diff --git a/LyraStarterGame/Build/EditorPerfStats.csv b/LyraStarterGame/Build/EditorPerfStats.csv new file mode 100644 index 0000000000000000000000000000000000000000..c09646b0da25efcd5486cf32cecd6bf91f09624c --- /dev/null +++ b/LyraStarterGame/Build/EditorPerfStats.csv @@ -0,0 +1,7 @@ +Name,Statistic,TelemetryContext,TelemetryDataPoint,TelemetryUnit,BaselineWarningThreshold,BaselineErrorThreshold, +Generated Scope for LoadAsset - /Game/System/DefaultEditorMap/L_DefaultEditorOverview,TotalDurationSeconds,Events,Load L_DefaultEditorOverview,Seconds,10%,, +Generated Scope for PIE - /Game/System/DefaultEditorMap/L_DefaultEditorOverview,TotalDurationSeconds,Events,PIE L_DefaultEditorOverview,Seconds,10%,, +Generated Scope for LoadAsset - /Game/System/FrontEnd/Maps/L_LyraFrontEnd,TotalDurationSeconds,Events,Load L_LyraFrontEnd,Seconds,10%,, +Generated Scope for PIE - /Game/System/FrontEnd/Maps/L_LyraFrontEnd,TotalDurationSeconds,Events,PIE L_LyraFrontEnd,Seconds,10%,, +Generated Scope for LoadAsset - /ShooterMaps/Maps/L_Expanse,TotalDurationSeconds,Events,Load L_Expanse,Seconds,10%,, +Generated Scope for PIE - /ShooterMaps/Maps/L_Expanse,TotalDurationSeconds,Events,PIE L_Expanse,Seconds,10%,, \ No newline at end of file diff --git a/LyraStarterGame/Build/GauntletSettings.xml b/LyraStarterGame/Build/GauntletSettings.xml new file mode 100644 index 0000000000000000000000000000000000000000..52623947a1344d53bb24239739eb132153a1b893 --- /dev/null +++ b/LyraStarterGame/Build/GauntletSettings.xml @@ -0,0 +1,14 @@ + + + + \ No newline at end of file diff --git a/LyraStarterGame/Build/LyraBuild.xml b/LyraStarterGame/Build/LyraBuild.xml new file mode 100644 index 0000000000000000000000000000000000000000..25fcc8d9f726a6b255e43e8c1bc16547e98515fa --- /dev/null +++ b/LyraStarterGame/Build/LyraBuild.xml @@ -0,0 +1,98 @@ + + + + + diff --git a/LyraStarterGame/Build/LyraTests.xml b/LyraStarterGame/Build/LyraTests.xml new file mode 100644 index 0000000000000000000000000000000000000000..36cc3b169c10c985b5626d3a13a3ec783a0752f9 --- /dev/null +++ b/LyraStarterGame/Build/LyraTests.xml @@ -0,0 +1,333 @@ + + + + + + + + + + + + diff --git a/LyraStarterGame/Build/UnrealGameSync.ini b/LyraStarterGame/Build/UnrealGameSync.ini new file mode 100644 index 0000000000000000000000000000000000000000..4404b219fa9bd6d6847bd15b947f7b110dd76dc5 --- /dev/null +++ b/LyraStarterGame/Build/UnrealGameSync.ini @@ -0,0 +1,5 @@ +[Default] + +;[//UE5/Main/Samples/Games/Lyra/Lyra.uproject] +;Message=:alert: You can put a message here, including [hyperlinks to docs](http://example.com) +;StatusPanelColor=#9b49cc diff --git a/LyraStarterGame/Config/DefaultDeviceProfiles.ini b/LyraStarterGame/Config/DefaultDeviceProfiles.ini new file mode 100644 index 0000000000000000000000000000000000000000..9439d648fca5a1e8be986761cb3a283dc183230b --- /dev/null +++ b/LyraStarterGame/Config/DefaultDeviceProfiles.ini @@ -0,0 +1,571 @@ +[DeviceProfiles] +; Add a new mobile type as a base for IOS and Android and several performance buckets ++DeviceProfileNameAndTypes=Mobile,Mobile ++DeviceProfileNameAndTypes=IOS_Low,IOS ++DeviceProfileNameAndTypes=IOS_Mid,IOS ++DeviceProfileNameAndTypes=IOS_High,IOS ++DeviceProfileNameAndTypes=IOS_Epic,IOS + +[GlobalDefaults DeviceProfile] +; This section overrides the default texture groups, in this case it defines the UI With Mips category named in DefaultEngine.ini +; Any changes here are inherited by any device profiles that do not override this lod group ++TextureLODGroups=(Group=TEXTUREGROUP_Project01,MinLODSize=32,MaxLODSize=2048,LODBias=0,MipFilter=point,MipGenSettings=TMGS_SimpleAverage) + + +; Default settings for all mobile devices + +[Mobile DeviceProfile] +DeviceType=Mobile +BaseProfileName= ++TextureLODGroups=(Group=TEXTUREGROUP_World,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_Character,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_Weapon,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=1,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) ++TextureLODGroups=(Group=TEXTUREGROUP_Project01,LODBias=0,LODBias_Smaller=-1,LODBias_Smallest=-1,NumStreamedMips=-1,MipGenSettings=TMGS_SimpleAverage,MinLODSize=32,MaxLODSize=1024,MaxLODSize_Smaller=-1,MaxLODSize_Smallest=-1,MaxLODSize_VT=0,OptionalLODBias=0,OptionalMaxLODSize=4096,MinMagFilter="Aniso",MipFilter="point",MipLoadOptions=AllMips,HighPriorityLoad=False,DuplicateNonOptionalMips=False,Downscale=1.000000,DownscaleOptions=SimpleAverage,VirtualTextureTileCountBias=0,VirtualTextureTileSizeBias=0,LossyCompressionAmount=TLCA_Default) + +; Settings for GPU particles ++CVars=FX.AllowGPUParticles=1 +; Max 256k partices ++CVars=fx.GPUSimulationTextureSizeX=512 ++CVars=fx.GPUSimulationTextureSizeY=512 + +; Scalability Groups ++CVars=sg.ViewDistanceQuality=0 ++CVars=sg.AntiAliasingQuality=0 ++CVars=sg.ShadowQuality=0 ++CVars=sg.PostProcessQuality=0 ++CVars=sg.TextureQuality=0 ++CVars=sg.EffectsQuality=0 ++CVars=sg.FoliageQuality=0 +; Dump shaders for non-active material qualities on load ++CVars=r.DiscardUnusedQuality=1 +; Settings we want disabled globally / not set by scalability ++CVars=r.DetailMode=0 +; Cook out emitters that don't match the device's detail mode ++CVars=fx.PruneEmittersOnCookByDetailMode=1 ++CVars=r.CookOutUnusedDetailModeComponents=1 + +; Default all devices to 30fps vsync ++CVars=r.VSync=1 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=30 + +; Animation - Frame Stripping on mobile to save memory ++CVars=a.StripFramesOnCompression=1 ++CVars=a.StripOddFramesWhenFrameStripping=1 ++CVars=r.RenderTargetPoolMin=150 +; Allow time-critical textures to be streamed in quickly on platforms with long streaming update cycle ++CVars=r.Streaming.AllowFastForceResident=1 ++CVars=r.Streaming.PoolSizeForMeshes=25 +; Do not use Slate background blur on mobile ++CVars=Slate.ForceBackgroundBlurLowQualityOverride=1 +; Use default setting (1) on mobile, engine will add additional buffering when required ++CVars=r.NumBufferedOcclusionQueries=1 + +[IOS DeviceProfile] +DeviceType=IOS +BaseProfileName=Mobile + +; Dynamic res/temporal upsampling for 30FPS, 900p output res ++CVars=r.DynamicRes.TargetedGPUHeadRoomPercentage=5.0 ++CVars=r.DynamicRes.MinScreenPercentage=50 ++CVars=r.DynamicRes.OperationMode=1 ++CVars=r.SecondaryScreenPercentage.GameViewport=83.33 + +; ------------------------------------------------------------------------------ +; iOS: Scalability buckets for low/med/high +; ------------------------------------------------------------------------------ + +[IOS_Low DeviceProfile] +BaseProfileName=IOS ++CVars=sg.ViewDistanceQuality=0 ++CVars=sg.AntiAliasingQuality=0 ++CVars=sg.ShadowQuality=0 ++CVars=sg.PostProcessQuality=0 ++CVars=sg.TextureQuality=0 ++CVars=sg.EffectsQuality=0 ++CVars=sg.FoliageQuality=0 ++CVars=r.RenderTargetPoolMin=75 ++CVars=r.NumBufferedOcclusionQueries=2 ++CVars=s.PriorityAsyncLoadingExtraTime=15.0 + +[IOS_Mid DeviceProfile] +BaseProfileName=IOS ++CVars=sg.ViewDistanceQuality=1 ++CVars=sg.AntiAliasingQuality=1 ++CVars=sg.ShadowQuality=1 ++CVars=sg.PostProcessQuality=1 ++CVars=sg.TextureQuality=1 ++CVars=sg.EffectsQuality=1 ++CVars=sg.FoliageQuality=1 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=100 + ++CVars=r.MobileContentScaleFactor=1.5 ++CVars=r.Streaming.PoolSize=85 ++CVars=grass.densityScale=0 ++CVars=grass.DiscardDataOnLoad=1 ++CVars=foliage.densityScale=0 ++CVars=foliage.DiscardDataOnLoad=1 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1 + +; Anim dynamics is enabled, but only on LOD0 ++CVars=p.AnimDynamics=1 ++CVars=p.AnimDynamicsLODThreshold=0 +; Rigid body is actually enabled in IOS_Mid ++CVars=p.RigidBodyLODThreshold=0 + +[IOS_High DeviceProfile] +BaseProfileName=IOS ++CVars=sg.ViewDistanceQuality=2 ++CVars=sg.AntiAliasingQuality=2 ++CVars=sg.ShadowQuality=2 ++CVars=sg.PostProcessQuality=2 ++CVars=sg.TextureQuality=2 ++CVars=sg.EffectsQuality=2 ++CVars=sg.FoliageQuality=2 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=150 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1 ++CVars=p.RigidBodyNode=1 +; TAA ++CVars=r.Mobile.AntiAliasing=2 + +[IOS_Epic DeviceProfile] +BaseProfileName=IOS ++CVars=sg.ViewDistanceQuality=3 ++CVars=sg.AntiAliasingQuality=3 ++CVars=sg.ShadowQuality=3 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.TextureQuality=3 ++CVars=sg.EffectsQuality=3 ++CVars=sg.FoliageQuality=3 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=200 ++CVars=p.RigidBodyNode=1 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:2 +; TAA ++CVars=r.Mobile.AntiAliasing=2 + +; ------------------------------------------------------------------------------ +; iOS: Low spec devices +; ------------------------------------------------------------------------------ + +[iPhone6S DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.5 ++CVars=sg.ResolutionQuality=70 + +[iPhone6SPlus DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.28 + +[iPhoneSE DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.5 + +[iPad5 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=sg.ResolutionQuality=85 + +[iPadAir2 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=sg.ResolutionQuality=75 + +[iPadMini4 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.0 + +[AppleTV DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=ios.PhysicalScreenDensity=0 + +; ------------------------------------------------------------------------------ +; iOS: Mid spec devices +; ------------------------------------------------------------------------------ + +[iPodTouch7 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.6 + +[iPhone7 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.6 + +[iPhone7Plus DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.5 + +[iPadPro129 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.0 + +[iPadPro97 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.25 + +[iPad6 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.0 + +[AppleTV4K DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.0 ++CVars=ios.PhysicalScreenDensity=0 + + +; ------------------------------------------------------------------------------ +; iOS: High spec devices +; ------------------------------------------------------------------------------ + +[iPhone8 DeviceProfile] +BaseProfileName=IOS_Low ++CVars=r.MobileContentScaleFactor=1.6 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:0 + +[iPhone8Plus DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.956 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1 + +[iPadPro2_129 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.23 + +[iPadPro105 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.3 + +[iPhoneX DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=60:75 + +[iPad7 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.23 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPad8 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.23 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPad9 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.23 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +; ------------------------------------------------------------------------------ +; iOS: Epic spec devices +; ------------------------------------------------------------------------------ + +[iPadPro11 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadPro2_11 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadPro3_11 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadPro3_129 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=1.75 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadPro4_129 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=1.75 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=120 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=120:1 ++CVars=Lyra.DeviceProfile.Mobile.ResolutionQualityLimits=120:50 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPhoneXS DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhoneXSMax DeviceProfile] +BaseProfileName=IOS_High +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhoneXR DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone11Pro DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone11ProMax DeviceProfile] +BaseProfileName=IOS_High +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone11 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone12 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone12Pro DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone12ProMax DeviceProfile] +BaseProfileName=IOS_High +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone12Mini DeviceProfile] +BaseProfileName=IOS_High +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone13 DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone13Pro DeviceProfile] +BaseProfileName=IOS_Epic ++CVars=r.MobileContentScaleFactor=1.775 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone13ProMax DeviceProfile] +BaseProfileName=IOS_Epic +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhone13Mini DeviceProfile] +BaseProfileName=IOS_Epic +; scale to have the same backbuffer resolution as XS. ++CVars=r.MobileContentScaleFactor=1.6 +; non-notch side ++CVars=SafeZone.Landscape.Left=15 ++CVars=SafeZone.Landscape.Top=5 +; notch side ++CVars=SafeZone.Landscape.Right=26 ++CVars=SafeZone.Landscape.Bottom=15 + +[iPhoneSE2 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=1.775 + +[iPadAir3 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadAir4 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadMini5 DeviceProfile] +BaseProfileName=IOS_Mid ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +[iPadMini6 DeviceProfile] +BaseProfileName=IOS_High ++CVars=r.MobileContentScaleFactor=2.0 ++CVars=Lyra.DeviceProfile.Mobile.DefaultFrameRate=60 + +; TODO: Fill in Android device profiles + +[Android DeviceProfile] +DeviceType=Android +BaseProfileName=Mobile + +[Android_Low DeviceProfile] +BaseProfileName=Android ++CVars=sg.ViewDistanceQuality=0 ++CVars=sg.AntiAliasingQuality=0 ++CVars=sg.ShadowQuality=0 ++CVars=sg.PostProcessQuality=0 ++CVars=sg.TextureQuality=0 ++CVars=sg.EffectsQuality=0 ++CVars=sg.FoliageQuality=0 ++CVars=r.RenderTargetPoolMin=75 ++CVars=r.NumBufferedOcclusionQueries=2 ++CVars=s.PriorityAsyncLoadingExtraTime=15.0 + +[Android_Mid DeviceProfile] +BaseProfileName=Android ++CVars=sg.ViewDistanceQuality=1 ++CVars=sg.AntiAliasingQuality=1 ++CVars=sg.ShadowQuality=1 ++CVars=sg.PostProcessQuality=1 ++CVars=sg.TextureQuality=1 ++CVars=sg.EffectsQuality=1 ++CVars=sg.FoliageQuality=1 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=100 + ++CVars=r.MobileContentScaleFactor=1.5 ++CVars=r.Streaming.PoolSize=85 ++CVars=grass.densityScale=0 ++CVars=grass.DiscardDataOnLoad=1 ++CVars=foliage.densityScale=0 ++CVars=foliage.DiscardDataOnLoad=1 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1 + +; Anim dynamics is enabled, but only on LOD0 ++CVars=p.AnimDynamics=1 ++CVars=p.AnimDynamicsLODThreshold=0 +; Rigid body is actually enabled in IOS_Mid ++CVars=p.RigidBodyLODThreshold=0 + +[Android_High DeviceProfile] +BaseProfileName=Android ++CVars=sg.ViewDistanceQuality=2 ++CVars=sg.AntiAliasingQuality=2 ++CVars=sg.ShadowQuality=2 ++CVars=sg.PostProcessQuality=2 ++CVars=sg.TextureQuality=2 ++CVars=sg.EffectsQuality=2 ++CVars=sg.FoliageQuality=2 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=150 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:1 +; TAA ++CVars=r.Mobile.AntiAliasing=2 + +[Android_Epic DeviceProfile] +BaseProfileName=Android ++CVars=sg.ViewDistanceQuality=3 ++CVars=sg.AntiAliasingQuality=3 ++CVars=sg.ShadowQuality=3 ++CVars=sg.PostProcessQuality=3 ++CVars=sg.TextureQuality=3 ++CVars=sg.EffectsQuality=3 ++CVars=sg.FoliageQuality=3 ++CVars=sg.ShadowQuality.Frontend=0 ++CVars=r.RenderTargetPoolMin=200 ++CVars=p.RigidBodyNode=1 ++CVars=Lyra.DeviceProfile.Mobile.MaxFrameRate=60 ++CVars=Lyra.DeviceProfile.Mobile.OverallQualityLimits=60:2 ++CVars=r.Android.DisableVulkanSupport=0 +; TAA ++CVars=r.Mobile.AntiAliasing=2 diff --git a/LyraStarterGame/Config/DefaultEditor.ini b/LyraStarterGame/Config/DefaultEditor.ini new file mode 100644 index 0000000000000000000000000000000000000000..7a3fc8f75f6651b42b2402d89541220b41b9e7ae --- /dev/null +++ b/LyraStarterGame/Config/DefaultEditor.ini @@ -0,0 +1,91 @@ + +; This sets the default classes that appear in the new blueprint dialogue + +[/Script/UnrealEd.UnrealEdOptions] +!NewAssetDefaultClasses=ClearArray ++NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraCharacter", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraGameMode", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/LyraGame.LyraGameplayAbility", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayEffect", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_Burst", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_BurstLatent", AssetClass="/Script/Engine.Blueprint") ++NewAssetDefaultClasses=(ClassName="/Script/GameplayAbilities.GameplayCueNotify_Looping", AssetClass="/Script/Engine.Blueprint") + +; Clears out the list of UI folders to always cook, which is a backward compatibility feature + +[UI] +!ContentDirectories=ClearArray + +[/Script/CommonUI.CommonUIEditorSettings] +TemplateTextStyle=/Game/UI/Foundation/Text/TextStyle-Regular.TextStyle-Regular_C +TemplateButtonStyle=/Game/UI/Foundation/Buttons/ButtonStyle-Primary-M.ButtonStyle-Primary-M_C + +; These settings hide some of the engine default widgets so the common UI ones are chosen instead + +[/Script/UMGEditor.UMGEditorProjectSettings] +DefaultCompilerOptions=(bAllowBlueprintTick=True,bAllowBlueprintPaint=True,PropertyBindingRule=Prevent,Rules=) +bShowWidgetsFromEngineContent=False +bShowWidgetsFromDeveloperContent=True ++WidgetClassesToHide=/Script/UMG.WidgetSwitcher ++WidgetClassesToHide=/Script/UMG.TextBlock +bUseWidgetTemplateSelector=False +DefaultRootWidget=None ++DebugResolutions=(Width=3840,Height=2160,Description="",Color=(R=0.745404,G=0.904661,B=1.000000,A=1.000000)) ++DebugResolutions=(Width=3440,Height=1440,Description="",Color=(R=0.439657,G=0.783538,B=0.982251,A=1.000000)) ++DebugResolutions=(Width=2560,Height=1440,Description="",Color=(R=0.208637,G=0.644480,B=0.973445,A=1.000000)) ++DebugResolutions=(Width=1440,Height=2560,Description="",Color=(R=0.215861,G=0.651406,B=0.973445,A=1.000000)) ++DebugResolutions=(Width=2560,Height=1080,Description="",Color=(R=0.064803,G=0.539479,B=0.955973,A=1.000000)) ++DebugResolutions=(Width=2048,Height=1536,Description="",Color=(R=0.009134,G=0.462077,B=0.947307,A=1.000000)) ++DebugResolutions=(Width=1536,Height=2048,Description="",Color=(R=0.009134,G=0.462077,B=0.947307,A=1.000000)) ++DebugResolutions=(Width=1920,Height=1080,Description="",Color=(R=0.000000,G=0.386429,B=0.930111,A=1.000000)) ++DebugResolutions=(Width=1080,Height=1920,Description="",Color=(R=0.000000,G=0.386429,B=0.930111,A=1.000000)) ++DebugResolutions=(Width=1280,Height=720,Description="",Color=(R=0.000000,G=0.318547,B=0.806952,A=1.000000)) ++DebugResolutions=(Width=720,Height=1280,Description="",Color=(R=0.000000,G=0.318547,B=0.806952,A=1.000000)) ++DebugResolutions=(Width=1136,Height=640,Description="",Color=(R=0.000000,G=0.238398,B=0.658375,A=1.000000)) ++DebugResolutions=(Width=640,Height=1136,Description="",Color=(R=0.000000,G=0.238398,B=0.658375,A=1.000000)) + 