{
		UObject* OwnerObj = TagContainers[ContainerIdx].TagContainerOwner.Get();
		FGameplayTagContainer* Container = TagContainers[ContainerIdx].TagContainer;

		if (Container)
		{
			FGameplayTagContainer EditableContainer = *Container;
			FGameplayTagContainer InvalidTags;
			for (auto It = Container->CreateConstIterator(); It; ++It)
			{
				if (!LibraryTags.HasTag(*It, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::Explicit))
				{
					InvalidTags.AddTag(*It);
				}
			}
			if (InvalidTags.Num() > 0)
			{
				FString InvalidTagNames;

				for (auto InvalidIter = InvalidTags.CreateConstIterator(); InvalidIter; ++InvalidIter)
				{
					EditableContainer.RemoveTag(*InvalidIter);
					InvalidTagNames += InvalidIter->ToString() + TEXT("\n");
				}
				SetContainer(Container, &EditableContainer, OwnerObj);

				FFormatNamedArguments Arguments;
				Arguments.Add(TEXT("Objects"), FText::FromString( InvalidTagNames ));
				FText DialogText = FText::Format( LOCTEXT("GameplayTagWidget_InvalidTags", "Invalid Tags that have been removed: \n\n{Objects}"), Arguments );
				OpenMsgDlgInt( EAppMsgType::Ok, DialogText, LOCTEXT("GameplayTagWidget_Warning", "Warning") );
			}
		}
	}
}
예제 #3
0
FGameplayTagContainer UGameplayTagsManager::RequestGameplayTagParents(const FGameplayTag& GameplayTag) const
{
	FGameplayTagContainer TagContainer;
	TagContainer.AddTag(GameplayTag);
	AddParentTags(TagContainer, GameplayTag);
	return TagContainer;
}
예제 #4
0
void SGameplayTagWidget::OnTagUnchecked(TSharedPtr<FGameplayTagNode> NodeUnchecked)
{
	FScopedTransaction Transaction( LOCTEXT("GameplayTagWidget_RemoveTags", "Remove Gameplay Tags"));
	if (NodeUnchecked.IsValid())
	{
		UGameplayTagsManager& TagsManager = IGameplayTagsModule::Get().GetGameplayTagsManager();

		for (int32 ContainerIdx = 0; ContainerIdx < TagContainers.Num(); ++ContainerIdx)
		{
			UObject* OwnerObj = TagContainers[ContainerIdx].TagContainerOwner.Get();
			FGameplayTagContainer* Container = TagContainers[ContainerIdx].TagContainer;
			FGameplayTag Tag = TagsManager.RequestGameplayTag(NodeUnchecked->GetCompleteTag());

			if (Container)
			{
				FGameplayTagContainer EditableContainer = *Container;
				EditableContainer.RemoveTag(Tag);

				TWeakPtr<FGameplayTagNode> ParentNode = NodeUnchecked->GetParentTagNode();
				if (ParentNode.IsValid())
				{
					// Check if there are other siblings before adding parent
					bool bOtherSiblings = false;
					for (auto It = ParentNode.Pin()->GetChildTagNodes().CreateConstIterator(); It; ++It)
					{
						Tag = TagsManager.RequestGameplayTag(It->Get()->GetCompleteTag());
						if (EditableContainer.HasTag(Tag, EGameplayTagMatchType::Explicit, EGameplayTagMatchType::Explicit))
						{
							bOtherSiblings = true;
							break;
						}
					}
					// Add Parent
					if (!bOtherSiblings)
					{
						Tag = TagsManager.RequestGameplayTag(ParentNode.Pin()->GetCompleteTag());
						EditableContainer.AddTag(Tag);
					}
				}

				// Uncheck Children
				for (const auto& ChildNode : NodeUnchecked->GetChildTagNodes())
				{
					UncheckChildren(ChildNode, EditableContainer);
				}

				SetContainer(Container, &EditableContainer, OwnerObj);
			}
			
		}
	}
}
예제 #5
0
void UGameplayTagsManager::AddParentTags(FGameplayTagContainer& TagContainer, const FGameplayTag& GameplayTag) const
{
	const TSharedPtr<FGameplayTagNode>* GameplayTagNode = GameplayTagNodeMap.Find(GameplayTag);
	if (GameplayTagNode)
	{
		TSharedPtr<FGameplayTagNode> Parent = (*GameplayTagNode)->GetParentTagNode().Pin();
		if (Parent.IsValid())
		{
			const FGameplayTag* Tag = GameplayTagNodeMap.FindKey(Parent);
			if (Tag)
			{
				TagContainer.AddTag(*Tag);
				AddParentTags(TagContainer, *Tag);
			}
		}
	}
}
void UK2Node_GameplayCueEvent::GetMenuEntries(FGraphContextMenuBuilder& Context) const
{
	Super::GetMenuEntries(Context);

	if (!IsCompatibleWithGraph(Context.CurrentGraph))
	{
		return;
	}

	const FString FunctionCategory(TEXT("GameplayCue Event"));