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++EngineTargetsSettings=(Name="Keywords",Guid=AE89AECB47475F420D0D69A5547515DC,TargetDependencies=(33482D004789784C9DA695A682ACCA1B,AC8BFD2A41A2FB2893BB8EA0AF903E6D),AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=False,SearchDirectories=,ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=True,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=True,IncludePathWildcards=((Pattern="Source/Editor/*"),(Pattern="Source/Runtime/*"),(Pattern="Source/Developer/*")),ExcludePathWildcards=((Pattern="Source/Developer/NoRedist/CommunityPortalServices/*")),KeySpecifications=((MetaDataKey=(Name="Keywords"),TextNamespace="UObjectKeywords",TextKeyPattern=(Pattern="{FieldPath}"))),ShouldGatherFromEditorOnlyData=True),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="es"),(CultureName="ja"),(CultureName="ko"),(CultureName="pt-BR"),(CultureName="zh-Hans"))) ++EngineTargetsSettings=(Name="Category",Guid=14B8DEE642A6A7AFEB5A28B959EC373A,TargetDependencies=,AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=False,SearchDirectories=,ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=False,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=True,IncludePathWildcards=((Pattern="Source/Editor/*"),(Pattern="Source/Runtime/*"),(Pattern="Source/Developer/*")),ExcludePathWildcards=((Pattern="Source/Developer/NoRedist/CommunityPortalServices/*")),KeySpecifications=((MetaDataKey=(Name="Category"),TextNamespace="UObjectCategory",TextKeyPattern=(Pattern="{FieldPath}"))),ShouldGatherFromEditorOnlyData=True),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="es"),(CultureName="ja"),(CultureName="ko"),(CultureName="pt-BR"),(CultureName="zh-Hans"))) +-GameTargetsSettings=(Name="Game",Guid=AE0EA34A45461A25BA65A391026F19F8,TargetDependencies=(33482D004789784C9DA695A682ACCA1B,AC8BFD2A41A2FB2893BB8EA0AF903E6D),AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=False,SearchDirectories=,ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini"))),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,FileExtensions=((Pattern="umap"),(Pattern="uasset")),ShouldGatherFromEditorOnlyData=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=False),NativeCultureIndex=-1,SupportedCulturesStatistics=((CultureName="en"))) ++GameTargetsSettings=(Name="Game",Guid=AE0EA34A45461A25BA65A391026F19F8,TargetDependencies=(33482D004789784C9DA695A682ACCA1B,AC8BFD2A41A2FB2893BB8EA0AF903E6D),AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=True,SearchDirectories=((Path="Source"),(Path="Config"),(Path="Plugins"),(PathRoot=Engine,Path="Source/Runtime/InputCore")),ExcludePathWildcards=((Pattern="Config/NoRedist/*"),(Pattern="Source/LyraEditor/*"),(Pattern="Plugins/PlayInEditorWizard/*"),(Pattern="Plugins/LyraExtTool/*")),FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=True,IncludePathWildcards=((Pattern="Content/*"),(PathRoot=Project,Pattern="Plugins/GameFeatures/*")),ExcludePathWildcards=((Pattern="Content/Developers/*"),(Pattern="Content/*Test*"),(Pattern="Content/L10N/*"),(Pattern="Content/Tools/*")),FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=("Audit_InCook"),ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=False,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=False),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=True,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="ar"),(CultureName="fr"),(CultureName="zh-Hans"),(CultureName="de"),(CultureName="it"),(CultureName="ja"),(CultureName="ko"),(CultureName="pt-BR"),(CultureName="pl"),(CultureName="ru"),(CultureName="es-419"),(CultureName="es"),(CultureName="tr"))) ++GameTargetsSettings=(Name="EngineOverrides",Guid=5C65B52E4F69C2CF62360A9D4F62BC6E,TargetDependencies=,AdditionalManifestDependencies=,RequiredModuleNames=,GatherFromTextFiles=(IsEnabled=True,SearchDirectories=((PathRoot=Engine,Path="Source/Runtime/RHI"),(PathRoot=Engine,Path="Source/Runtime/InputCore"),(PathRoot=Engine,Path="Source/Runtime/Online/BuildPatchServices/Private"),(PathRoot=Engine,Path="Source/Runtime/Core/Private/GenericPlatform")),ExcludePathWildcards=,FileExtensions=((Pattern="h"),(Pattern="cpp"),(Pattern="ini")),ShouldGatherFromEditorOnlyData=False),GatherFromPackages=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=((Pattern="Content/L10N/*")),FileExtensions=((Pattern="umap"),(Pattern="uasset")),Collections=,ExcludeClasses=,ShouldExcludeDerivedClasses=False,ShouldGatherFromEditorOnlyData=False,SkipGatherCache=False),GatherFromMetaData=(IsEnabled=False,IncludePathWildcards=,ExcludePathWildcards=,KeySpecifications=,ShouldGatherFromEditorOnlyData=False),ExportSettings=(CollapseMode=IdenticalTextIdAndSource,POFormat=Unreal,ShouldPersistCommentsOnExport=False,ShouldAddSourceLocationsAsComments=True),CompileSettings=(SkipSourceCheck=False,ValidateFormatPatterns=True,ValidateSafeWhitespace=False),ImportDialogueSettings=(RawAudioPath=(Path=""),ImportedDialogueFolder="ImportedDialogue",bImportNativeAsSource=False),NativeCultureIndex=0,SupportedCulturesStatistics=((CultureName="en"),(CultureName="ar"),(CultureName="zh-Hans"),(CultureName="fr"),(CultureName="de"),(CultureName="it"),(CultureName="ja"),(CultureName="ko"),(CultureName="pl"),(CultureName="tr"),(CultureName="ru"),(CultureName="es"),(CultureName="es-419"),(CultureName="pt-BR"))) + +[/Script/SourceControl.SourceControlPreferences] ++CollectionChangelistTags=#jira none +SpecificCollectionChangelistTags=(("Audit_InCook", "#robomerge[all] #ignore")) + +[/Script/UnrealEd.EditorProjectAppearanceSettings] +ShowSearchableNames=ShowByDefault + +[/Script/GameFeaturesEditor.GameFeaturesEditorSettings] +-PluginTemplates=(Path=(Path="../../Plugins/Runtime/GameFeatures/Templates/GameFeaturePluginContentOnly"),Label=NSLOCTEXT("[/Script/GameFeaturesEditor]", "E17DB7E94A2C0F5968A52E89959864C0", "Game Feature (Content Only)"),Description=NSLOCTEXT("[/Script/GameFeaturesEditor]", "CB5136B64AFAFBA5EDEA078FCAC7BCC9", "Create a new Game Feature Plugin."),DefaultGameFeatureDataClass=None,DefaultGameFeatureDataName="") +-PluginTemplates=(Path=(Path="../../Plugins/Runtime/GameFeatures/Templates/GameFeaturePluginWithCode"),Label=NSLOCTEXT("[/Script/GameFeaturesEditor]", "90D6FD2A455176CEC42DD79A23AEC3B0", "Game Feature (with C++)"),Description=NSLOCTEXT("[/Script/GameFeaturesEditor]", "2B00A0E7415C8CEAA6DA609A141237F0", "Create a new Game Feature Plugin with a minimal amount of code."),DefaultGameFeatureDataClass=None,DefaultGameFeatureDataName="") ++PluginTemplates=(Path=(Path="../../Plugins/Runtime/GameFeatures/Templates/GameFeaturePluginContentOnly"),Label=NSLOCTEXT("[/Script/GameFeaturesEditor]", "E17DB7E94A2C0F5968A52E89959864C0", "Game Feature (Content Only)"),Description=NSLOCTEXT("[/Script/GameFeaturesEditor]", "CB5136B64AFAFBA5EDEA078FCAC7BCC9", "Create a new Game Feature Plugin."),DefaultGameFeatureDataClass=None,DefaultGameFeatureDataName="",bIsEnabledByDefault=True) ++PluginTemplates=(Path=(Path="../../Plugins/Runtime/GameFeatures/Templates/GameFeaturePluginWithCode"),Label=NSLOCTEXT("[/Script/GameFeaturesEditor]", "90D6FD2A455176CEC42DD79A23AEC3B0", "Game Feature (with C++)"),Description=NSLOCTEXT("[/Script/GameFeaturesEditor]", "2B00A0E7415C8CEAA6DA609A141237F0", "Create a new Game Feature Plugin with a minimal amount of code."),DefaultGameFeatureDataClass=None,DefaultGameFeatureDataName="",bIsEnabledByDefault=True) + +[CookSettings] ++IncrementalClassScriptPackageAllowList=Allow, + +[EditorPerformance.Profile.Lyra_Default] +ProfileName=Lyra_Default +Editor_Boot=50.0 +Editor_Total_Time_To_Editor=50.0 +Editor_Load_Map=10.0 +Cache_Local_Efficiency=90.0 +PIE_First_Transition=2.0 +PIE_Total_Time_To_PIE=60.0 +PIE_Iterative_Transition=1.0 +PIE_Shutdown=1.0 \ No newline at end of file diff --git a/LyraStarterGame/Config/DefaultEditorKeyBindings.ini b/LyraStarterGame/Config/DefaultEditorKeyBindings.ini new file mode 100644 index 0000000000000000000000000000000000000000..033e1ccabba794d556d00a55a91c977762fe9a23 --- /dev/null +++ b/LyraStarterGame/Config/DefaultEditorKeyBindings.ini @@ -0,0 +1,2 @@ +[UserDefinedChords] +UserDefinedChords=~OpenBracket~~Quote~BindingContext~Quote~:~Quote~PlayWorld~Quote~,~Quote~CommandName~Quote~:~Quote~StopPlaySession~Quote~,~Quote~ChordIndex~Quote~:0,~Quote~Control~Quote~:false,~Quote~Alt~Quote~:false,~Quote~Shift~Quote~:true,~Quote~Command~Quote~:false,~Quote~Key~Quote~:~Quote~Escape~Quote~~CloseBracket~ diff --git a/LyraStarterGame/Config/DefaultEditorPerProjectUserSettings.ini b/LyraStarterGame/Config/DefaultEditorPerProjectUserSettings.ini new file mode 100644 index 0000000000000000000000000000000000000000..f596ff2bd21172bf8d94ebc120bdf31fa6370a1a --- /dev/null +++ b/LyraStarterGame/Config/DefaultEditorPerProjectUserSettings.ini @@ -0,0 +1,30 @@ +; This file is used to specify the default values for editor settings +; These are set for new users but individuals can override that in the editor settings UI + +[/Script/UnrealEd.LevelEditorPlaySettings] +GameGetsMouseControl=True +RouteGamepadToSecondWindow=True +NetworkEmulationSettings=(bIsNetworkEmulationEnabled=True,EmulationTarget=Server,CurrentProfile="Average",OutPackets=(MinLatency=30,MaxLatency=60,PacketLossPercentage=1),InPackets=(MinLatency=30,MaxLatency=60,PacketLossPercentage=1)) + +; Enable the plugins and favorites to be displayed by default +[/Script/UnrealEd.ContentBrowserSettings] +DisplayPluginFolders=True +DisplayFavorites=True + +[ContentBrowser] +FavoritePaths=/LyraGame/Content,/ShooterCore,/ShooterMaps,/ShooterTests,/TopDownArena +; Make all the content browsers have the Favorites expanded too +ContentBrowserTab1.FavoritesAreaExpanded=True +ContentBrowserTab2.FavoritesAreaExpanded=True +ContentBrowserTab3.FavoritesAreaExpanded=True +ContentBrowserTab4.FavoritesAreaExpanded=True +ContentBrowserDrawer.FavoritesAreaExpanded=True + + +; Some commonly used editor maps that will be displayed in the editor task bar +[/Script/LyraGame.LyraDeveloperSettings] ++CommonEditorMaps=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd ++CommonEditorMaps=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview ++CommonEditorMaps=/ShooterMaps/Maps/L_Expanse.L_Expanse ++CommonEditorMaps=/ShooterCore/Maps/L_ShooterGym.L_ShooterGym ++CommonEditorMaps=/ShooterTests/Maps/L_ShooterTest_DeviceProperties.L_ShooterTest_DeviceProperties \ No newline at end of file diff --git a/LyraStarterGame/Config/DefaultEditorSettings.ini b/LyraStarterGame/Config/DefaultEditorSettings.ini new file mode 100644 index 0000000000000000000000000000000000000000..c40762d1069d4c78bdf8fed4a081be1097d5efab --- /dev/null +++ b/LyraStarterGame/Config/DefaultEditorSettings.ini @@ -0,0 +1,3 @@ +[/Script/UnrealEd.ContentBrowserSettings] +DisplayPluginFolders=True +DisplayCppFolders=False diff --git a/LyraStarterGame/Config/DefaultEngine.ini b/LyraStarterGame/Config/DefaultEngine.ini new file mode 100644 index 0000000000000000000000000000000000000000..eb0601311f675ab7416fe4ba4f0f249a12f1e2be --- /dev/null +++ b/LyraStarterGame/Config/DefaultEngine.ini @@ -0,0 +1,420 @@ +; Config file for config variables tied to general engine features + +[CoreUObject.UninitializedScriptStructMembersCheck] +EngineModuleReflectedUninitializedPropertyVerbosity=Error +ProjectModuleReflectedUninitializedPropertyVerbosity=Error +ObjectReferenceReflectedUninitializedPropertyVerbosity=Error + +[DistillSettings] ++FilesToAlwaysDistill="Audio/*" ++FilesToAlwaysDistill="Effects/*" ++FilesToAlwaysDistill="Characters/*" ++FilesToAlwaysDistill="Legal/*" ++FilesToAlwaysDistill="Tools/*" ++FilesToAlwaysDistill="UI/*" ++FilesToAlwaysDistill="Weapons/*" ++FilesToAlwaysDistill="Editor/*" + +[CoreRedirects] + +[/Script/Engine.Engine] +DurationOfErrorsAndWarningsOnHUD=3.0 +GameEngine=/Script/LyraGame.LyraGameEngine +UnrealEdEngine=/Script/LyraEditor.LyraEditorEngine +EditorEngine=/Script/LyraEditor.LyraEditorEngine +GameViewportClientClassName=/Script/LyraGame.LyraGameViewportClient +AssetManagerClassName=/Script/LyraGame.LyraAssetManager +WorldSettingsClassName=/Script/LyraGame.LyraWorldSettings +LocalPlayerClassName=/Script/LyraGame.LyraLocalPlayer +GameUserSettingsClassName=/Script/LyraGame.LyraSettingsLocal +NearClipPlane=3.000000 + +[/Script/BuildSettings.BuildSettings] +DefaultGameTarget=LyraGame + +;Iris - begin Iris Configuration for LyraGame + +[/Script/IrisCore.ReplicationStateDescriptorConfig] ++SupportsStructNetSerializerList=(StructName=LyraGameplayAbilityTargetData_SingleTargetHit) + +[/Script/IrisCore.ObjectReplicationBridgeConfig] +; Filters +DefaultSpatialFilterName=Spatial +; Clear all filters +!FilterConfigs=ClearArray ++FilterConfigs=(ClassName=/Script/Engine.LevelScriptActor, DynamicFilterName=NotRouted) ; Not needed ++FilterConfigs=(ClassName=/Script/Engine.Actor, DynamicFilterName=None)) + +; Info types aren't supposed to have physical representation ++FilterConfigs=(ClassName=/Script/Engine.Info, DynamicFilterName=None) ++FilterConfigs=(ClassName=/Script/Engine.PlayerState, DynamicFilterName=None) +; Pawns can be spatially filtered ++FilterConfigs=(ClassName=/Script/Engine.Pawn, DynamicFilterName=Spatial)) ++FilterConfigs=(ClassName=/Script/EntityActor.SimObject, DynamicFilterName=None)) + +;Iris - end + +[PacketHandlerComponents] +; Enable this entry when testing the encrypted network traffic flow (Lyra.TestEncryption) +;EncryptionComponent=AESGCMHandlerComponent +;EncryptionComponent=DTLSHandlerComponent + +[Kismet] +ScriptStackOnWarnings=true + +[/Script/EngineSettings.GameMapsSettings] +GlobalDefaultGameMode=/Game/B_LyraGameMode.B_LyraGameMode_C +GameInstanceClass=/Game/B_LyraGameInstance.B_LyraGameInstance_C +GameDefaultMap=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd +EditorStartupMap=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview +;TransitionMap=/Game/System/TransitionMap.TransitionMap ; Enable a real seamless travel transition map if needed to delay loading + +[/Script/Hotfix.OnlineHotfixManager] +HotfixManagerClassName=/Script/LyraGame.LyraHotfixManager + +[/Script/Engine.GarbageCollectionSettings] +gc.GarbageEliminationEnabled=False + +[Core.Log] +; This can be used to change the default log level for engine logs to help with debugging +;LogEOSSDK=VeryVerbose +;LogEOSShared=VeryVerbose +;LogHandshake=VeryVerbose +LogHotfixManager=Log + +[/Script/Engine.Player] +; These numbers should match TotalNetBandwidth +ConfiguredInternetSpeed=200000 +ConfiguredLanSpeed=200000 + +[/Script/OnlineSubsystemUtils.IpNetDriver] +MaxClientRate=200000 +MaxInternetClientRate=200000 + +[OnlineServices] +DefaultServices=Null + +[/Script/Engine.AutomationTestSettings] ++MapsToPIETest=/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview ++MapsToPIETest=/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd ++MapsToPIETest=/ShooterMaps/Maps/L_Expanse.L_Expanse + +[/Script/Engine.RendererSettings] +r.SkinCache.CompileShaders=True +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True +r.VirtualTextures=True +r.VirtualTexturedLightmaps=False +r.SupportMaterialLayers=True +r.GPUSkin.Support16BitBoneIndex=True +r.CustomDepth=3 +r.GenerateMeshDistanceFields=True +r.AllowStaticLighting=False +r.ClearCoatNormal=True +r.Shadow.Virtual.Enable=1 +r.AntiAliasingMethod=4 +r.DefaultFeature.MotionBlur=True +r.SupportSkyAtmosphereAffectsHeightFog=True +r.ReflectionMethod=1 +r.DynamicGlobalIlluminationMethod=1 +r.NumBufferedOcclusionQueries=2 +r.InstanceCulling.OcclusionCull=0 +r.Lumen.TranslucencyReflections.Enable=1 +r.ReflectionCaptureResolution=256 +r.RayTracing=True +r.Lumen.HardwareRayTracing=True +r.RayTracing.Shadows=False +r.RayTracing.Skylight=False +r.GPUScene.ParallelUpdate=1 +r.GPUSkin.Support16BitBoneIndex=True +r.GPUSkin.UnlimitedBoneInfluences=True +r.SkinCache.DefaultBehavior=0 +r.Mobile.EnableStaticAndCSMShadowReceivers=False +r.Mobile.FloatPrecisionMode=2 +r.Mobile.AllowDistanceFieldShadows=False +r.Mobile.DisableVertexFog=True +r.Mobile.AmbientOcclusion=False +r.MeshStreaming=True + +r.RayTracing.Geometry.NiagaraMeshes=0 +r.RayTracing.Geometry.NiagaraRibbons=0 +r.RayTracing.Geometry.NiagaraSprites=0 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[ConsoleVariables] +net.MaxRPCPerNetUpdate=10 +net.PingExcludeFrameTime=1 +net.AllowAsyncLoading=1 +net.DelayUnmappedRPCs=1 +net.AllowPIESeamlessTravel=1 +a.EnableQueuedAnimEventsOnServer=1 +gpad.DefaultLeftStickInnerDeadZone=0.24 +gpad.DefaultRightStickInnerDeadZone=0.27 +demo.RecordHz=60.0 +demo.RecordHzWhenNotRelevant=10.0 +tick.AllowBatchedTicks=1 +ini.UseNewDynamicLayers=1 + +[/Script/MacTargetPlatform.XcodeProjectSettings] +bUseModernXcode=true +bUseSwiftUIMain=false + +[SystemSettings] +net.SubObjects.DefaultUseSubObjectReplicationList=1 + +[/Script/Engine.CollisionProfile] +-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False) +-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) +-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False) +-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False) +-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False) +-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False) +-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False) +-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False) +-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False) +-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False) +-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False) ++Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision") ++Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.") ++Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ") ++Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ") ++Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.") ++Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.") ++Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors") ++Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors") ++Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.") ++Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.") ++Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.") ++Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.") ++Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.") ++Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ") ++Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)") ++Profiles=(Name="LyraPawnMesh",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon")),HelpMessage="Collision with a Lyra character mesh") ++Profiles=(Name="LyraPawnCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Overlap)),HelpMessage="Collision with a Lyra character capsule") ++Profiles=(Name="Interactable_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap),(Channel="Lyra_TraceChannel_Weapon_Multi",Response=ECR_Ignore)),HelpMessage="") ++Profiles=(Name="Interactable_BlockDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction",Response=ECR_Overlap)),HelpMessage="") ++Profiles=(Name="AimAssist_OverlapDynamic",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Lyra_TraceChannel_AimAssist",Response=ECR_Overlap)),HelpMessage="") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Interaction") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Capsule") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_Weapon_Multi") ++DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Lyra_TraceChannel_AimAssist") ++EditProfiles=(Name="BlockAll",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi"))) ++EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi"))) ++EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi"))) ++EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Lyra_TraceChannel_Interaction"),(Channel="Lyra_TraceChannel_Weapon"),(Channel="Lyra_TraceChannel_Weapon_Capsule"),(Channel="Lyra_TraceChannel_Weapon_Multi"))) +-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") +-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") +-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") +-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") +-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") ++ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall") ++ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn") ++ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic") ++ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor") ++ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic") +-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") +-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") +-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") +-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") ++CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic") ++CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic") ++CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle") ++CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn") + +[/Script/Engine.UserInterfaceSettings] +RenderFocusRule=Never +HardwareCursors=() +SoftwareCursors=((Default, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(TextEditBeam, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeLeftRight, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeUpDown, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthEast, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(ResizeSouthWest, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(CardinalCross, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Crosshairs, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(Hand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHand, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(GrabHandClosed, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(SlashedCircle, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C"),(EyeDropper, "/Game/UI/Foundation/SoftwareCursors/W_ArrowCursor.W_ArrowCursor_C")) +ApplicationScale=1.000000 +UIScaleRule=ScaleToFit +CustomScalingRuleClass=None +UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None) +bAllowHighDPIInGameMode=False +DesignScreenSize=(X=1920,Y=1080) +bLoadWidgetsOnDedicatedServer=True + +[/Script/Engine.AudioSettings] +DefaultSoundClassName=/Game/Audio/Classes/Overall.Overall +DefaultMediaSoundClassName=/Game/Audio/Classes/RenderedCinematics.RenderedCinematics +DefaultSoundConcurrencyName=/Game/Audio/Concurrency/SCon_Default.SCon_Default +DefaultBaseSoundMix=None +VoiPSoundClass=/Game/Audio/Classes/VoiceChat.VoiceChat +MasterSubmix=/Game/Audio/Submixes/MainSubmix.MainSubmix +BaseDefaultSubmix=None +ReverbSubmix=/Engine/EngineSounds/Submixes/MasterReverbSubmixDefault.MasterReverbSubmixDefault +EQSubmix=/Engine/EngineSounds/Submixes/MasterEQSubmixDefault.MasterEQSubmixDefault +VoiPSampleRate=Low16000Hz +MaximumConcurrentStreams=2 +GlobalMinPitchScale=0.250000 +GlobalMaxPitchScale=4.000000 ++QualityLevels=(DisplayName=NSLOCTEXT("AudioSettings", "DefaultSettingsName", "Default"),MaxChannels=64) +bAllowPlayWhenSilent=True +bDisableMasterEQ=True +bAllowCenterChannel3DPanning=False +NumStoppingSources=8 +PanningMethod=EqualPower +MonoChannelUpmixMethod=EqualPower +DialogueFilenameFormat="{DialogueGuid}_{ContextId}" + +[/Script/LuminRuntimeSettings.LuminRuntimeSettings] +IconModelPath=(Path="") +IconPortalPath=(Path="") + +[/Script/Engine.TextureEncodingProjectSettings] +bFinalUsesRDO=True +bSharedLinearTextureEncoding=True + +[EnumRemap] +; Entries can be added to this section of DefaultEngine.ini to remap metadata for engine enums to game-specific display values +TEXTUREGROUP_Project01.DisplayName="UI With MIPs" + +[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] +bPackageDataInsideApk=True +bSupportsVulkan=True +bEnableMulticastSupport=True +bSaveSymbols=True + +[/Script/Engine.EditorStreamingSettings] +s.ZenLoaderEnabled=True + +[/Script/Engine.LocalPlayer] +AspectRatioAxisConstraint=AspectRatio_MaintainYFOV + +[/Script/SignificanceManager.SignificanceManager] +SignificanceManagerClassName=/Script/LyraGame.LyraSignificanceManager + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 ++VulkanTargetedShaderFormats=SF_VULKAN_SM6 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=256 +AudioNumBuffersToEnqueue=7 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin=Simple ITD +SourceDataOverridePlugin= +ReverbPlugin=Built-in Reverb +OcclusionPlugin=Built-in Occlusion +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/Engine.PhysicsSettings] +PhysicErrorCorrection=(PingExtrapolation=0.100000,PingLimit=100.000000,ErrorPerLinearDifference=1.000000,ErrorPerAngularDifference=1.000000,MaxRestoredStateError=1.000000,MaxLinearHardSnapDistance=400.000000,PositionLerp=0.000000,AngleLerp=0.400000,LinearVelocityCoefficient=100.000000,AngularVelocityCoefficient=10.000000,ErrorAccumulationSeconds=0.500000,ErrorAccumulationDistanceSq=15.000000,ErrorAccumulationSimilarity=100.000000) +DefaultDegreesOfFreedom=Full3D +bSuppressFaceRemapTable=False +bSupportUVFromHitResults=False +bDisableActiveActors=False +bDisableKinematicStaticPairs=False +bDisableKinematicKinematicPairs=False +bDisableCCD=False +bEnableEnhancedDeterminism=False +AnimPhysicsMinDeltaTime=0.000000 +bSimulateAnimPhysicsAfterReset=False +MinPhysicsDeltaTime=0.000000 +MaxPhysicsDeltaTime=0.033333 +bSubstepping=False +bSubsteppingAsync=False +bTickPhysicsAsync=False +AsyncFixedTimeStepSize=0.033333 +MaxSubstepDeltaTime=0.016667 +MaxSubsteps=6 +SyncSceneSmoothingFactor=0.000000 +InitialAverageFrameRate=0.016667 +PhysXTreeRebuildRate=10 ++PhysicalSurfaces=(Type=SurfaceType1,Name="Character") ++PhysicalSurfaces=(Type=SurfaceType2,Name="Concrete") ++PhysicalSurfaces=(Type=SurfaceType3,Name="Glass") +DefaultBroadphaseSettings=(bUseMBPOnClient=False,bUseMBPOnServer=False,bUseMBPOuterBounds=False,MBPBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPOuterBounds=(Min=(X=0.000000,Y=0.000000,Z=0.000000),Max=(X=0.000000,Y=0.000000,Z=0.000000),IsValid=0),MBPNumSubdivs=2) +MinDeltaVelocityForHitEvents=0.000000 +ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableCappedWithTarget,DedicatedThreadBufferMode=Double) + +[ForwardShadingQuality_SF_VULKAN_SM5_ANDROID ShaderPlatformQualitySettings] +QualityOverrides[0]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3) +QualityOverrides[1]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3) +QualityOverrides[2]=(bDiscardQualityDuringCook=False,bEnableOverride=True,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3) +QualityOverrides[3]=(bDiscardQualityDuringCook=False,bEnableOverride=False,bForceFullyRough=False,bForceNonMetal=False,bForceDisableLMDirectionality=False,bForceLQReflections=False,bForceDisablePreintegratedGF=False,bDisableMaterialNormalCalculation=False,MobileShadowQuality=PCF_3x3) + +[Internationalization] ++LocalizationPaths=%GAMEDIR%Content/Localization/EngineOverrides + +[CrashReportClient] +bAgreeToCrashUpload=true + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=1E34FAD14FB6811576827AA0EEB85D69 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/CommonUser.CommonSessionSubsystem] +; This tells it to use player hosted lobbies, if you want to use sessions instead which may be required for dedicated server hosting set it to false +bUseLobbiesDefault=true +bUseLobbiesVoiceChatDefault=true + +[/Script/AutomationController.AutomationControllerSettings] +bSuppressLogWarnings=true +bElevateLogWarningsToErrors=false ++Groups=(Name="Project", Filters=((Contains="Project.", MatchFromStart=true, Exclude=((Contains="Project.Maps.Cycle", MatchFromStart=true))))) + +[AutomationTestExcludelist] ++ExcludeTest=(Map="",Test="Project.Maps.Cycle",Reason="Disabling as this test will warn about an active GameplayCue that is tied to the player. The test finishes before the player can fully spawn into the map.",RHIs=(),Warn=False) + +[/Script/OnlineSubsystemUtils.PartyBeaconHost] +bIsValidationStrRequired = false + +[CsvProfiler] ++EnabledCategories=LyraPerformance + +[/Script/AutomatedPerfTesting.AutomatedReplayPerfTestProjectSettings] ++ReplaysToTest=(FilePath="Build/Replays/LyraSample.replay") +CSVOutputMode=Separate + + diff --git a/LyraStarterGame/Config/DefaultGame.ini b/LyraStarterGame/Config/DefaultGame.ini new file mode 100644 index 0000000000000000000000000000000000000000..96136614880f7e872e00c876cef8a17b3c59c9fc --- /dev/null +++ b/LyraStarterGame/Config/DefaultGame.ini @@ -0,0 +1,246 @@ +; Config file for config variables tied to gameplay + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=0537642E459369628A8717AB63363CBF +Description=Sample starter game for Unreal Engine 5 +ProjectName=Lyra + +[/Script/LyraGame.LyraPlayerController] +InputYawScale=1.0 +InputPitchScale=1.0 +InputRollScale=1.0 +ForceFeedbackScale=1.0 + +[/Script/GameplayAbilities.AbilitySystemGlobals] +AbilitySystemGlobalsClassName=/Script/LyraGame.LyraAbilitySystemGlobals +bUseDebugTargetFromHud=True +GlobalAttributeMetaDataTableName=None +GlobalGameplayCueManagerClass=/Script/LyraGame.LyraGameplayCueManager +GlobalGameplayCueManagerName=None ++GameplayCueNotifyPaths=/Game/GameplayCueNotifies ++GameplayCueNotifyPaths=/Game/GameplayCues +GlobalCurveTableName=None +PredictTargetGameplayEffects=False +ReplicateActivationOwnedTags=True +ActivateFailCooldownTag=(TagName="Ability.ActivateFail.Cooldown") +ActivateFailCostTag=(TagName="Ability.ActivateFail.Cost") +ActivateFailNetworkingTag=(TagName="Ability.ActivateFail.Networking") +ActivateFailTagsBlockedTag=(TagName="Ability.ActivateFail.TagsBlocked") +ActivateFailTagsMissingTag=(TagName="Ability.ActivateFail.TagsMissing") +GameplayTagResponseTableName=None +bAllowGameplayModEvaluationChannels=False +DefaultGameplayModEvaluationChannel=Channel0 +GameplayModEvaluationChannelAliases[0]=None +GameplayModEvaluationChannelAliases[1]=None +GameplayModEvaluationChannelAliases[2]=None +GameplayModEvaluationChannelAliases[3]=None +GameplayModEvaluationChannelAliases[4]=None +GameplayModEvaluationChannelAliases[5]=None +GameplayModEvaluationChannelAliases[6]=None +GameplayModEvaluationChannelAliases[7]=None +GameplayModEvaluationChannelAliases[8]=None +GameplayModEvaluationChannelAliases[9]=None +MinimalReplicationTagCountBits=5 + +[/Script/Engine.GameNetworkManager] +; Increase from the base bandwidth, numbers need to match ConfiguredInternetSpeed in DefaultEngine +TotalNetBandwidth=200000 +MaxDynamicBandwidth=40000 +MinDynamicBandwidth=20000 + +[/Script/GameFeatures.GameFeaturesSubsystemSettings] +GameFeaturesManagerClassName=/Script/LyraGame.LyraGameFeaturePolicy + +[/Script/LyraGame.LyraAssetManager] +LyraGameDataPath=/Game/DefaultGameData.DefaultGameData +DefaultPawnData=/Game/Characters/Heroes/EmptyPawnData/DefaultPawnData_EmptyPawn.DefaultPawnData_EmptyPawn + +[/Script/Engine.AssetManagerSettings] +-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) +-PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass=/Script/Engine.PrimaryAssetLabel,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass="/Script/Engine.World",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Maps")),SpecificAssets=("/Game/System/FrontEnd/Maps/L_LyraFrontEnd.L_LyraFrontEnd", "/Game/System/DefaultEditorMap/L_DefaultEditorOverview.L_DefaultEditorOverview"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="LyraGameData",AssetBaseClass="/Script/LyraGame.LyraGameData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=("/Game/DefaultGameData.DefaultGameData"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="PrimaryAssetLabel",AssetBaseClass="/Script/Engine.PrimaryAssetLabel",bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=Unknown)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="GameFeatureData",AssetBaseClass="/Script/GameFeatures.GameFeatureData",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/Unused")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="LyraExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraExperienceDefinition",bHasBlueprintClasses=True,bIsEditorOnly=False,Directories=((Path="/Game/System/Experiences")),SpecificAssets=("/Game/System/FrontEnd/B_LyraFrontEnd_Experience.B_LyraFrontEnd_Experience"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="LyraUserFacingExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraUserFacingExperienceDefinition",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/UI/Temp"),(Path="/Game/System/Playlists")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="LyraLobbyBackground",AssetBaseClass="/Script/LyraGame.LyraLobbyBackground",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) ++PrimaryAssetTypesToScan=(PrimaryAssetType="LyraExperienceActionSet",AssetBaseClass="/Script/LyraGame.LyraExperienceActionSet",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=,SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)) +bOnlyCookProductionAssets=False +bShouldManagerDetermineTypeAndName=False +bShouldGuessTypeAndNameInEditor=True +bShouldAcquireMissingChunksOnLoad=False +bShouldWarnAboutInvalidAssets=True +MetaDataTagsForAssetRegistry=() + +[/Script/LyraGame.LyraUIManagerSubsystem] +DefaultUIPolicyClass=/Game/UI/B_LyraUIPolicy.B_LyraUIPolicy_C + +[/Script/LyraGame.LyraUIMessaging] +ConfirmationDialogClass=/Game/UI/Foundation/Dialogs/W_ConfirmationDefault.W_ConfirmationDefault_C +ErrorDialogClass=/Game/UI/Foundation/Dialogs/W_ConfirmationError.W_ConfirmationError_C + +[/Script/CommonLoadingScreen.CommonLoadingScreenSettings] +LoadingScreenWidget=/Game/UI/Foundation/LoadingScreen/W_LoadingScreen_Host.W_LoadingScreen_Host_C +ForceTickLoadingScreenEvenInEditor=False + +[/Script/CommonInput.CommonInputSettings] +InputData=/Game/UI/B_CommonInputData.B_CommonInputData_C +bEnableInputMethodThrashingProtection=True +InputMethodThrashingLimit=30 +InputMethodThrashingWindowInSeconds=3.000000 +InputMethodThrashingCooldownInSeconds=1.000000 +bAllowOutOfFocusDeviceInput=True + +[/Script/CommonUI.CommonUISettings] +DefaultThrobberMaterial=/Game/UI/Foundation/Materials/M_UI_Throbber_Base.M_UI_Throbber_Base +DefaultRichTextDataClass=/Game/UI/Foundation/RichTextData/CommonUIRichTextData.CommonUIRichTextData_C + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget=LyraGame +LaunchOnTarget= +StagingDirectory=(Path="") +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bMakeBinaryConfig=False +bGenerateChunks=true +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=5 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=All +-CulturesToStage=en ++CulturesToStage=en ++CulturesToStage=ar ++CulturesToStage=es ++CulturesToStage=es-419 ++CulturesToStage=fr ++CulturesToStage=it ++CulturesToStage=ja ++CulturesToStage=pl ++CulturesToStage=pt-BR ++CulturesToStage=ru ++CulturesToStage=tr ++CulturesToStage=zh-Hans ++CulturesToStage=ko ++CulturesToStage=de +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=StorageServers ++IniSectionDenylist=StorageServers ++MapsToCook=(FilePath="/Game/System/FrontEnd/Maps/L_LyraFrontEnd") ++DirectoriesToAlwaysStageAsNonUFS=(Path="Legal") ++DirectoriesToAlwaysStageAsNonUFS=(Path="UI/Foundation/Fonts/Orbitron/Raw") ++DirectoriesToAlwaysStageAsNonUFS=(Path="DTLS") +PerPlatformBuildConfig=() +PerPlatformTargetFlavorName=() +PerPlatformBuildTarget=() +WriteBackMetadataToAssetRegistry=OriginalFile + + +[CheatScript.DebugAsyncLoading] +; Running CheatScript DebugAsyncLoading would execute these commands ++Cmd="Log LogAsyncMixin VeryVerbose" ++Cmd="Log LogAssetManager VeryVerbose" ++Cmd="Log LogStreaming VeryVerbose" + +[CheatScript.DebugUI] ++Cmd="Log LogSlate VeryVerbose" ++Cmd="Log LogUMG VeryVerbose" ++Cmd="Log LogCommonUI VeryVerbose" ++Cmd="Log LogCommonInput VeryVerbose" ++Cmd="Log LogUIActionRouter VeryVerbose" ++Cmd="SlateDebugger.Start" + +[/Script/LyraGame.LyraContextEffectsSettings] +SurfaceTypeToContextMap=((SurfaceType3, (TagName="SurfaceType.Glass")),(SurfaceType2, (TagName="SurfaceType.Concrete")),(SurfaceType1, (TagName="SurfaceType.Character")),(SurfaceType_Default, (TagName="SurfaceType.Default"))) + +[/Script/ShooterCoreRuntime.ShooterCoreRuntimeSettings] +AimAssistCollisionChannel=ECC_GameTraceChannel5 + +[/Script/LyraGame.LyraAudioSettings] +DefaultControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_BaseMix.CBM_BaseMix +UserSettingsControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_UserMix.CBM_UserMix +OverallVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Main.CB_Main +MusicVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Music.CB_Music +SoundFXVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_SFX.CB_SFX +DialogueVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_Dialogue.CB_Dialogue +VoiceChatVolumeControlBus=/Game/Audio/Modulation/ControlBuses/CB_VoiceChat.CB_VoiceChat ++HDRAudioSubmixEffectChain=(Submix="/Game/Audio/Submixes/MainSubmix.MainSubmix",SubmixEffectChain=("/Game/Audio/Effects/SubmixEffects/DYN_MainDynamics.DYN_MainDynamics")) ++LDRAudioSubmixEffectChain=(Submix="/Game/Audio/Submixes/MainSubmix.MainSubmix",SubmixEffectChain=("/Game/Audio/DYN_LowMultibandDynamics.DYN_LowMultibandDynamics","/Game/Audio/Effects/SubmixEffects/DYN_LowDynamics.DYN_LowDynamics")) +LoadingScreenControlBusMix=/Game/Audio/Modulation/ControlBusMixes/CBM_LoadingScreenMix.CBM_LoadingScreenMix + +[/Script/LyraGame.LyraReplicationGraphSettings] +bDisableReplicationGraph=True +DefaultReplicationGraphClass=/Script/LyraGame.LyraReplicationGraph ++ClassSettings=(ActorClass="/Script/Engine.PlayerState",bAddClassRepInfoToMap=True,ClassNodeMapping=NotRouted,bAddToRPC_Multicast_OpenChannelForClassMap=False,bRPC_Multicast_OpenChannelForClass=True) ++ClassSettings=(ActorClass="/Script/Engine.LevelScriptActor",bAddClassRepInfoToMap=True,ClassNodeMapping=NotRouted,bAddToRPC_Multicast_OpenChannelForClassMap=False,bRPC_Multicast_OpenChannelForClass=True) ++ClassSettings=(ActorClass="/Script/ReplicationGraph.ReplicationGraphDebugActor",bAddClassRepInfoToMap=True,ClassNodeMapping=NotRouted,bAddToRPC_Multicast_OpenChannelForClassMap=False,bRPC_Multicast_OpenChannelForClass=True) ++ClassSettings=(ActorClass="/Script/LyraGame.LyraPlayerController",bAddClassRepInfoToMap=True,ClassNodeMapping=NotRouted,bAddToRPC_Multicast_OpenChannelForClassMap=False,bRPC_Multicast_OpenChannelForClass=True) + diff --git