	IGameplayTagsModule& GameplayTagsModule = IGameplayTagsModule::Get();
	FGameplayTag RootTag = GameplayTagsModule.GetGameplayTagsManager().RequestGameplayTag(FName(TEXT("GameplayCue")));

	FGameplayTagContainer CueTags = GameplayTagsModule.GetGameplayTagsManager().RequestGameplayTagChildren(RootTag);
	// Add a root GameplayCue function as a default
	CueTags.AddTag(RootTag);

	// Fixme: need to check if this function is already defined so that it can be reimplemented
	//	-Checking MyBlueprint->GeneratedClass isn't enough since they may have added an event and not recompiled
	//	-FEdGraphSchemaAction_K2AddCustomEvent does not check names/always ensures a valid name
	//	-FEdGraphSchemaAction_K2AddEvent does check and recenters - but it looks at EventSignatureName/EventSignatureClass for equality and that
	//		won't work here.
	//	
	//	Probably need a new EdGraphSchemaAction to do this properly. For now this is ok since they will get a compile error if they do drop in
	//	two of the same GameplayCue even Nodes and it should be pretty clear that they can't do that.

	for (auto It = CueTags.CreateConstIterator(); It; ++It)
	{
		FGameplayTag Tag = *It;
		UK2Node_GameplayCueEvent* NodeTemplate = Context.CreateTemplateNode<UK2Node_GameplayCueEvent>();

		NodeTemplate->CustomFunctionName = Tag.GetTagName();

		const FString Category = FunctionCategory;
		const FText MenuDesc = NodeTemplate->GetNodeTitle(ENodeTitleType::ListView);
		const FString Tooltip = NodeTemplate->GetTooltipText().ToString();
		const FString Keywords = NodeTemplate->GetKeywords();

		TSharedPtr<FEdGraphSchemaAction_K2NewNode> NodeAction = FK2ActionMenuBuilder::AddNewNodeAction(Context, Category, MenuDesc, Tooltip, 0, Keywords);
		NodeAction->NodeTemplate = NodeTemplate;
	}	
}
예제 #7
0
void SGameplayTagWidget::OnTagChecked(TSharedPtr<FGameplayTagNode> NodeChecked)
{
	FScopedTransaction Transaction( LOCTEXT("GameplayTagWidget_AddTags", "Add Gameplay Tags") );

	UGameplayTagsManager& TagsManager = IGameplayTagsModule::Get().GetGameplayTagsManager();

	for (int32 ContainerIdx = 0; ContainerIdx < TagContainers.Num(); ++ContainerIdx)
	{
		TWeakPtr<FGameplayTagNode> CurNode(NodeChecked);
		UObject* OwnerObj = TagContainers[ContainerIdx].TagContainerOwner.Get();
		FGameplayTagContainer* Container = TagContainers[ContainerIdx].TagContainer;

		if (Container)
		{
			FGameplayTagContainer EditableContainer = *Container;

			bool bRemoveParents = false;

			while (CurNode.IsValid())
			{
				FGameplayTag Tag = TagsManager.RequestGameplayTag(CurNode.Pin()->GetCompleteTag());

				if (bRemoveParents == false)
				{
					bRemoveParents = true;
					if (bMultiSelect == false)
					{
						EditableContainer.RemoveAllTags();
					}
					EditableContainer.AddTag(Tag);
				}
				else
				{
					EditableContainer.RemoveTag(Tag);
				}

				CurNode = CurNode.Pin()->GetParentTagNode();
			}
			SetContainer(Container, &EditableContainer, OwnerObj);
		}
	}
}
예제 #8
0
void FGameplayTagCustomization::OnPropertyValueChanged()
{
	TagName = TEXT("");
	if (StructPropertyHandle.IsValid() && EditableContainers.Num() > 0)
	{
		TArray<void*> RawStructData;
		StructPropertyHandle->AccessRawData(RawStructData);
		if (RawStructData.Num() > 0)
		{
			FGameplayTag* Tag = (FGameplayTag*)(RawStructData[0]);
			FGameplayTagContainer* Container = EditableContainers[0].TagContainer;			
			if (Tag && Container)
			{
				Container->RemoveAllTags();
				Container->AddTag(*Tag);
				TagName = Tag->ToString();
			}			
		}
	}
}
FGameplayTagContainer FGameplayTagContainer::Filter(const FGameplayTagContainer& OtherContainer, TEnumAsByte<EGameplayTagMatchType::Type> TagMatchType, TEnumAsByte<EGameplayTagMatchType::Type> OtherTagMatchType) const
{
	SCOPE_CYCLE_COUNTER(STAT_FGameplayTagContainer_Filter);