a/LyraStarterGame/Config/DefaultGameplayTags.ini b/LyraStarterGame/Config/DefaultGameplayTags.ini new file mode 100644 index 0000000000000000000000000000000000000000..4f38e963cb8713292f0cd174ed21899481a3a759 --- /dev/null +++ b/LyraStarterGame/Config/DefaultGameplayTags.ini @@ -0,0 +1,109 @@ +[/Script/GameplayTags.GameplayTagsSettings] +ImportTagsFromConfig=True +WarnOnInvalidTags=True +FastReplication=True +InvalidTagCharacters="\"\'," ++GameplayTagTableList=/Game/ContextEffects/DT_AnimEffectTags.DT_AnimEffectTags ++GameplayTagTableList=/Game/ContextEffects/DT_SurfaceTypes.DT_SurfaceTypes +NumBitsForContainerSize=6 +NetIndexFirstBitSegment=16 ++GameplayTagList=(Tag="Ability.Dash.Duration.Message",DevComment="Dash Cooldown Duration") ++GameplayTagList=(Tag="Ability.Grenade.Duration.Message",DevComment="Cooldown Grenade") ++GameplayTagList=(Tag="Ability.Interaction.Activate",DevComment="") ++GameplayTagList=(Tag="Ability.Respawn.Completed.Message",DevComment="Message tag broadcast when a respawn process is completed.") ++GameplayTagList=(Tag="Ability.Respawn.Duration.Message",DevComment="") ++GameplayTagList=(Tag="Ability.Type",DevComment="Applied to Gameplay Abilities to indicate a functional category") ++GameplayTagList=(Tag="Ability.Type.Action",DevComment="Action type abilities cause the avatar to perform an action in the game world, possibly involving equipment such as a weapon") ++GameplayTagList=(Tag="Ability.Type.Action.ADS",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Dash",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Drop",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Emote",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Grenade",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Jump",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Melee",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.Reload",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Action.WeaponFire",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Info",DevComment="Info abilities are used to summon information for the players, and do not directly affect gameplay") ++GameplayTagList=(Tag="Ability.Type.Info.ShowLeaderboard",DevComment="") ++GameplayTagList=(Tag="Ability.Type.Passive",DevComment="Passive abilities are always active on the owner") ++GameplayTagList=(Tag="Ability.Type.Passive.AutoReload",DevComment="Polls for active weapon to be empty, triggers reload input if enough time has elapsed") ++GameplayTagList=(Tag="Ability.Type.Passive.AutoRespawn",DevComment="Passive ability that listens for a player\'s pawn to die or otherwise be removed from play, and automatically respawns.") ++GameplayTagList=(Tag="Ability.Type.Passive.ChangeQuickbarSlot",DevComment="Handles requests for any type of slot change, whether directly indexed or cycling forward/backward") ++GameplayTagList=(Tag="Ability.Type.StatusChange",DevComment="Abilities of this type are used when a status if imposed on the avatar or owner, such as death or spawning") ++GameplayTagList=(Tag="Ability.Type.StatusChange.Death",DevComment="Covers the transition period when health goes to 0 until the avatar is removed from the world") ++GameplayTagList=(Tag="Ability.Type.StatusChange.Spawning",DevComment="Covers the time when a new hero is created, spawning into the world, and when it\'s actively controllable") ++GameplayTagList=(Tag="Cosmetic",DevComment="") ++GameplayTagList=(Tag="Cosmetic.AnimationStyle.Feminine",DevComment="") ++GameplayTagList=(Tag="Cosmetic.AnimationStyle.Masculine",DevComment="") ++GameplayTagList=(Tag="Cosmetic.BodyStyle.Medium",DevComment="") ++GameplayTagList=(Tag="Gameplay.Zone.WeakSpot",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Character.DamageTaken",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Character.Dash",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Character.Dash.Cooldown",DevComment="Cooldown for character dash") ++GameplayTagList=(Tag="GameplayCue.Character.Death",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Character.Heal",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Character.Melee.Cooldown",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Test.Burst",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Test.BurstLatent",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Test.Looping",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Weapon.Grenade.Cooldown",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Weapon.Grenade.Detonate",DevComment="Grenade Explosion") ++GameplayTagList=(Tag="GameplayCue.Weapon.Melee.Hit",DevComment="hit melee CS, placed on default as the GCN is there -needs to move to Shooter") ++GameplayTagList=(Tag="GameplayCue.Weapon.Melee.Impact",DevComment="Cue triggering on target when hit by a melee attack") ++GameplayTagList=(Tag="GameplayCue.Weapon.Pistol.Fire",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Weapon.Rifle.Fire",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Weapon.Rifle.Impact",DevComment="") ++GameplayTagList=(Tag="GameplayCue.Weapon.Shotgun.Fire",DevComment="") ++GameplayTagList=(Tag="GameplayCue.World.Launcher.Activate",DevComment="Fires when Launcher (Up or Forward) activates") ++GameplayTagList=(Tag="GameplayCue.World.Teleporter.Activate",DevComment="Triggered when teleporter is activated") ++GameplayTagList=(Tag="GameplayEffect.DamageTrait.Instant",DevComment="") ++GameplayTagList=(Tag="GameplayEffect.DamageTrait.Periodic",DevComment="") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Basic",DevComment="") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Grenade",DevComment="Damage effect coming from a grenade explosion") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Melee",DevComment="Damage effect coming from a melee strike") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Pistol",DevComment="Damage effect coming from a pistol bullet") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Rifle",DevComment="Damage effect coming from a rifle bullet") ++GameplayTagList=(Tag="GameplayEffect.DamageType.Shotgun",DevComment="Damage effect coming from shotgun pellets") ++GameplayTagList=(Tag="GameplayEffect.Heal.Instant",DevComment="") ++GameplayTagList=(Tag="GameplayEffect.Heal.Periodic",DevComment="") ++GameplayTagList=(Tag="GameplayEvent.MeleeHit",DevComment="") ++GameplayTagList=(Tag="GameSettings.Action.EditSafeZone",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.ExtraEquipment",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.InfrequentAbilities",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.LeftSideTouchInputs",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.LeftSideTouchRegion",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.RespawnTimer",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.RightSideTouchInputs",DevComment="") ++GameplayTagList=(Tag="HUD.Slot.RightSideTouchRegion",DevComment="") ++GameplayTagList=(Tag="InputTag.Ability.Dash",DevComment="") ++GameplayTagList=(Tag="InputTag.Ability.Heal",DevComment="") ++GameplayTagList=(Tag="InputTag.Ability.Melee",DevComment="Melee Input") ++GameplayTagList=(Tag="InputTag.Ability.Quickslot.Drop",DevComment="") ++GameplayTagList=(Tag="InputTag.Jump",DevComment="") ++GameplayTagList=(Tag="InputTag.Weapon.ADS",DevComment="") ++GameplayTagList=(Tag="InputTag.Weapon.Fire",DevComment="") ++GameplayTagList=(Tag="InputTag.Weapon.FireAuto",DevComment="") ++GameplayTagList=(Tag="InputTag.Weapon.Grenade",DevComment="") ++GameplayTagList=(Tag="InputTag.Weapon.Reload",DevComment="") ++GameplayTagList=(Tag="Lyra.Damage.Taken.Message",DevComment="") ++GameplayTagList=(Tag="Lyra.HUD.PlayerHUD",DevComment="") ++GameplayTagList=(Tag="Lyra.HUD.TempTopWidgets",DevComment="") ++GameplayTagList=(Tag="Lyra.Player",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.BinauralSettingControlledByOS",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.CanExitApplication",DevComment="Can we show a quit option to exit the application?") ++GameplayTagList=(Tag="Platform.Trait.Input.PrimarlyController",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.Input.HasStrictControllerPairing",DevComment="True on platforms which will ignore input from devices not mapped to a user.") ++GameplayTagList=(Tag="Platform.Trait.Input.PrimarlyTouchScreen",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.Input.SupportsMouseAndKeyboard",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.Input.HardwareCursor",DevComment="Does this platform use a hardware mouse cursor?") ++GameplayTagList=(Tag="Platform.Trait.SupportsBackgroundAudio",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.SupportsChangingAudioOutputDevice",DevComment="") ++GameplayTagList=(Tag="Platform.Trait.SupportsWindowedMode",DevComment="Can we switch between fullscreen and windowed modes?") ++GameplayTagList=(Tag="ShooterGame.GamePhase.MatchBeginCountdown",DevComment="When this tag is used in a gameplay message, an expected duration is included in the payload.") ++GameplayTagList=(Tag="Status.SpawningIn",DevComment="Covers the time when the pawn is created until it is controlled and unlocked for play") ++GameplayTagList=(Tag="UI.Action.Back",DevComment="") ++GameplayTagList=(Tag="UI.Layer.Game",DevComment="") ++GameplayTagList=(Tag="UI.Layer.GameMenu",DevComment="") ++GameplayTagList=(Tag="UI.Layer.Menu",DevComment="") ++GameplayTagList=(Tag="UI.Layer.Modal",DevComment="") + diff --git a/LyraStarterGame/Config/DefaultInput.ini b/LyraStarterGame/Config/DefaultInput.ini new file mode 100644 index 0000000000000000000000000000000000000000..f7fcbde35c153a7b201e3c8516f940ef40f4084e --- /dev/null +++ b/LyraStarterGame/Config/DefaultInput.ini @@ -0,0 +1,51 @@ +[/Script/Engine.PlayerInput] ++DebugExecBindings=(Key=Insert,Command="Cheat Teleport") ++DebugExecBindings=(Key=Delete,Command="CycleDebugCameras") ++DebugExecBindings=(Key=Gamepad_Special_Left,Command="CycleDebugCameras") ++DebugExecBindings=(Key=Home,Command="ShowDebug") ++DebugExecBindings=(Key=End,Command="CycleAbilitySystemDebug") ++DebugExecBindings=(Key=PageDown,Command="PreviousDebugTarget") ++DebugExecBindings=(Key=PageUp,Command="NextDebugTarget") ++DebugExecBindings=(Key=K,Command="DamageSelfDestruct") ++DebugExecBindings=(Key=NumPadFour,Command="CancelActivatedAbilities") + +[/Script/Engine.InputSettings] ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bUseMouseForTouch=False +bCaptureMouseOnLaunch=True +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultTouchInterface=None +DefaultPlayerInputClass=/Script/LyraGame.LyraPlayerInput +DefaultInputComponentClass=/Script/LyraGame.LyraInputComponent +bFilterInputByPlatformUser=True + +[/Script/CommonUI.CommonUIInputSettings] +bLinkCursorToGamepadFocus=True +UIActionProcessingPriority=10000 ++InputActions=(ActionTag=UI.Action.Escape,DefaultDisplayName=NSLOCTEXT("[/Script/CommonUI]", "DDDC55F044A6D009AE3FC89634A4FBE3", "Back"),KeyMappings=((Key=Escape),(Key=Gamepad_Special_Right))) +;+InputActions=(ActionTag=UI.Action.Cancel,DefaultDisplayName=NSLOCTEXT("[/Script/CommonUI]", "F1AC4A364A0F262F8DBFFF924078BCD1", "Cancel"),KeyMappings=((Key=ThumbMouseButton2))) +AnalogCursorSettings=(PreprocessorRegistrationInfo=(Type=Game, Priority=2),bEnableCursorAcceleration=True,CursorAcceleration=1500.000000,CursorMaxSpeed=2200.000000,CursorDeadZone=0.250000,HoverSlowdownFactor=0.400000,ScrollDeadZone=0.200000,ScrollUpdatePeriod=0.100000,ScrollMultiplier=2.500000) + +[/Script/OpenXRInput.OpenXRInputSettings] +bUseEnhancedInput=True +MappableInputConfig=None + +[/Script/EnhancedInput.EnhancedInputDeveloperSettings] +bEnableUserSettings=True +UserSettingsClass=/Script/LyraGame.LyraInputUserSettings +DefaultPlayerMappableKeyProfileClass=/Script/LyraGame.LyraPlayerMappableKeyProfile + diff --git a/LyraStarterGame/Config/DefaultRuntimeOptions.ini b/LyraStarterGame/Config/DefaultRuntimeOptions.ini new file mode 100644 index 0000000000000000000000000000000000000000..22186d41453f03740c5e9ab5d78232f90c571aeb --- /dev/null +++ b/LyraStarterGame/Config/DefaultRuntimeOptions.ini @@ -0,0 +1,2 @@ +[/Script/LyraGame.LyraRuntimeOptons] +;bDisableSomething=true \ No newline at end of file diff --git a/LyraStarterGame/Config/DefaultScalability.ini b/LyraStarterGame/Config/DefaultScalability.ini new file mode 100644 index 0000000000000000000000000000000000000000..3302897533003485509a571cbbce31cb1c463b24 --- /dev/null +++ b/LyraStarterGame/Config/DefaultScalability.ini @@ -0,0 +1,113 @@ +[ScalabilitySettings] +; Change engine defaults so a high end 2018 GPU will end up at a mix of Epic and High settings +; The resolution quality will need to be modified by users with 4k displays with the current autodetection system +PerfIndexThresholds_ResolutionQuality="GPU 18 115 350" +PerfIndexThresholds_ViewDistanceQuality="GPU 18 115 250" +PerfIndexThresholds_AntiAliasingQuality="GPU 18 115 500" +PerfIndexThresholds_ShadowQuality="GPU 18 115 500" +PerfIndexThresholds_GlobalIlluminationQuality="GPU 18 115 500" +PerfIndexThresholds_ReflectionQuality="GPU 18 115 350" +PerfIndexThresholds_PostProcessQuality="GPU 18 115 350" +PerfIndexThresholds_TextureQuality="GPU 18 115 250" +PerfIndexThresholds_EffectsQuality="GPU 18 115 350" +PerfIndexThresholds_FoliageQuality="GPU 18 115 250" +PerfIndexThresholds_ShadingQuality="GPU 18 115 250" + + +; Change some shadow settings to match the map content +[ShadowQuality@0] +r.Shadow.Virtual.ResolutionLodBiasDirectional=0 + +[ShadowQuality@1] +r.Shadow.Virtual.ResolutionLodBiasDirectional=0 + +[ShadowQuality@2] +r.Shadow.Virtual.ResolutionLodBiasDirectional=0 + +[ShadowQuality@3] +r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.5 + +; Change some reflection settings to match the map content +[GlobalIlluminationQuality@0] +r.DistanceFieldAO=0 + +[GlobalIlluminationQuality@1] +; Enable DFAO when Lumen is off +r.DistanceFieldAO=1 + +[GlobalIlluminationQuality@2] +r.DistanceFieldAO=0 + +[GlobalIlluminationQuality@3] +r.DistanceFieldAO=0 + +[GlobalIlluminationQuality@Cine] +r.DistanceFieldAO=0 + + +[ReflectionQuality@0] +r.Lumen.Reflections.Allow=0 + +[ReflectionQuality@1] +r.Lumen.Reflections.Allow=0 + +[ReflectionQuality@2] +r.Lumen.Reflections.Allow=1 +r.Lumen.Reflections.DownsampleFactor=2 +r.Lumen.Reflections.RadianceCache=1 + +[ReflectionQuality@3] +r.Lumen.Reflections.Allow=1 +r.Lumen.Reflections.DownsampleFactor=2 +r.Lumen.Reflections.RadianceCache=1 + +[ReflectionQuality@Cine] +r.Lumen.Reflections.Allow=1 +r.Lumen.Reflections.DownsampleFactor=1 +r.Lumen.Reflections.RadianceCache=0 + + +; Engine scalability groups can be reorganized by using game-specific ini override syntax +; These changes disable the FoliageQuality group entirely and moves those settings over to ViewDistanceQuality +[FoliageQuality@0] +-foliage.DensityScale=0 +-grass.DensityScale=0 + +[FoliageQuality@1] +-foliage.DensityScale=0.4 +-grass.DensityScale=0.4 + +[FoliageQuality@2] +-foliage.DensityScale=0.8 +-grass.DensityScale=0.8 + +[FoliageQuality@3] +-foliage.DensityScale=1.0 +-grass.DensityScale=1.0 + +[FoliageQuality@Cine] +-foliage.DensityScale=1.0 +-grass.DensityScale=1.0 + + +[ViewDistanceQuality@0] +foliage.DensityScale=0 +grass.DensityScale=0 + +[ViewDistanceQuality@1] +foliage.DensityScale=0.4 +grass.DensityScale=0.4 + +[ViewDistanceQuality@2] +foliage.DensityScale=1.0 +grass.DensityScale=1.0 + +[ViewDistanceQuality@3] +foliage.DensityScale=1.0 +grass.DensityScale=1.0 + +[ViewDistanceQuality@Cine] +foliage.DensityScale=1.0 +grass.DensityScale=1.0 + + diff --git a/LyraStarterGame/Content/B_LyraGameInstance.uasset b/LyraStarterGame/Content/B_LyraGameInstance.uasset new file mode 100644 index 0000000000000000000000000000000000000000..50c8370e17a679cdf9837803ba16c126612ed2e4 Binary files /dev/null and b/LyraStarterGame/Content/B_LyraGameInstance.uasset differ diff --git a/LyraStarterGame/Content/B_LyraGameMode.uasset b/LyraStarterGame/Content/B_LyraGameMode.uasset new file mode 100644 index 0000000000000000000000000000000000000000..2ca5a16efefb83d23c3c78cf261138307659cd80 Binary files /dev/null and b/LyraStarterGame/Content/B_LyraGameMode.uasset differ diff --git a/LyraStarterGame/Content/DefaultGameData.uasset b/LyraStarterGame/Content/DefaultGameData.uasset new file mode 100644 index 0000000000000000000000000000000000000000..cc830ddb2d893ca6da3b0e98cb7068b74c7200e6 Binary files /dev/null and b/LyraStarterGame/Content/DefaultGameData.uasset differ diff --git a/LyraStarterGame/Plugins/AsyncMixin/AsyncMixin.uplugin b/LyraStarterGame/Plugins/AsyncMixin/AsyncMixin.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..233540acb7f40ad2fd50f2490c151383fd8697b5 --- /dev/null +++ b/LyraStarterGame/Plugins/AsyncMixin/AsyncMixin.uplugin @@ -0,0 +1,21 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "AsyncMixin", + "Description": "C++ utility class for managing asynchronous operations like loading.", + "Category": "UI", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "http://epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "EnabledByDefault": false, + "Modules": [ + { + "Name": "AsyncMixin", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/CommonGame/CommonGame.uplugin b/LyraStarterGame/Plugins/CommonGame/CommonGame.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..0e24ec009711bb6030f3a34642f6fc6b390e7d18 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonGame/CommonGame.uplugin @@ -0,0 +1,42 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "CommonGame", + "Description": "Generic gameplay classes that use the other Common plugins.", + "Category": "Gameplay", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "https://www.epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": false, + "IsBetaVersion": false, + "Installed": false, + + "Modules": [ + { + "Name": "CommonGame", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "CommonUI", + "Enabled": true + }, + { + "Name": "CommonUser", + "Enabled": true + }, + { + "Name": "ModularGameplayActors", + "Enabled": true + }, + { + "Name": "OnlineFramework", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/CommonLoadingScreen/CommonLoadingScreen.uplugin b/LyraStarterGame/Plugins/CommonLoadingScreen/CommonLoadingScreen.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..ab6f871040867bec58436866c7cbd3889aead92f --- /dev/null +++ b/LyraStarterGame/Plugins/CommonLoadingScreen/CommonLoadingScreen.uplugin @@ -0,0 +1,29 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "CommonLoadingScreen", + "Description": "Loading screen manager handling creation and display of a project-specified loading screen widget", + "Category": "Gameplay", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "https://www.epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": false, + "IsBetaVersion": false, + "IsExperimentalVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "CommonLoadingScreen", + "Type": "Runtime", + "LoadingPhase": "Default" + }, + { + "Name": "CommonStartupLoadingScreen", + "Type": "ClientOnly", + "LoadingPhase": "PreLoadingScreen" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/CommonUser/CommonUser.uplugin b/LyraStarterGame/Plugins/CommonUser/CommonUser.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..3fe38172f887bd9381433d2194a54e7010b51a02 --- /dev/null +++ b/LyraStarterGame/Plugins/CommonUser/CommonUser.uplugin @@ -0,0 +1,38 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "CommonUser", + "Description": "Provides gameplay code and blueprint wrappers for online and platform operations.", + "Category": "Gameplay", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "https://www.epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": false, + "IsBetaVersion": false, + "IsExperimentalVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "CommonUser", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "OnlineSubsystem", + "Enabled": true + }, + { + "Name": "OnlineSubsystemUtils", + "Enabled": true + }, + { + "Name": "OnlineServices", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameSettings/GameSettings.uplugin b/LyraStarterGame/Plugins/GameSettings/GameSettings.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..dcfb0735093ac5288cae8d7ff6ccf8bd5c2e5115 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/GameSettings.uplugin @@ -0,0 +1,30 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "GameSettings", + "Description": "System for defining game-specific settings and exposing them to the UI.", + "Category": "UI", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "https://www.epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": false, + "IsBetaVersion": false, + "Installed": false, + + "Modules": [ + { + "Name": "GameSettings", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "CommonUI", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameSubtitles/GameSubtitles.uplugin b/LyraStarterGame/Plugins/GameSubtitles/GameSubtitles.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..ef7aa92717db9d43ca0eda01b7a3fe2d13a6974d --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/GameSubtitles.uplugin @@ -0,0 +1,25 @@ +{ + "FileVersion" : 3, + "Version" : 1, + "VersionName" : "1.0", + "FriendlyName" : "Game Subtitles", + "Description" : "Game support for playing subtitles attached to media player assets.", + "Category" : "UI", + "CreatedBy" : "Epic Games, Inc.", + "CreatedByURL" : "http://epicgames.com", + "DocsURL" : "", + "MarketplaceURL" : "", + "SupportURL" : "", + "EnabledByDefault" : false, + "CanContainContent" : false, + "IsBetaVersion" : false, + "Installed" : false, + "Modules" : + [ + { + "Name": "GameSubtitles", + "Type": "Runtime", + "LoadingPhase" : "Default" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/GameplayMessageRouter.uplugin b/LyraStarterGame/Plugins/GameplayMessageRouter/GameplayMessageRouter.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..ceb893bf2cf7397363755e88b9034321dbdaca90 --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/GameplayMessageRouter.uplugin @@ -0,0 +1,35 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "Gameplay Message Subsystem", + "Description": "A subsystem that allows registering for and sending messages between unconnected gameplay objects.", + "Category": "Gameplay", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "http://epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "EnabledByDefault": true, + "CanContainContent": false, + "IsBetaVersion": true, + "Installed": false, + "Modules": [ + { + "Name": "GameplayMessageRuntime", + "Type": "Runtime", + "LoadingPhase": "Default" + }, + { + "Name": "GameplayMessageNodes", + "Type": "UncookedOnly", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "GameplayTagsEditor", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/LyraExampleContent/LyraExampleContent.uplugin b/LyraStarterGame/Plugins/LyraExampleContent/LyraExampleContent.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..5c3313ea459c1f1c1d4960dba8077bf33821e27c --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExampleContent/LyraExampleContent.uplugin @@ -0,0 +1,18 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "LyraExample", + "Description": "Lyra Example Content", + "Category": "Game", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "http://epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "EnabledByDefault": true, + "CanContainContent": true, + "IsBetaVersion": false, + "Installed": false, + "IsExperimentalVersion": false +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/LyraExtTool/LyraExtTool.uplugin b/LyraStarterGame/Plugins/LyraExtTool/LyraExtTool.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..6cc15b51146eb160896397d2f1e467867fbf6f31 --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExtTool/LyraExtTool.uplugin @@ -0,0 +1,24 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "LyraExtTool", + "Description": "", + "Category": "Other", + "CreatedBy": "", + "CreatedByURL": "", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": true, + "IsBetaVersion": false, + "IsExperimentalVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "LyraExtTool", + "Type": "Editor", + "LoadingPhase": "Default" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/ModularGameplayActors.uplugin b/LyraStarterGame/Plugins/ModularGameplayActors/ModularGameplayActors.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..14531d928974ce92429d7a32959589df10567d5e --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/ModularGameplayActors.uplugin @@ -0,0 +1,30 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "Modular Gameplay Actors", + "Description": "Base classes designed to be used with the Modular Gameplay plugin.", + "Category": "Gameplay", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "http://epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "EnabledByDefault": true, + "CanContainContent": false, + "IsBetaVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "ModularGameplayActors", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "ModularGameplay", + "Enabled": true + } + ] +} diff --git a/LyraStarterGame/Plugins/PocketWorlds/Content/M_Black.uasset b/LyraStarterGame/Plugins/PocketWorlds/Content/M_Black.uasset new file mode 100644 index 0000000000000000000000000000000000000000..0947b9642a80472fca9aea535ec6edc647a4171f Binary files /dev/null and b/LyraStarterGame/Plugins/PocketWorlds/Content/M_Black.uasset differ diff --git a/LyraStarterGame/Plugins/PocketWorlds/Content/M_PocketCaptureMasked.uasset b/LyraStarterGame/Plugins/PocketWorlds/Content/M_PocketCaptureMasked.uasset new file mode 100644 index 0000000000000000000000000000000000000000..911d26ce22b2ae045685701d17d7123bd6c1b60f Binary files /dev/null and b/LyraStarterGame/Plugins/PocketWorlds/Content/M_PocketCaptureMasked.uasset differ diff --git a/LyraStarterGame/Plugins/PocketWorlds/Content/M_White.uasset b/LyraStarterGame/Plugins/PocketWorlds/Content/M_White.uasset new file mode 100644 index 0000000000000000000000000000000000000000..4a76efdbf536a252132b2779c7b88472c413d84d Binary files /dev/null and b/LyraStarterGame/Plugins/PocketWorlds/Content/M_White.uasset differ diff --git a/LyraStarterGame/Plugins/PocketWorlds/PocketWorlds.uplugin b/LyraStarterGame/Plugins/PocketWorlds/PocketWorlds.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..53ea95d46c6554f6c66061b2e17633cfcbe3fd14 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/PocketWorlds.uplugin @@ -0,0 +1,25 @@ +{ + "FileVersion" : 3, + "Version" : 1, + "VersionName" : "1.0", + "FriendlyName" : "Pocket Worlds", + "Description" : "Pocket Worlds", + "Category" : "UI", + "CreatedBy" : "Epic Games, Inc.", + "CreatedByURL" : "http://epicgames.com", + "DocsURL" : "", + "MarketplaceURL" : "", + "SupportURL" : "", + "EnabledByDefault" : false, + "CanContainContent" : true, + "IsBetaVersion" : false, + "Installed" : false, + "Modules" : + [ + { + "Name": "PocketWorlds", + "Type": "Runtime", + "LoadingPhase" : "Default" + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/PocketWorlds.Build.cs b/LyraStarterGame/Plugins/PocketWorlds/Source/PocketWorlds.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..0b4d46e9df4c02d5e0c69732bea8b59159082e00 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/PocketWorlds.Build.cs @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class PocketWorlds : ModuleRules +{ + public PocketWorlds(ReadOnlyTargetRules Target) : base(Target) + { + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + } + ); + + PublicIncludePathModuleNames.AddRange( + new string[] { + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + // ... add private dependencies that you statically link with here ... + } + ); + } +} diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCapture.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCapture.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c90df830a71097b7e359dafced331ae2d20b72f9 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCapture.cpp @@ -0,0 +1,363 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PocketCapture.h" + +#include "Camera/CameraComponent.h" +#include "Camera/CameraTypes.h" +#include "Components/PrimitiveComponent.h" +#include "Components/SceneCaptureComponent.h" +#include "Components/SceneCaptureComponent2D.h" +#include "Engine/TextureRenderTarget2D.h" +#include "PocketCaptureSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PocketCapture) + +class UWorld; + +// UPocketCapture +//--------------------------------------------------------------------------------- + +UPocketCapture::UPocketCapture() +{ +} + +void UPocketCapture::Initialize(UWorld* InWorld, int32 InRendererIndex) +{ + PrivateWorld = InWorld; + RendererIndex = InRendererIndex; + + CaptureComponent = NewObject(this, "Thumbnail_Capture_Component"); + CaptureComponent->RegisterComponentWithWorld(InWorld); + CaptureComponent->bConsiderUnrenderedOpaquePixelAsFullyTranslucent = true; + CaptureComponent->PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_UseShowOnlyList; + CaptureComponent->bCaptureEveryFrame = false; + CaptureComponent->bCaptureOnMovement = false; + CaptureComponent->bAlwaysPersistRenderingState = true; + + //UE_LOG(LogPocketLevels, Log, TEXT("ThumbnailRenderer: Initialize:%s"), *GetName()); +} + +void UPocketCapture::Deinitialize() +{ + CaptureComponent->UnregisterComponent(); + + //UE_LOG(LogPocketLevels, Log, TEXT("ThumbnailRenderer: Deinitialize:%s"), *GetName()); +} + +void UPocketCapture::BeginDestroy() +{ + Super::BeginDestroy(); + + if (CaptureComponent) + { + CaptureComponent->UnregisterComponent(); + CaptureComponent = nullptr; + } +} + +void UPocketCapture::SetRenderTargetSize(int32 Width, int32 Height) +{ + if (SurfaceWidth != Width || SurfaceHeight != Height) + { + SurfaceWidth = Width; + SurfaceHeight = Height; + + if (DiffuseRT) + { + DiffuseRT->ResizeTarget(SurfaceWidth, SurfaceHeight); + } + + if (AlphaMaskRT) + { + AlphaMaskRT->ResizeTarget(SurfaceWidth, SurfaceHeight); + } + + if (EffectsRT) + { + EffectsRT->ResizeTarget(SurfaceWidth, SurfaceHeight); + } + } + + //UE_LOG(LogPocketLevels, Log, TEXT("ThumbnailRenderer: SetRenderTargetSize:%dx%d"), Width, Height); +} + +UTextureRenderTarget2D* UPocketCapture::GetOrCreateDiffuseRenderTarget() +{ + if (DiffuseRT == nullptr) + { + DiffuseRT = NewObject(this, TEXT("ThumbnailRenderer_Diffuse")); + DiffuseRT->RenderTargetFormat = RTF_RGBA8; + DiffuseRT->InitAutoFormat(SurfaceWidth, SurfaceHeight); + DiffuseRT->UpdateResourceImmediate(true); + } + + return DiffuseRT; +} + +UTextureRenderTarget2D* UPocketCapture::GetOrCreateAlphaMaskRenderTarget() +{ + if (AlphaMaskRT == nullptr) + { + AlphaMaskRT = NewObject(this, TEXT("ThumbnailRenderer_AlphaMask")); + AlphaMaskRT->RenderTargetFormat = RTF_R8; + AlphaMaskRT->InitAutoFormat(SurfaceWidth, SurfaceHeight); + AlphaMaskRT->UpdateResourceImmediate(true); + } + + return AlphaMaskRT; +} + +UTextureRenderTarget2D* UPocketCapture::GetOrCreateEffectsRenderTarget() +{ + if (EffectsRT == nullptr) + { + EffectsRT = NewObject(this, TEXT("ThumbnailRenderer_Fx")); + EffectsRT->RenderTargetFormat = RTF_R8; + EffectsRT->InitAutoFormat(SurfaceWidth, SurfaceHeight); + EffectsRT->UpdateResourceImmediate(true); + } + + return EffectsRT; +} + +void UPocketCapture::SetCaptureTarget(AActor* InCaptureTarget) +{ + CaptureTargetPtr = InCaptureTarget; + + OnCaptureTargetChanged(InCaptureTarget); +} + +void UPocketCapture::SetAlphaMaskedActors(const TArray& InCaptureTargets) +{ + AlphaMaskActorPtrs.Reset(); + + for (AActor* CaptureTarget : InCaptureTargets) + { + AlphaMaskActorPtrs.Add(CaptureTarget); + } +} + +UPocketCaptureSubsystem* UPocketCapture::GetThumbnailSystem() const +{ + return CastChecked(GetOuter()); +} + +TArray UPocketCapture::GatherPrimitivesForCapture(const TArray& InCaptureActors) const +{ + const bool bIncludeFromChildActors = true; + TArray PrimitiveComponents; + + for (AActor* CaptureActor : InCaptureActors) + { + TArray ChildPrimitiveComponents; + CaptureActor->GetComponents(ChildPrimitiveComponents, bIncludeFromChildActors); + + for (UPrimitiveComponent* ChildPrimitiveComponent : ChildPrimitiveComponents) + { + if (!ChildPrimitiveComponent->bHiddenInGame) + { + PrimitiveComponents.Add(ChildPrimitiveComponent); + } + } + } + + return PrimitiveComponents; +} + +bool UPocketCapture::CaptureScene(UTextureRenderTarget2D* InRenderTarget, const TArray& InCaptureActors, ESceneCaptureSource InCaptureSource, UMaterialInterface* OverrideMaterial) +{ + if (InRenderTarget == nullptr) + { + //UE_LOG(LogPocketLevels, Error, TEXT("")); + return false; + } + + if (AActor* CaptureTarget = CaptureTargetPtr.Get()) + { + if (InCaptureActors.Num() > 0) + { + TArray PrimitiveComponents = GatherPrimitivesForCapture(InCaptureActors); + + GetThumbnailSystem()->StreamThisFrame(PrimitiveComponents); + + TArray OriginalMaterials; + if (OverrideMaterial) + { + for (UPrimitiveComponent* PrimitiveComponent : PrimitiveComponents) + { + const int32 MaterialCount = PrimitiveComponent->GetNumMaterials(); + for (int32 MaterialIndex = 0; MaterialIndex < MaterialCount; MaterialIndex++) + { + OriginalMaterials.Add(PrimitiveComponent->GetMaterial(MaterialIndex)); + + PrimitiveComponent->SetMaterial(MaterialIndex, OverrideMaterial); + } + } + } + + UCameraComponent* Camera = CaptureTarget->FindComponentByClass(); + if (ensure(Camera)) + { + CaptureComponent->ShowOnlyActors = InCaptureActors; + + FMinimalViewInfo CaptureView; + Camera->GetCameraView(0, CaptureView); + + // We need to make sure the texture streamer takes into account this new location, + // this request only lasts for one tick, so we call it every time we need to draw, + // so that they stay resident. + + CaptureComponent->TextureTarget = InRenderTarget; + CaptureComponent->PostProcessSettings = Camera->PostProcessSettings; + CaptureComponent->SetCameraView(CaptureView); + + CaptureComponent->ShowFlags.SetDepthOfField(false); + CaptureComponent->ShowFlags.SetMotionBlur(false); + CaptureComponent->ShowFlags.SetScreenPercentage(false); + CaptureComponent->ShowFlags.SetScreenSpaceReflections(false); + CaptureComponent->ShowFlags.SetDistanceFieldAO(false); + + CaptureComponent->ShowFlags.SetLensFlares(false); + CaptureComponent->ShowFlags.SetOnScreenDebug(false); + //CaptureComponent->ShowFlags.SetEyeAdaptation(false); + CaptureComponent->ShowFlags.SetColorGrading(false); + CaptureComponent->ShowFlags.SetCameraImperfections(false); + CaptureComponent->ShowFlags.SetVignette(false); + CaptureComponent->ShowFlags.SetGrain(false); + CaptureComponent->ShowFlags.SetSeparateTranslucency(false); + CaptureComponent->ShowFlags.SetScreenPercentage(false); + CaptureComponent->ShowFlags.SetScreenSpaceReflections(false); + CaptureComponent->ShowFlags.SetTemporalAA(false); + // might cause reallocation if we render rarely to it - for now off + CaptureComponent->ShowFlags.SetAmbientOcclusion(false); + // Requires resources in the FScene, which get reallocated for every temporary scene if enabled + CaptureComponent->ShowFlags.SetIndirectLightingCache(false); + CaptureComponent->ShowFlags.SetLightShafts(false); + CaptureComponent->ShowFlags.SetPostProcessMaterial(false); + CaptureComponent->ShowFlags.SetHighResScreenshotMask(false); + CaptureComponent->ShowFlags.SetHMDDistortion(false); + CaptureComponent->ShowFlags.SetStereoRendering(false); + CaptureComponent->ShowFlags.SetVolumetricFog(false); + CaptureComponent->ShowFlags.SetVolumetricLightmap(false); + CaptureComponent->ShowFlags.SetSkyLighting(false); + + CaptureComponent->CaptureSource = InCaptureSource; + CaptureComponent->ProfilingEventName = TEXT("Pocket Capture"); + CaptureComponent->CaptureScene(); + + if (OriginalMaterials.Num() > 0) + { + int32 TotalMaterialIndex = 0; + for (UPrimitiveComponent* PrimitiveComponent : PrimitiveComponents) + { + const int32 MaterialCount = PrimitiveComponent->GetNumMaterials(); + for (int32 MaterialIndex = 0; MaterialIndex < MaterialCount; MaterialIndex++) + { + PrimitiveComponent->SetMaterial(MaterialIndex, OriginalMaterials[TotalMaterialIndex]); + TotalMaterialIndex++; + } + } + } + + return true; + } + } + else + { + //UE_LOG(LogPocketLevels, Warning, TEXT("UPocketCapture: %s CaptureScene Failed: No Capture Actors"), *GetName()); + } + } + else + { + //UE_LOG(LogPocketLevels, Warning, TEXT("UPocketCapture: %s CaptureScene Failed: No Capture Target"), *GetName()); + } + + return false; +} + +void UPocketCapture::CaptureDiffuse() +{ + if (UTextureRenderTarget2D* RenderTarget = GetOrCreateDiffuseRenderTarget()) + { + TArray CaptureActors; + if (AActor* CaptureTarget = CaptureTargetPtr.Get()) + { + CaptureTarget->GetAttachedActors(CaptureActors); + CaptureActors.Add(CaptureTarget); + } + + CaptureScene(RenderTarget, CaptureActors, ESceneCaptureSource::SCS_FinalColorLDR, nullptr); + } +} + +void UPocketCapture::CaptureAlphaMask() +{ + if (UTextureRenderTarget2D* RenderTarget = GetOrCreateAlphaMaskRenderTarget()) + { + TArray CaptureActors; + for (const TWeakObjectPtr& AlphaMaskTargetPtr : AlphaMaskActorPtrs) + { + if (AActor* AlphaMaskTarget = AlphaMaskTargetPtr.Get()) + { + CaptureActors.Add(AlphaMaskTarget); + } + } + + CaptureScene(RenderTarget, CaptureActors, ESceneCaptureSource::SCS_SceneColorHDR, AlphaMaskMaterial); + } +} + +void UPocketCapture::CaptureEffects() +{ + if (UTextureRenderTarget2D* RenderTarget = GetOrCreateEffectsRenderTarget()) + { + ensure(false);//TODO + TArray CaptureActors; + CaptureScene(RenderTarget, CaptureActors, ESceneCaptureSource::SCS_SceneColorHDR, EffectMaskMaterial); + } +} + +void UPocketCapture::ReleaseResources() +{ + if (DiffuseRT) + { + DiffuseRT->ReleaseResource(); + } + + if (AlphaMaskRT) + { + AlphaMaskRT->ReleaseResource(); + } + + if (EffectsRT) + { + EffectsRT->ReleaseResource(); + } + + //OnReleaseResources(); +} + +void UPocketCapture::ReclaimResources() +{ + if (DiffuseRT) + { + DiffuseRT->UpdateResource(); + } + + if (AlphaMaskRT) + { + AlphaMaskRT->UpdateResource(); + } + + if (EffectsRT) + { + EffectsRT->UpdateResource(); + } + + //OnReclaimResources(); +} + +int32 UPocketCapture::GetRendererIndex() const +{ + return RendererIndex; +} diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCaptureSubsystem.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCaptureSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a90bbecaee1907582d9545ff2a8c7d82b04caf1d --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketCaptureSubsystem.cpp @@ -0,0 +1,98 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PocketCaptureSubsystem.h" + +#include "Components/PrimitiveComponent.h" +#include "PocketCapture.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PocketCaptureSubsystem) + +class FSubsystemCollectionBase; + +// UPocketCaptureSubsystem +//--------------------------------------------------------------------------------- + +UPocketCaptureSubsystem::UPocketCaptureSubsystem() +{ +} + +void UPocketCaptureSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + TickHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateUObject(this, &ThisClass::Tick)); +} + +void UPocketCaptureSubsystem::Deinitialize() +{ + FTSTicker::GetCoreTicker().RemoveTicker(TickHandle); + + for (int32 RendererIndex = 0; RendererIndex < ThumbnailRenderers.Num(); RendererIndex++) + { + if (UPocketCapture* Renderer = ThumbnailRenderers[RendererIndex].Get()) + { + Renderer->Deinitialize(); + } + } + + ThumbnailRenderers.Reset(); +} + +UPocketCapture* UPocketCaptureSubsystem::CreateThumbnailRenderer(TSubclassOf ThumbnailRendererClass) +{ + UPocketCapture* Renderer = NewObject(this, ThumbnailRendererClass); + + int32 RendererEmptyIndex = ThumbnailRenderers.IndexOfByKey(nullptr); + if (RendererEmptyIndex == INDEX_NONE) + { + RendererEmptyIndex = ThumbnailRenderers.Add(Renderer); + } + else + { + ThumbnailRenderers[RendererEmptyIndex] = Renderer; + } + + Renderer->Initialize(GetWorld(), RendererEmptyIndex); + + return Renderer; +} + +void UPocketCaptureSubsystem::DestroyThumbnailRenderer(UPocketCapture* ThumbnailRenderer) +{ + if (ThumbnailRenderer) + { + const int32 ThumbnailIndex = ThumbnailRenderers.IndexOfByKey(ThumbnailRenderer); + if (ThumbnailIndex != INDEX_NONE) + { + ThumbnailRenderers[ThumbnailIndex] = nullptr; + ThumbnailRenderer->Deinitialize(); + } + } +} + +void UPocketCaptureSubsystem::StreamThisFrame(TArray& PrimitiveComponents) +{ + for (UPrimitiveComponent* PrimitiveComponent : PrimitiveComponents) + { + PrimitiveComponent->bForceMipStreaming = true; + StreamedLastFrameButNotNext.Remove(PrimitiveComponent); + } + + StreamNextFrame.Append(PrimitiveComponents); +} + +bool UPocketCaptureSubsystem::Tick(float DeltaTime) +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_URealTimeThumbnailSubsystem_Tick); + + for (TWeakObjectPtr PrimitiveComponent : StreamedLastFrameButNotNext) + { + if (PrimitiveComponent.IsValid()) + { + PrimitiveComponent->bForceMipStreaming = false; + } + } + + StreamedLastFrameButNotNext = MoveTemp(StreamNextFrame); + + return true; +} + diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevel.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevel.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2880bfbcb95815db1f6ca43cc83c6dfec1b2d74b --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevel.cpp @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PocketLevel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PocketLevel) + +UPocketLevel::UPocketLevel() +{ + +} + diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelInstance.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelInstance.cpp new file mode 100644 index 0000000000000000000000000000000000000000..870e79b1c1c31c35205a736c686fbba64d4e81cf --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelInstance.cpp @@ -0,0 +1,135 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PocketLevelInstance.h" + +#include "Engine/Level.h" +#include "Engine/LevelStreaming.h" +#include "Engine/LevelStreamingDynamic.h" +#include "Engine/LocalPlayer.h" +#include "GameFramework/PlayerController.h" +#include "PocketLevel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PocketLevelInstance) + +UPocketLevelInstance::UPocketLevelInstance() +{ + +} + +bool UPocketLevelInstance::Initialize(ULocalPlayer* InLocalPlayer, UPocketLevel* InPocketLevel, FVector InSpawnPoint) +{ + LocalPlayer = InLocalPlayer; + World = LocalPlayer->GetWorld(); + PocketLevel = InPocketLevel; + Bounds = FBoxSphereBounds(FSphere(InSpawnPoint, PocketLevel->Bounds.GetAbsMax())); + + if (ensure(StreamingPocketLevel == nullptr)) + { + if (ensure(!PocketLevel->Level.IsNull())) + { + bool bSuccess = false; + StreamingPocketLevel = ULevelStreamingDynamic::LoadLevelInstanceBySoftObjectPtr(LocalPlayer, PocketLevel->Level, Bounds.Origin, FRotator::ZeroRotator, bSuccess); + + if (ensure(bSuccess && StreamingPocketLevel)) + { + StreamingPocketLevel->OnLevelLoaded.AddUniqueDynamic(this, &ThisClass::HandlePocketLevelLoaded); + StreamingPocketLevel->OnLevelShown.AddUniqueDynamic(this, &ThisClass::HandlePocketLevelShown); + } + + return bSuccess; + } + } + + return false; +} + +void UPocketLevelInstance::StreamIn() +{ + if (StreamingPocketLevel) + { + StreamingPocketLevel->SetShouldBeVisible(true); + StreamingPocketLevel->SetShouldBeLoaded(true); + } +} + +void UPocketLevelInstance::StreamOut() +{ + if (StreamingPocketLevel) + { + StreamingPocketLevel->SetShouldBeVisible(false); + StreamingPocketLevel->SetShouldBeLoaded(false); + } +} + +FDelegateHandle UPocketLevelInstance::AddReadyCallback(FPocketLevelInstanceEvent::FDelegate Callback) +{ + if (StreamingPocketLevel->GetLevelStreamingState() == ELevelStreamingState::LoadedVisible) + { + Callback.ExecuteIfBound(this); + } + + return OnReadyEvent.Add(Callback); +} + +void UPocketLevelInstance::RemoveReadyCallback(FDelegateHandle CallbackToRemove) +{ + OnReadyEvent.Remove(CallbackToRemove); +} + +void UPocketLevelInstance::BeginDestroy() +{ + Super::BeginDestroy(); + + if (StreamingPocketLevel) + { + StreamingPocketLevel->bShouldBlockOnUnload = false; + StreamingPocketLevel->SetShouldBeLoaded(false); + StreamingPocketLevel->OnLevelShown.RemoveAll(this); + StreamingPocketLevel->OnLevelLoaded.RemoveAll(this); + StreamingPocketLevel = nullptr; + } +} + +void UPocketLevelInstance::HandlePocketLevelLoaded() +{ + if (StreamingPocketLevel) + { + // Make everything in the level setup so that it's setup on the client, and we treat + // everything as locally spawned, rather than bExchangedRoles = true, where it's spawned + // on the client, but the expectation is the server said do it, and the server is going to + // be telling us about them later. + if (ULevel* LoadedLevel = StreamingPocketLevel->GetLoadedLevel()) + { + LoadedLevel->bClientOnlyVisible = true; + + for (AActor* Actor : LoadedLevel->Actors) + { + if (Actor) + { + Actor->bExchangedRoles = true; // HACK, Remove when bClientOnlyVisible is all we need. + } + } + + // TODO: Don't put ownership over shared pocket spaces. + if (LocalPlayer) + { + if (APlayerController* PC = LocalPlayer->GetPlayerController(GetWorld())) + { + for (AActor* Actor : LoadedLevel->Actors) + { + if (Actor) + { + Actor->SetOwner(PC); + } + } + } + } + } + } +} + +void UPocketLevelInstance::HandlePocketLevelShown() +{ + OnReadyEvent.Broadcast(this); +} + diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelSystem.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelSystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..818b846735d9e67d571876377db246248cbfb2a5 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketLevelSystem.cpp @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PocketLevelSystem.h" + +#include "PocketLevel.h" +#include "PocketLevelInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PocketLevelSystem) + +UPocketLevelInstance* UPocketLevelSubsystem::GetOrCreatePocketLevelFor(ULocalPlayer* LocalPlayer, UPocketLevel* PocketLevel, FVector DesiredSpawnPoint) +{ + if (PocketLevel == nullptr) + { + return nullptr; + } + + float VerticalBoundsOffset = 0; + for (UPocketLevelInstance* Instance : PocketInstances) + { + if (Instance->LocalPlayer == LocalPlayer && Instance->PocketLevel == PocketLevel) + { + return Instance; + } + + VerticalBoundsOffset += Instance->PocketLevel->Bounds.Z; + } + + const FVector SpawnPoint = DesiredSpawnPoint + FVector(0, 0, VerticalBoundsOffset); + + UPocketLevelInstance* NewInstance = NewObject(this); + NewInstance->Initialize(LocalPlayer, PocketLevel, SpawnPoint); + + PocketInstances.Add(NewInstance); + + return NewInstance; +} diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketWorldsModule.cpp b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketWorldsModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e63c2db049bf3baf37c026d70f6b149d0177d528 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Private/PocketWorldsModule.cpp @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + +class FPocketWorldsModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; + +void FPocketWorldsModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FPocketWorldsModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +IMPLEMENT_MODULE(FPocketWorldsModule, PocketWorlds) diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCapture.h b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCapture.h new file mode 100644 index 0000000000000000000000000000000000000000..660f9851b69c1a32c83ffb00aa9889b9694e7007 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCapture.h @@ -0,0 +1,121 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Actor.h" + +#include "PocketCapture.generated.h" + +#define UE_API POCKETWORLDS_API + +enum ESceneCaptureSource : int; + +class UMaterialInterface; +class UPocketCaptureSubsystem; +class UPrimitiveComponent; +class USceneCaptureComponent2D; +class UTextureRenderTarget2D; +class UWorld; +struct FFrame; + +UCLASS(MinimalAPI, Abstract, Within=PocketCaptureSubsystem, BlueprintType, Blueprintable) +class UPocketCapture : public UObject +{ + GENERATED_BODY() + +public: + UE_API UPocketCapture(); + + UE_API virtual void Initialize(UWorld* InWorld, int32 RendererIndex); + UE_API virtual void Deinitialize(); + + UE_API virtual void BeginDestroy() override; + + UFUNCTION(BlueprintCallable) + UE_API void SetRenderTargetSize(int32 Width, int32 Height); + + UFUNCTION(BlueprintCallable) + UE_API UTextureRenderTarget2D* GetOrCreateDiffuseRenderTarget(); + + UFUNCTION(BlueprintCallable) + UE_API UTextureRenderTarget2D* GetOrCreateAlphaMaskRenderTarget(); + + UFUNCTION(BlueprintCallable) + UE_API UTextureRenderTarget2D* GetOrCreateEffectsRenderTarget(); + + UFUNCTION(BlueprintCallable) + UE_API void SetCaptureTarget(AActor* InCaptureTarget); + + UFUNCTION(BlueprintCallable) + UE_API void SetAlphaMaskedActors(const TArray& InCaptureTarget); + + UFUNCTION(BlueprintCallable) + UE_API void CaptureDiffuse(); + + UFUNCTION(BlueprintCallable) + UE_API void CaptureAlphaMask(); + + UFUNCTION(BlueprintCallable) + UE_API void CaptureEffects(); + + UFUNCTION(BlueprintCallable) + UE_API virtual void ReleaseResources(); + + UFUNCTION(BlueprintCallable) + UE_API virtual void ReclaimResources(); + + UFUNCTION(BlueprintCallable) + UE_API int32 GetRendererIndex() const; + +protected: + AActor* GetCaptureTarget() const { return CaptureTargetPtr.Get(); } + virtual void OnCaptureTargetChanged(AActor* InCaptureTarget) {} + + UE_API bool CaptureScene(UTextureRenderTarget2D* InRenderTarget, const TArray& InCaptureActors, ESceneCaptureSource CaptureSource, UMaterialInterface* OverrideMaterial); + +protected: + UE_API TArray GatherPrimitivesForCapture(const TArray& InCaptureActors) const; + + UE_API UPocketCaptureSubsystem* GetThumbnailSystem() const; + +protected: + + UPROPERTY(EditDefaultsOnly) + TObjectPtr AlphaMaskMaterial; + + UPROPERTY(EditDefaultsOnly) + TObjectPtr EffectMaskMaterial; + +protected: + UPROPERTY(Transient) + TObjectPtr PrivateWorld; + + UPROPERTY(Transient) + int32 RendererIndex = INDEX_NONE; + + UPROPERTY(VisibleAnywhere) + int32 SurfaceWidth = 1; + + UPROPERTY(VisibleAnywhere) + int32 SurfaceHeight = 1; + + UPROPERTY(VisibleAnywhere) + TObjectPtr DiffuseRT; + + UPROPERTY(VisibleAnywhere) + TObjectPtr AlphaMaskRT; + + UPROPERTY(VisibleAnywhere) + TObjectPtr EffectsRT; + + UPROPERTY(VisibleAnywhere) + TObjectPtr CaptureComponent; + + UPROPERTY(VisibleAnywhere) + TWeakObjectPtr CaptureTargetPtr; + + UPROPERTY(VisibleAnywhere) + TArray> AlphaMaskActorPtrs; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/UIExtension/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/UIExtension/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..ebe232e043fd86695ecf6040e76e6b65c66bbbbf --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "UIExtension": "UnrealEditor-UIExtension.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.cpp b/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a6c9a2dd4526d16cb09d668fbf6813be62fb9c32 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.cpp @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LogUIExtension.h" + +DEFINE_LOG_CATEGORY(LogUIExtension); \ No newline at end of file diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.h b/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.h new file mode 100644 index 0000000000000000000000000000000000000000..7a88973caff5e206a68a0363e7c45ed479909b7a --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Private/LogUIExtension.h @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Logging/LogMacros.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogUIExtension, Log, All); diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionModule.cpp b/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d57150892c0a6cf892b552e8cd444dbe27a0e502 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionModule.cpp @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + +class FUIExtensionModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; + +void FUIExtensionModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FUIExtensionModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +IMPLEMENT_MODULE(FUIExtensionModule, UIExtension) diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionSystem.cpp b/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionSystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..808bba2ebf0dabc85937974cf5a6af23df571365 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Private/UIExtensionSystem.cpp @@ -0,0 +1,372 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UIExtensionSystem.h" + +#include "Blueprint/UserWidget.h" +#include "LogUIExtension.h" +#include "UObject/Stack.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(UIExtensionSystem) + +class FSubsystemCollectionBase; + +//========================================================= + +void FUIExtensionPointHandle::Unregister() +{ + if (UUIExtensionSubsystem* ExtensionSourcePtr = ExtensionSource.Get()) + { + ExtensionSourcePtr->UnregisterExtensionPoint(*this); + } +} + +//========================================================= + +void FUIExtensionHandle::Unregister() +{ + if (UUIExtensionSubsystem* ExtensionSourcePtr = ExtensionSource.Get()) + { + ExtensionSourcePtr->UnregisterExtension(*this); + } +} + +//========================================================= + +bool FUIExtensionPoint::DoesExtensionPassContract(const FUIExtension* Extension) const +{ + if (UObject* DataPtr = Extension->Data) + { + const bool bMatchesContext = + (ContextObject.IsExplicitlyNull() && Extension->ContextObject.IsExplicitlyNull()) || + ContextObject == Extension->ContextObject; + + // Make sure the contexts match. + if (bMatchesContext) + { + // The data can either be the literal class of the data type, or a instance of the class type. + const UClass* DataClass = DataPtr->IsA(UClass::StaticClass()) ? Cast(DataPtr) : DataPtr->GetClass(); + for (const UClass* AllowedDataClass : AllowedDataClasses) + { + if (DataClass->IsChildOf(AllowedDataClass) || DataClass->ImplementsInterface(AllowedDataClass)) + { + return true; + } + } + } + } + + return false; +} + +//========================================================= + +void UUIExtensionSubsystem::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) +{ + Super::AddReferencedObjects(InThis, Collector); + + if (UUIExtensionSubsystem* ExtensionSubsystem = Cast(InThis)) + { + for (auto MapIt = ExtensionSubsystem->ExtensionPointMap.CreateIterator(); MapIt; ++MapIt) + { + for (const TSharedPtr& ValueElement : MapIt.Value()) + { + Collector.AddReferencedObjects(ValueElement->AllowedDataClasses); + } + } + + for (auto MapIt = ExtensionSubsystem->ExtensionMap.CreateIterator(); MapIt; ++MapIt) + { + for (const TSharedPtr& ValueElement : MapIt.Value()) + { + Collector.AddReferencedObject(ValueElement->Data); + } + } + } +} + +void UUIExtensionSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + Super::Initialize(Collection); +} + +void UUIExtensionSubsystem::Deinitialize() +{ + Super::Deinitialize(); +} + +FUIExtensionPointHandle UUIExtensionSubsystem::RegisterExtensionPoint(const FGameplayTag& ExtensionPointTag, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback) +{ + return RegisterExtensionPointForContext(ExtensionPointTag, nullptr, ExtensionPointTagMatchType, AllowedDataClasses, ExtensionCallback); +} + +FUIExtensionPointHandle UUIExtensionSubsystem::RegisterExtensionPointForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback) +{ + if (!ExtensionPointTag.IsValid()) + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to register an invalid extension point.")); + return FUIExtensionPointHandle(); + } + + if (!ExtensionCallback.IsBound()) + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to register an invalid extension point.")); + return FUIExtensionPointHandle(); + } + + if (AllowedDataClasses.Num() == 0) + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to register an invalid extension point.")); + return FUIExtensionPointHandle(); + } + + FExtensionPointList& List = ExtensionPointMap.FindOrAdd(ExtensionPointTag); + + TSharedPtr& Entry = List.Add_GetRef(MakeShared()); + Entry->ExtensionPointTag = ExtensionPointTag; + Entry->ContextObject = ContextObject; + Entry->ExtensionPointTagMatchType = ExtensionPointTagMatchType; + Entry->AllowedDataClasses = AllowedDataClasses; + Entry->Callback = MoveTemp(ExtensionCallback); + + UE_LOG(LogUIExtension, Verbose, TEXT("Extension Point [%s] Registered"), *ExtensionPointTag.ToString()); + + NotifyExtensionPointOfExtensions(Entry); + + return FUIExtensionPointHandle(this, Entry); +} + +FUIExtensionHandle UUIExtensionSubsystem::RegisterExtensionAsWidget(const FGameplayTag& ExtensionPointTag, TSubclassOf WidgetClass, int32 Priority) +{ + return RegisterExtensionAsData(ExtensionPointTag, nullptr, WidgetClass, Priority); +} + +FUIExtensionHandle UUIExtensionSubsystem::RegisterExtensionAsWidgetForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, TSubclassOf WidgetClass, int32 Priority) +{ + return RegisterExtensionAsData(ExtensionPointTag, ContextObject, WidgetClass, Priority); +} + +FUIExtensionHandle UUIExtensionSubsystem::RegisterExtensionAsData(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority) +{ + if (!ExtensionPointTag.IsValid()) + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to register an invalid extension.")); + return FUIExtensionHandle(); + } + + if (!Data) + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to register an invalid extension.")); + return