	FGameplayTagContainer ResultContainer;
	UGameplayTagsManager& TagManager = IGameplayTagsModule::GetGameplayTagsManager();

	
	for (TArray<FGameplayTag>::TConstIterator OtherIt(OtherContainer.GameplayTags); OtherIt; ++OtherIt)
	{
		for (TArray<FGameplayTag>::TConstIterator It(this->GameplayTags); It; ++It)
		{
			if (TagManager.GameplayTagsMatch(*It, TagMatchType, *OtherIt, OtherTagMatchType) == true)
			{
				ResultContainer.AddTag(*It);
			}
		}
	}

	return ResultContainer;
}
void FQueryEvaluator::ReadEditableQueryTags(UEditableGameplayTagQueryExpression* EditableQueryExpr)
{
	// find the tag container to read into
	FGameplayTagContainer* Tags = nullptr;
	if (EditableQueryExpr->IsA(UEditableGameplayTagQueryExpression_AnyTagsMatch::StaticClass()))
	{
		Tags = &((UEditableGameplayTagQueryExpression_AnyTagsMatch*)EditableQueryExpr)->Tags;
	}
	else if (EditableQueryExpr->IsA(UEditableGameplayTagQueryExpression_AllTagsMatch::StaticClass()))
	{
		Tags = &((UEditableGameplayTagQueryExpression_AllTagsMatch*)EditableQueryExpr)->Tags;
	}
	else if (EditableQueryExpr->IsA(UEditableGameplayTagQueryExpression_NoTagsMatch::StaticClass()))
	{
		Tags = &((UEditableGameplayTagQueryExpression_NoTagsMatch*)EditableQueryExpr)->Tags;
	}
	ensure(Tags);

	if (Tags)
	{
		// parse tag set
		int32 const NumTags = GetToken();
		if (bReadError)
		{
			return;
		}

		for (int32 Idx = 0; Idx < NumTags; ++Idx)
		{
			int32 const TagIdx = GetToken();
			if (bReadError)
			{
				return;
			}

			FGameplayTag const Tag = Query.GetTagFromIndex(TagIdx);
			Tags->AddTag(Tag);
		}
	}
}
void UK2Node_GameplayCueEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
	// actions get registered under specific object-keys; the idea is that 
	// actions might have to be updated (or deleted) if their object-key is  
	// mutated (or removed)... here we use the node's class (so if the node 
	// type disappears, then the action should go with it)
	UClass* ActionKey = GetClass();
	// to keep from needlessly instantiating a UBlueprintNodeSpawner, first   
	// check to make sure that the registrar is looking for actions of this type
	// (could be regenerating actions for a specific asset, and therefore the 
	// registrar would only accept actions corresponding to that asset)
	if (!ActionRegistrar.IsOpenForRegistration(ActionKey))
	{
		return;
	}

	auto CustomizeCueNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName TagName)
	{
		UK2Node_GameplayCueEvent* EventNode = CastChecked<UK2Node_GameplayCueEvent>(NewNode);
		EventNode->CustomFunctionName = TagName;
	};
	
	IGameplayTagsModule& GameplayTagsModule = IGameplayTagsModule::Get();
	FGameplayTag RootTag = GameplayTagsModule.GetGameplayTagsManager().RequestGameplayTag(FName(TEXT("GameplayCue")));
	
	
	FGameplayTagContainer CueTags = GameplayTagsModule.GetGameplayTagsManager().RequestGameplayTagChildren(RootTag);
	// Add a root GameplayCue function as a default
	CueTags.AddTag(RootTag);
	for (auto TagIt = CueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		UBlueprintNodeSpawner::FCustomizeNodeDelegate PostSpawnDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeCueNodeLambda, TagIt->GetTagName());
		
		UBlueprintNodeSpawner* NodeSpawner = UBlueprintEventNodeSpawner::Create(GetClass(), TagIt->GetTagName());
		check(NodeSpawner != nullptr);
		NodeSpawner->CustomizeNodeDelegate = PostSpawnDelegate;
		
		ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
	}
}
예제 #12
0
void UGameplayTagsManager::AddChildrenTags(FGameplayTagContainer& TagContainer, const FGameplayTag& GameplayTag, bool RecurseAll) const
{
	const TSharedPtr<FGameplayTagNode>* GameplayTagNode = GameplayTagNodeMap.Find(GameplayTag);
	if (GameplayTagNode)
	{
		TArray< TSharedPtr<FGameplayTagNode> >& ChildrenNodes = (*GameplayTagNode)->GetChildTagNodes();
		for (TSharedPtr<FGameplayTagNode> ChildNode : ChildrenNodes)
		{
			if (ChildNode.IsValid())
			{
				const FGameplayTag* Tag = GameplayTagNodeMap.FindKey(ChildNode);
				if (Tag)
				{
					TagContainer.AddTag(*Tag);
					if (RecurseAll)
					{
						AddChildrenTags(TagContainer, *Tag, true);
					}
				}
			}

		}
	}
}