FUIExtensionHandle(); + } + + FExtensionList& List = ExtensionMap.FindOrAdd(ExtensionPointTag); + + TSharedPtr& Entry = List.Add_GetRef(MakeShared()); + Entry->ExtensionPointTag = ExtensionPointTag; + Entry->ContextObject = ContextObject; + Entry->Data = Data; + Entry->Priority = Priority; + + if (ContextObject) + { + UE_LOG(LogUIExtension, Verbose, TEXT("Extension [%s] @ [%s] Registered"), *GetNameSafe(Data), *ExtensionPointTag.ToString()); + } + else + { + UE_LOG(LogUIExtension, Verbose, TEXT("Extension [%s] for [%s] @ [%s] Registered"), *GetNameSafe(Data), *GetNameSafe(ContextObject), *ExtensionPointTag.ToString()); + } + + NotifyExtensionPointsOfExtension(EUIExtensionAction::Added, Entry); + + return FUIExtensionHandle(this, Entry); +} + +void UUIExtensionSubsystem::NotifyExtensionPointOfExtensions(TSharedPtr& ExtensionPoint) +{ + for (FGameplayTag Tag = ExtensionPoint->ExtensionPointTag; Tag.IsValid(); Tag = Tag.RequestDirectParent()) + { + if (const FExtensionList* ListPtr = ExtensionMap.Find(Tag)) + { + // Copy in case there are removals while handling callbacks + FExtensionList ExtensionArray(*ListPtr); + + for (const TSharedPtr& Extension : ExtensionArray) + { + if (ExtensionPoint->DoesExtensionPassContract(Extension.Get())) + { + FUIExtensionRequest Request = CreateExtensionRequest(Extension); + ExtensionPoint->Callback.ExecuteIfBound(EUIExtensionAction::Added, Request); + } + } + } + + if (ExtensionPoint->ExtensionPointTagMatchType == EUIExtensionPointMatch::ExactMatch) + { + break; + } + } +} + +void UUIExtensionSubsystem::NotifyExtensionPointsOfExtension(EUIExtensionAction Action, TSharedPtr& Extension) +{ + bool bOnInitialTag = true; + for (FGameplayTag Tag = Extension->ExtensionPointTag; Tag.IsValid(); Tag = Tag.RequestDirectParent()) + { + if (const FExtensionPointList* ListPtr = ExtensionPointMap.Find(Tag)) + { + // Copy in case there are removals while handling callbacks + FExtensionPointList ExtensionPointArray(*ListPtr); + + for (const TSharedPtr& ExtensionPoint : ExtensionPointArray) + { + if (bOnInitialTag || (ExtensionPoint->ExtensionPointTagMatchType == EUIExtensionPointMatch::PartialMatch)) + { + if (ExtensionPoint->DoesExtensionPassContract(Extension.Get())) + { + FUIExtensionRequest Request = CreateExtensionRequest(Extension); + ExtensionPoint->Callback.ExecuteIfBound(Action, Request); + } + } + } + } + + bOnInitialTag = false; + } +} + +void UUIExtensionSubsystem::UnregisterExtension(const FUIExtensionHandle& ExtensionHandle) +{ + if (ExtensionHandle.IsValid()) + { + checkf(ExtensionHandle.ExtensionSource == this, TEXT("Trying to unregister an extension that's not from this extension subsystem.")); + + TSharedPtr Extension = ExtensionHandle.DataPtr; + if (FExtensionList* ListPtr = ExtensionMap.Find(Extension->ExtensionPointTag)) + { + if (Extension->ContextObject.IsExplicitlyNull()) + { + UE_LOG(LogUIExtension, Verbose, TEXT("Extension [%s] @ [%s] Unregistered"), *GetNameSafe(Extension->Data), *Extension->ExtensionPointTag.ToString()); + } + else + { + UE_LOG(LogUIExtension, Verbose, TEXT("Extension [%s] for [%s] @ [%s] Unregistered"), *GetNameSafe(Extension->Data), *GetNameSafe(Extension->ContextObject.Get()), *Extension->ExtensionPointTag.ToString()); + } + + NotifyExtensionPointsOfExtension(EUIExtensionAction::Removed, Extension); + + ListPtr->RemoveSwap(Extension); + + if (ListPtr->Num() == 0) + { + ExtensionMap.Remove(Extension->ExtensionPointTag); + } + } + } + else + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to unregister an invalid Handle.")); + } +} + +void UUIExtensionSubsystem::UnregisterExtensionPoint(const FUIExtensionPointHandle& ExtensionPointHandle) +{ + if (ExtensionPointHandle.IsValid()) + { + check(ExtensionPointHandle.ExtensionSource == this); + + const TSharedPtr ExtensionPoint = ExtensionPointHandle.DataPtr; + if (FExtensionPointList* ListPtr = ExtensionPointMap.Find(ExtensionPoint->ExtensionPointTag)) + { + UE_LOG(LogUIExtension, Verbose, TEXT("Extension Point [%s] Unregistered"), *ExtensionPoint->ExtensionPointTag.ToString()); + + ListPtr->RemoveSwap(ExtensionPoint); + if (ListPtr->Num() == 0) + { + ExtensionPointMap.Remove(ExtensionPoint->ExtensionPointTag); + } + } + } + else + { + UE_LOG(LogUIExtension, Warning, TEXT("Trying to unregister an invalid Handle.")); + } +} + +FUIExtensionRequest UUIExtensionSubsystem::CreateExtensionRequest(const TSharedPtr& Extension) +{ + FUIExtensionRequest Request; + Request.ExtensionHandle = FUIExtensionHandle(this, Extension); + Request.ExtensionPointTag = Extension->ExtensionPointTag; + Request.Priority = Extension->Priority; + Request.Data = Extension->Data; + Request.ContextObject = Extension->ContextObject.Get(); + + return Request; +} + +FUIExtensionPointHandle UUIExtensionSubsystem::K2_RegisterExtensionPoint(FGameplayTag ExtensionPointTag, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDynamicDelegate ExtensionCallback) +{ + return RegisterExtensionPoint(ExtensionPointTag, ExtensionPointTagMatchType, AllowedDataClasses, FExtendExtensionPointDelegate::CreateWeakLambda(ExtensionCallback.GetUObject(), [this, ExtensionCallback](EUIExtensionAction Action, const FUIExtensionRequest& Request) { + ExtensionCallback.ExecuteIfBound(Action, Request); + })); +} + +FUIExtensionHandle UUIExtensionSubsystem::K2_RegisterExtensionAsWidget(FGameplayTag ExtensionPointTag, TSubclassOf WidgetClass, int32 Priority) +{ + return RegisterExtensionAsWidget(ExtensionPointTag, WidgetClass, Priority); +} + +FUIExtensionHandle UUIExtensionSubsystem::K2_RegisterExtensionAsWidgetForContext(FGameplayTag ExtensionPointTag, TSubclassOf WidgetClass, UObject* ContextObject, int32 Priority) +{ + if (ContextObject) + { + return RegisterExtensionAsWidgetForContext(ExtensionPointTag, ContextObject, WidgetClass, Priority); + } + else + { + FFrame::KismetExecutionMessage(TEXT("A null ContextObject was passed to Register Extension (Widget For Context)"), ELogVerbosity::Error); + return FUIExtensionHandle(); + } +} + +FUIExtensionHandle UUIExtensionSubsystem::K2_RegisterExtensionAsData(FGameplayTag ExtensionPointTag, UObject* Data, int32 Priority) +{ + return RegisterExtensionAsData(ExtensionPointTag, nullptr, Data, Priority); +} + +FUIExtensionHandle UUIExtensionSubsystem::K2_RegisterExtensionAsDataForContext(FGameplayTag ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority) +{ + if (ContextObject) + { + return RegisterExtensionAsData(ExtensionPointTag, ContextObject, Data, Priority); + } + else + { + FFrame::KismetExecutionMessage(TEXT("A null ContextObject was passed to Register Extension (Data For Context)"), ELogVerbosity::Error); + return FUIExtensionHandle(); + } +} + +//========================================================= + +void UUIExtensionHandleFunctions::Unregister(FUIExtensionHandle& Handle) +{ + Handle.Unregister(); +} + +bool UUIExtensionHandleFunctions::IsValid(FUIExtensionHandle& Handle) +{ + return Handle.IsValid(); +} + +//========================================================= + +void UUIExtensionPointHandleFunctions::Unregister(FUIExtensionPointHandle& Handle) +{ + Handle.Unregister(); +} + +bool UUIExtensionPointHandleFunctions::IsValid(FUIExtensionPointHandle& Handle) +{ + return Handle.IsValid(); +} diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Private/Widgets/UIExtensionPointWidget.cpp b/LyraStarterGame/Plugins/UIExtension/Source/Private/Widgets/UIExtensionPointWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2b97e5bfde3259d1f61c40d41501320800fa1d03 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Private/Widgets/UIExtensionPointWidget.cpp @@ -0,0 +1,177 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/UIExtensionPointWidget.h" +#include "Widgets/SOverlay.h" +#include "Widgets/Text/STextBlock.h" +#include "Editor/WidgetCompilerLog.h" +#include "Misc/UObjectToken.h" +#include "CommonLocalPlayer.h" +#include "GameFramework/PlayerState.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(UIExtensionPointWidget) + +#define LOCTEXT_NAMESPACE "UIExtension" + +///////////////////////////////////////////////////// +// UUIExtensionPointWidget + +UUIExtensionPointWidget::UUIExtensionPointWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + +} + +void UUIExtensionPointWidget::ReleaseSlateResources(bool bReleaseChildren) +{ + ResetExtensionPoint(); + + Super::ReleaseSlateResources(bReleaseChildren); +} + +TSharedRef UUIExtensionPointWidget::RebuildWidget() +{ + if (!IsDesignTime() && ExtensionPointTag.IsValid()) + { + ResetExtensionPoint(); + RegisterExtensionPoint(); + + FDelegateHandle Handle = GetOwningLocalPlayer()->CallAndRegister_OnPlayerStateSet( + UCommonLocalPlayer::FPlayerStateSetDelegate::FDelegate::CreateUObject(this, &UUIExtensionPointWidget::RegisterExtensionPointForPlayerState) + ); + } + + if (IsDesignTime()) + { + auto GetExtensionPointText = [this]() + { + return FText::Format(LOCTEXT("DesignTime_ExtensionPointLabel", "Extension Point\n{0}"), FText::FromName(ExtensionPointTag.GetTagName())); + }; + + TSharedRef MessageBox = SNew(SOverlay); + + MessageBox->AddSlot() + .Padding(5.0f) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + [ + SNew(STextBlock) + .Justification(ETextJustify::Center) + .Text_Lambda(GetExtensionPointText) + ]; + + return MessageBox; + } + else + { + return Super::RebuildWidget(); + } +} + +void UUIExtensionPointWidget::ResetExtensionPoint() +{ + ResetInternal(); + + ExtensionMapping.Reset(); + for (FUIExtensionPointHandle& Handle : ExtensionPointHandles) + { + Handle.Unregister(); + } + ExtensionPointHandles.Reset(); +} + +void UUIExtensionPointWidget::RegisterExtensionPoint() +{ + if (UUIExtensionSubsystem* ExtensionSubsystem = GetWorld()->GetSubsystem()) + { + TArray AllowedDataClasses; + AllowedDataClasses.Add(UUserWidget::StaticClass()); + AllowedDataClasses.Append(DataClasses); + + ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPoint( + ExtensionPointTag, ExtensionPointTagMatch, AllowedDataClasses, + FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension) + )); + + ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPointForContext( + ExtensionPointTag, GetOwningLocalPlayer(), ExtensionPointTagMatch, AllowedDataClasses, + FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension) + )); + } +} + +void UUIExtensionPointWidget::RegisterExtensionPointForPlayerState(UCommonLocalPlayer* LocalPlayer, APlayerState* PlayerState) +{ + if (UUIExtensionSubsystem* ExtensionSubsystem = GetWorld()->GetSubsystem()) + { + TArray AllowedDataClasses; + AllowedDataClasses.Add(UUserWidget::StaticClass()); + AllowedDataClasses.Append(DataClasses); + + ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPointForContext( + ExtensionPointTag, PlayerState, ExtensionPointTagMatch, AllowedDataClasses, + FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension) + )); + } +} + +void UUIExtensionPointWidget::OnAddOrRemoveExtension(EUIExtensionAction Action, const FUIExtensionRequest& Request) +{ + if (Action == EUIExtensionAction::Added) + { + UObject* Data = Request.Data; + + TSubclassOf WidgetClass(Cast(Data)); + if (WidgetClass) + { + UUserWidget* Widget = CreateEntryInternal(WidgetClass); + ExtensionMapping.Add(Request.ExtensionHandle, Widget); + } + else if (DataClasses.Num() > 0) + { + if (GetWidgetClassForData.IsBound()) + { + WidgetClass = GetWidgetClassForData.Execute(Data); + + // If the data is irrelevant they can just return no widget class. + if (WidgetClass) + { + if (UUserWidget* Widget = CreateEntryInternal(WidgetClass)) + { + ExtensionMapping.Add(Request.ExtensionHandle, Widget); + ConfigureWidgetForData.ExecuteIfBound(Widget, Data); + } + } + } + } + } + else + { + if (UUserWidget* Extension = ExtensionMapping.FindRef(Request.ExtensionHandle)) + { + RemoveEntryInternal(Extension); + ExtensionMapping.Remove(Request.ExtensionHandle); + } + } +} + +#if WITH_EDITOR +void UUIExtensionPointWidget::ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const +{ + Super::ValidateCompiledDefaults(CompileLog); + + // We don't care if the CDO doesn't have a specific tag. + if (!HasAnyFlags(RF_ClassDefaultObject)) + { + if (!ExtensionPointTag.IsValid()) + { + TSharedRef Message = CompileLog.Error(FText::Format(LOCTEXT("UUIExtensionPointWidget_NoTag", "{0} has no ExtensionPointTag specified - All extension points must specify a tag so they can be located."), FText::FromString(GetName()))); + Message->AddToken(FUObjectToken::Create(this)); + } + } +} +#endif + +///////////////////////////////////////////////////// + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Public/UIExtensionSystem.h b/LyraStarterGame/Plugins/UIExtension/Source/Public/UIExtensionSystem.h new file mode 100644 index 0000000000000000000000000000000000000000..762fad305be8bd50f699ff5e86ed01cd4c2792cf --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Public/UIExtensionSystem.h @@ -0,0 +1,285 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "Subsystems/WorldSubsystem.h" + +#include "UIExtensionSystem.generated.h" + +#define UE_API UIEXTENSION_API + +class UUIExtensionSubsystem; +struct FUIExtensionRequest; +template class TSubclassOf; + +class FSubsystemCollectionBase; +class UUserWidget; +struct FFrame; + +// Match rule for extension points +UENUM(BlueprintType) +enum class EUIExtensionPointMatch : uint8 +{ + // An exact match will only receive extensions with exactly the same point + // (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C) + ExactMatch, + + // A partial match will receive any extensions rooted in the same point + // (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C) + PartialMatch +}; + +// Match rule for extension points +UENUM(BlueprintType) +enum class EUIExtensionAction : uint8 +{ + Added, + Removed +}; + +DECLARE_DELEGATE_TwoParams(FExtendExtensionPointDelegate, EUIExtensionAction Action, const FUIExtensionRequest& Request); + +/* + * + */ +struct FUIExtension : TSharedFromThis +{ +public: + /** The extension point this extension is intended for. */ + FGameplayTag ExtensionPointTag; + int32 Priority = INDEX_NONE; + TWeakObjectPtr ContextObject; + //Kept alive by UUIExtensionSubsystem::AddReferencedObjects + TObjectPtr Data = nullptr; +}; + +/** + * + */ +struct FUIExtensionPoint : TSharedFromThis +{ +public: + FGameplayTag ExtensionPointTag; + TWeakObjectPtr ContextObject; + EUIExtensionPointMatch ExtensionPointTagMatchType = EUIExtensionPointMatch::ExactMatch; + TArray> AllowedDataClasses; + FExtendExtensionPointDelegate Callback; + + // Tests if the extension and the extension point match up, if they do then this extension point should learn + // about this extension. + bool DoesExtensionPassContract(const FUIExtension* Extension) const; +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FUIExtensionPointHandle +{ + GENERATED_BODY() + +public: + FUIExtensionPointHandle() {} + + UE_API void Unregister(); + + bool IsValid() const { return DataPtr.IsValid(); } + + bool operator==(const FUIExtensionPointHandle& Other) const { return DataPtr == Other.DataPtr; } + bool operator!=(const FUIExtensionPointHandle& Other) const { return !operator==(Other); } + + friend uint32 GetTypeHash(const FUIExtensionPointHandle& Handle) + { + return PointerHash(Handle.DataPtr.Get()); + } + +private: + TWeakObjectPtr ExtensionSource; + + TSharedPtr DataPtr; + + friend UUIExtensionSubsystem; + + FUIExtensionPointHandle(UUIExtensionSubsystem* InExtensionSource, const TSharedPtr& InDataPtr) : ExtensionSource(InExtensionSource), DataPtr(InDataPtr) {} +}; + +template<> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum + { + WithCopy = true, // This ensures the opaque type is copied correctly in BPs + WithIdenticalViaEquality = true, + }; +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FUIExtensionHandle +{ + GENERATED_BODY() + +public: + FUIExtensionHandle() {} + + UE_API void Unregister(); + + bool IsValid() const { return DataPtr.IsValid(); } + + bool operator==(const FUIExtensionHandle& Other) const { return DataPtr == Other.DataPtr; } + bool operator!=(const FUIExtensionHandle& Other) const { return !operator==(Other); } + + friend FORCEINLINE uint32 GetTypeHash(FUIExtensionHandle Handle) + { + return PointerHash(Handle.DataPtr.Get()); + } + +private: + TWeakObjectPtr ExtensionSource; + + TSharedPtr DataPtr; + + friend UUIExtensionSubsystem; + + FUIExtensionHandle(UUIExtensionSubsystem* InExtensionSource, const TSharedPtr& InDataPtr) : ExtensionSource(InExtensionSource), DataPtr(InDataPtr) {} +}; + +template<> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum + { + WithCopy = true, // This ensures the opaque type is copied correctly in BPs + WithIdenticalViaEquality = true, + }; +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FUIExtensionRequest +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FUIExtensionHandle ExtensionHandle; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FGameplayTag ExtensionPointTag; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + int32 Priority = INDEX_NONE; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TObjectPtr Data = nullptr; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TObjectPtr ContextObject = nullptr; +}; + +DECLARE_DYNAMIC_DELEGATE_TwoParams(FExtendExtensionPointDynamicDelegate, EUIExtensionAction, Action, const FUIExtensionRequest&, ExtensionRequest); + +/** + * + */ +UCLASS(MinimalAPI) +class UUIExtensionSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + UE_API FUIExtensionPointHandle RegisterExtensionPoint(const FGameplayTag& ExtensionPointTag, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback); + UE_API FUIExtensionPointHandle RegisterExtensionPointForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback); + + UE_API FUIExtensionHandle RegisterExtensionAsWidget(const FGameplayTag& ExtensionPointTag, TSubclassOf WidgetClass, int32 Priority); + UE_API FUIExtensionHandle RegisterExtensionAsWidgetForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, TSubclassOf WidgetClass, int32 Priority); + UE_API FUIExtensionHandle RegisterExtensionAsData(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + UE_API void UnregisterExtension(const FUIExtensionHandle& ExtensionHandle); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + UE_API void UnregisterExtensionPoint(const FUIExtensionPointHandle& ExtensionPointHandle); + + static UE_API void AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector); + +protected: + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + + UE_API void NotifyExtensionPointOfExtensions(TSharedPtr& ExtensionPoint); + UE_API void NotifyExtensionPointsOfExtension(EUIExtensionAction Action, TSharedPtr& Extension); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="UI Extension", meta = (DisplayName = "Register Extension Point")) + UE_API FUIExtensionPointHandle K2_RegisterExtensionPoint(FGameplayTag ExtensionPointTag, EUIExtensionPointMatch ExtensionPointTagMatchType, const TArray& AllowedDataClasses, FExtendExtensionPointDynamicDelegate ExtensionCallback); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension", meta = (DisplayName = "Register Extension (Widget)")) + UE_API FUIExtensionHandle K2_RegisterExtensionAsWidget(FGameplayTag ExtensionPointTag, TSubclassOf WidgetClass, int32 Priority = -1); + + /** + * Registers the widget (as data) for a specific player. This means the extension points will receive a UIExtensionForPlayer data object + * that they can look at to determine if it's for whatever they consider their player. + */ + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension", meta = (DisplayName = "Register Extension (Widget For Context)")) + UE_API FUIExtensionHandle K2_RegisterExtensionAsWidgetForContext(FGameplayTag ExtensionPointTag, TSubclassOf WidgetClass, UObject* ContextObject, int32 Priority = -1); + + /** + * Registers the extension as data for any extension point that can make use of it. + */ + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="UI Extension", meta = (DisplayName = "Register Extension (Data)")) + UE_API FUIExtensionHandle K2_RegisterExtensionAsData(FGameplayTag ExtensionPointTag, UObject* Data, int32 Priority = -1); + + /** + * Registers the extension as data for any extension point that can make use of it. + */ + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="UI Extension", meta = (DisplayName = "Register Extension (Data For Context)")) + UE_API FUIExtensionHandle K2_RegisterExtensionAsDataForContext(FGameplayTag ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority = -1); + + UE_API FUIExtensionRequest CreateExtensionRequest(const TSharedPtr& Extension); + +private: + typedef TArray> FExtensionPointList; + TMap ExtensionPointMap; + + typedef TArray> FExtensionList; + TMap ExtensionMap; +}; + + +UCLASS(MinimalAPI) +class UUIExtensionHandleFunctions : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UUIExtensionHandleFunctions() { } + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + static UE_API void Unregister(UPARAM(ref) FUIExtensionHandle& Handle); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + static UE_API bool IsValid(UPARAM(ref) FUIExtensionHandle& Handle); +}; + +UCLASS(MinimalAPI) +class UUIExtensionPointHandleFunctions : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UUIExtensionPointHandleFunctions() { } + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + static UE_API void Unregister(UPARAM(ref) FUIExtensionPointHandle& Handle); + + UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "UI Extension") + static UE_API bool IsValid(UPARAM(ref) FUIExtensionPointHandle& Handle); +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/UIExtension/Source/Public/Widgets/UIExtensionPointWidget.h b/LyraStarterGame/Plugins/UIExtension/Source/Public/Widgets/UIExtensionPointWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..52a1ac7ca305ca28f644f10d70ee2cdfd5bd86f5 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/Public/Widgets/UIExtensionPointWidget.h @@ -0,0 +1,70 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/DynamicEntryBoxBase.h" +#include "UIExtensionSystem.h" + +#include "UIExtensionPointWidget.generated.h" + +#define UE_API UIEXTENSION_API + +class IWidgetCompilerLog; + +class UCommonLocalPlayer; +class APlayerState; + +/** + * A slot that defines a location in a layout, where content can be added later + */ +UCLASS(MinimalAPI) +class UUIExtensionPointWidget : public UDynamicEntryBoxBase +{ + GENERATED_BODY() + +public: + + DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(TSubclassOf, FOnGetWidgetClassForData, UObject*, DataItem); + DECLARE_DYNAMIC_DELEGATE_TwoParams(FOnConfigureWidgetForData, UUserWidget*, Widget, UObject*, DataItem); + + UE_API UUIExtensionPointWidget(const FObjectInitializer& ObjectInitializer); + + //~UWidget interface + UE_API virtual void ReleaseSlateResources(bool bReleaseChildren) override; + UE_API virtual TSharedRef RebuildWidget() override; +#if WITH_EDITOR + UE_API virtual void ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const override; +#endif + //~End of UWidget interface + +private: + void ResetExtensionPoint(); + void RegisterExtensionPoint(); + void RegisterExtensionPointForPlayerState(UCommonLocalPlayer* LocalPlayer, APlayerState* PlayerState); + void OnAddOrRemoveExtension(EUIExtensionAction Action, const FUIExtensionRequest& Request); + +protected: + /** The tag that defines this extension point */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Extension") + FGameplayTag ExtensionPointTag; + + /** How exactly does the extension need to match the extension point tag. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Extension") + EUIExtensionPointMatch ExtensionPointTagMatch = EUIExtensionPointMatch::ExactMatch; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Extension") + TArray> DataClasses; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UI Extension", meta=( IsBindableEvent="True" )) + FOnGetWidgetClassForData GetWidgetClassForData; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="UI Extension", meta=( IsBindableEvent="True" )) + FOnConfigureWidgetForData ConfigureWidgetForData; + + TArray ExtensionPointHandles; + + UPROPERTY(Transient) + TMap> ExtensionMapping; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/UIExtension/Source/UIExtension.Build.cs b/LyraStarterGame/Plugins/UIExtension/Source/UIExtension.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..7ff501183002775b7645b9979125bce24ee020dc --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/Source/UIExtension.Build.cs @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class UIExtension : ModuleRules +{ + public UIExtension(ReadOnlyTargetRules Target) : base(Target) + { + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "SlateCore", + "Slate", + "UMG", + "CommonUI", + "CommonGame", + "GameplayTags" + } + ); + + PublicIncludePathModuleNames.AddRange( + new string[] { + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + // ... add private dependencies that you statically link with here ... + } + ); + } +} diff --git a/LyraStarterGame/Plugins/UIExtension/UIExtension.uplugin b/LyraStarterGame/Plugins/UIExtension/UIExtension.uplugin new file mode 100644 index 0000000000000000000000000000000000000000..2a438539fb09ad35f5aa4849c533153e134796d6 --- /dev/null +++ b/LyraStarterGame/Plugins/UIExtension/UIExtension.uplugin @@ -0,0 +1,36 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "UIExtension", + "Description": "A subsystem that allows extending UI elements in a modular way.", + "Category": "UI", + "CreatedBy": "Epic Games, Inc.", + "CreatedByURL": "http://epicgames.com", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "EnabledByDefault": false, + "CanContainContent": false, + "IsBetaVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "UIExtension", + "Type": "Runtime", + "LoadingPhase": "Default" + } + ], + "Plugins": [ + { + "Name": "CommonUI", + "Enabled": true + } + ], + "Plugins": [ + { + "Name": "CommonGame", + "Enabled": true + } + ] +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraClient.Target.cs b/LyraStarterGame/Source/LyraClient.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..ec137cf7335305f037972ddccc2c51a0234ca32d --- /dev/null +++ b/LyraStarterGame/Source/LyraClient.Target.cs @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraClientTarget : TargetRules +{ + public LyraClientTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Client; + + ExtraModuleNames.AddRange(new string[] { "LyraGame" }); + + LyraGameTarget.ApplySharedLyraTargetSettings(this); + } +} diff --git a/LyraStarterGame/Source/LyraEditor.Target.cs b/LyraStarterGame/Source/LyraEditor.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..53ef68bcc34014e89bf24a9beca34cb8494413c9 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor.Target.cs @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraEditorTarget : TargetRules +{ + public LyraEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + + ExtraModuleNames.AddRange(new string[] { "LyraGame", "LyraEditor" }); + + if (!bBuildAllModules) + { + NativePointerMemberBehaviorOverride = PointerMemberBehavior.Disallow; + } + + LyraGameTarget.ApplySharedLyraTargetSettings(this); + + // This is used for touch screen development along with the "Unreal Remote 2" app + EnablePlugins.Add("RemoteSession"); + } +} diff --git a/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.cpp b/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bc0d421fe9b0e473bfff8bd8239707fa58624437 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.cpp @@ -0,0 +1,429 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ContentValidationCommandlet.h" + +#include "AssetRegistry/ARFilter.h" +#include "AssetRegistry/AssetData.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "DataValidationModule.h" +#include "Interfaces/IPluginManager.h" +#include "Misc/CommandLine.h" +#include "Misc/ConfigCacheIni.h" +#include "ShaderCompiler.h" +#include "SourceControlHelpers.h" +#include "Validation/EditorValidator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ContentValidationCommandlet) + +DEFINE_LOG_CATEGORY_STATIC(LogLyraContentValidation, Log, Log); + +class FScopedContentValidationMessageGatherer : public FOutputDevice +{ +public: + + FScopedContentValidationMessageGatherer() + : bAtLeastOneError(false) + { + GLog->AddOutputDevice(this); + } + + ~FScopedContentValidationMessageGatherer() + { + GLog->RemoveOutputDevice(this); + } + + virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override + { + if (Verbosity <= ELogVerbosity::Error) + { + bAtLeastOneError = true; + } + } + + bool bAtLeastOneError; +}; + +UContentValidationCommandlet::UContentValidationCommandlet(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +int32 UContentValidationCommandlet::Main(const FString& FullCommandLine) +{ + UE_LOG(LogLyraContentValidation, Display, TEXT("Running ContentValidationCommandlet commandlet...")); + + TArray Tokens; + TArray Switches; + TMap Params; + ParseCommandLine(*FullCommandLine, Tokens, Switches, Params); + + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); + IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); + AssetRegistry.SearchAllAssets(true); + + int32 ReturnVal = 0; + + TArray ChangedPackageNames; + TArray DeletedPackageNames; + TArray ChangedCode; + TArray ChangedOtherFiles; + FString* P4FilterString = Params.Find(TEXT("P4Filter")); + if (P4FilterString && !P4FilterString->IsEmpty()) + { + FString P4CmdString = TEXT("files ") + *P4FilterString; + if (!GetAllChangedFiles(AssetRegistry, P4CmdString, ChangedPackageNames, DeletedPackageNames, ChangedCode, ChangedOtherFiles)) + { + UE_LOG(LogLyraContentValidation, Display, TEXT("ContentValidation returning 1. Failed to get changed files.")); + ReturnVal = 1; + } + } + + FString* P4ChangelistString = Params.Find(TEXT("P4Changelist")); + if (P4ChangelistString && !P4ChangelistString->IsEmpty()) + { + FString P4CmdString = TEXT("opened -c ") + *P4ChangelistString; + if (!GetAllChangedFiles(AssetRegistry, P4CmdString, ChangedPackageNames, DeletedPackageNames, ChangedCode, ChangedOtherFiles)) + { + UE_LOG(LogLyraContentValidation, Display, TEXT("ContentValidation returning 1. Failed to get changed files.")); + ReturnVal = 1; + } + } + + bool bP4Opened = Switches.Contains(TEXT("P4Opened")); + if (bP4Opened) + { + check(GConfig); + + FString Workspace; + FString* P4ClientString = Params.Find(TEXT("P4Client")); + + if (P4ClientString && !P4ClientString->IsEmpty()) + { + Workspace = *P4ClientString; + } + else + { + const FString& SSCIniFile = SourceControlHelpers::GetSettingsIni(); + GConfig->GetString(TEXT("PerforceSourceControl.PerforceSourceControlSettings"), TEXT("Workspace"), Workspace, SSCIniFile); + } + + if (!Workspace.IsEmpty()) + { + FString P4CmdString = FString::Printf(TEXT("-c%s opened"), *Workspace); + if (!GetAllChangedFiles(AssetRegistry, P4CmdString, ChangedPackageNames, DeletedPackageNames, ChangedCode, ChangedOtherFiles)) + { + UE_LOG(LogLyraContentValidation, Display, TEXT("ContentValidation returning 1. Failed to get changed files.")); + ReturnVal = 1; + } + } + else + { + UE_LOG(LogLyraContentValidation, Error, TEXT("P4 workspace was not found when using P4Opened")); + UE_LOG(LogLyraContentValidation, Display, TEXT("ContentValidation returning 1. Workspace not found.")); + ReturnVal = 1; + } + } + + int32 MaxPackagesToLoad = 2000; + + FString* InPathString = Params.Find(TEXT("InPath")); + if (InPathString && !InPathString->IsEmpty()) + { + GetAllPackagesInPath(AssetRegistry, *InPathString, ChangedPackageNames); + } + + FString* OfTypeString = Params.Find(TEXT("OfType")); + if (OfTypeString && !OfTypeString->IsEmpty()) + { + const int32 InitialPackages = ChangedPackageNames.Num(); + GetAllPackagesOfType(*OfTypeString, ChangedPackageNames); + MaxPackagesToLoad += ChangedPackageNames.Num() - InitialPackages; + } + + FString* SpecificPackagesString = Params.Find(TEXT("Packages")); + if (SpecificPackagesString && !SpecificPackagesString->IsEmpty()) + { + TArray PackagePaths; + SpecificPackagesString->ParseIntoArray(PackagePaths, TEXT("+")); + ChangedPackageNames.Append(PackagePaths); + } + + // We will be flushing shader compile as we load materials, so don't let other shader warnings be attributed incorrectly to the package that is loading. + if (GShaderCompilingManager) + { + GShaderCompilingManager->FinishAllCompilation(); + } + + FString* InMaxPackagesToLoadString = Params.Find(TEXT("MaxPackagesToLoad")); + if (InMaxPackagesToLoadString) + { + MaxPackagesToLoad = FCString::Atoi(**InMaxPackagesToLoadString); + } + + TArray AllWarningsAndErrors; + UEditorValidator::ValidatePackages(ChangedPackageNames, DeletedPackageNames, MaxPackagesToLoad, AllWarningsAndErrors, EDataValidationUsecase::Commandlet); + + if (!UEditorValidator::ValidateProjectSettings()) + { + ReturnVal = 1; + } + + return ReturnVal; +} + +bool UContentValidationCommandlet::GetAllChangedFiles(IAssetRegistry& AssetRegistry, const FString& P4CmdString, TArray& OutChangedPackageNames, TArray& DeletedPackageNames, TArray& OutChangedCode, TArray& OutChangedOtherFiles) const +{ + TArray Results; + int32 ReturnCode = 0; + if (LaunchP4(P4CmdString, Results, ReturnCode)) + { + if (ReturnCode == 0) + { + for (const FString& Result : Results) + { + FString DepotPathName; + FString ExtraInfoAfterPound; + if (Result.Split(TEXT("#"), &DepotPathName, &ExtraInfoAfterPound)) + { + if (DepotPathName.EndsWith(TEXT(".uasset")) || DepotPathName.EndsWith(TEXT(".umap"))) + { + FString FullPackageName; + { + // Check for /Game/ assets + FString PostContentPath; + if (DepotPathName.Split(TEXT("LyraGame/Content/"), nullptr, &PostContentPath)) //@TODO: RENAME: Potential issue when modules are renamed + { + if (!PostContentPath.IsEmpty()) + { + const FString PostContentPathWithoutExtension = FPaths::GetBaseFilename(PostContentPath, false); + FString PackageNameToTest = TEXT("/Game/") + PostContentPathWithoutExtension; + if (!UEditorValidator::IsInUncookedFolder(PackageNameToTest)) + { + FullPackageName = PackageNameToTest; + } + } + } + } + + if (FullPackageName.IsEmpty()) + { + // Check for plugin assets + FString PostPluginsPath; + if (DepotPathName.Split(TEXT("LyraGame/Plugins/"), nullptr, &PostPluginsPath)) + { + const int32 ContentFolderIdx = PostPluginsPath.Find(TEXT("/Content/")); + if (ContentFolderIdx != INDEX_NONE) + { + int32 PluginFolderIdx = PostPluginsPath.Find(TEXT("/"), ESearchCase::CaseSensitive, ESearchDir::FromEnd, ContentFolderIdx - 1); + if (PluginFolderIdx == INDEX_NONE) + { + // No leading /. Directly in the /Plugins/ folder + PluginFolderIdx = 0; + } + else + { + // Skip the leading /. A subfolder in the /Plugins/ folder + PluginFolderIdx++; + } + + const int32 PostContentFolderIdx = ContentFolderIdx + FCString::Strlen(TEXT("/Content/")); + const FString PostContentPath = PostPluginsPath.RightChop(PostContentFolderIdx); + const FString PluginName = PostPluginsPath.Mid(PluginFolderIdx, ContentFolderIdx - PluginFolderIdx); + if (!PostContentPath.IsEmpty() && !PluginName.IsEmpty()) + { + TSharedPtr Plugin = IPluginManager::Get().FindPlugin(PluginName); + if (Plugin.IsValid() && Plugin->IsEnabled()) + { + const FString PostContentPathWithoutExtension = FPaths::GetBaseFilename(PostContentPath, false); + FullPackageName = FString::Printf(TEXT("/%s/%s"), *PluginName, *PostContentPathWithoutExtension); + } + } + } + } + } + + if (!FullPackageName.IsEmpty()) + { + if (ExtraInfoAfterPound.Contains(TEXT("delete"))) + { + DeletedPackageNames.AddUnique(FullPackageName); + } + else + { + OutChangedPackageNames.AddUnique(FullPackageName); + } + } + } + else + { + FString PostLyraGamePath; + if (DepotPathName.Split(TEXT("/LyraGame/"), nullptr, &PostLyraGamePath)) + { + if (DepotPathName.EndsWith(TEXT(".cpp"))) + { + OutChangedCode.Add(PostLyraGamePath); + } + else if (DepotPathName.EndsWith(TEXT(".h"))) + { + OutChangedCode.Add(PostLyraGamePath); + + FString ChangedHeaderLocalFilename = GetLocalPathFromDepotPath(DepotPathName); + if (!ChangedHeaderLocalFilename.IsEmpty()) + { + UEditorValidator::GetChangedAssetsForCode(AssetRegistry, ChangedHeaderLocalFilename, OutChangedPackageNames); + } + } + else + { + OutChangedOtherFiles.Add(PostLyraGamePath); + } + } + } + } + } + + return true; + } + else + { + UE_LOG(LogLyraContentValidation, Error, TEXT("p4 returned non-zero return code %d"), ReturnCode); + } + } + + return false; +} + +void UContentValidationCommandlet::GetAllPackagesInPath(IAssetRegistry& AssetRegistry, const FString& InPathString, TArray& OutPackageNames) const +{ + TArray Paths; + InPathString.ParseIntoArray(Paths, TEXT("+")); + + FARFilter Filter; + Filter.bRecursivePaths = true; + Filter.bIncludeOnlyOnDiskAssets = true; + + for (const FString& Path : Paths) + { + Filter.PackagePaths.Add(FName(*Path)); + } + + TArray AssetsInPaths; + if (AssetRegistry.GetAssets(Filter, AssetsInPaths)) + { + for (const FAssetData& AssetData : AssetsInPaths) + { + OutPackageNames.Add(AssetData.PackageName.ToString()); + } + } +} + +void UContentValidationCommandlet::GetAllPackagesOfType(const FString& OfTypeString, TArray& OutPackageNames) const +{ + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")); + IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); + + TArray Types; + OfTypeString.ParseIntoArray(Types, TEXT("+")); + + FARFilter Filter; + Filter.bRecursivePaths = true; + Filter.bIncludeOnlyOnDiskAssets = true; + + for (const FString& Type : Types) + { + FTopLevelAssetPath TypePathName = UClass::TryConvertShortTypeNameToPathName(Type, ELogVerbosity::Error, TEXT("UContentValidationCommandlet")); + if (TypePathName.IsNull()) + { + UE_LOG(LogLyraContentValidation, Error, TEXT("Failed to convert short class name \"%s\" to path name. Please use class path names."), *Type); + } + else + { + Filter.ClassPaths.Add(TypePathName); + } + } + + TArray AssetsOfType; + if (AssetRegistry.GetAssets(Filter, AssetsOfType)) + { + for (const FAssetData& AssetData : AssetsOfType) + { + OutPackageNames.Add(AssetData.PackageName.ToString()); + } + } +} + +bool UContentValidationCommandlet::LaunchP4(const FString& Args, TArray& Output, int32& OutReturnCode) const +{ + void* PipeRead = nullptr; + void* PipeWrite = nullptr; + + verify(FPlatformProcess::CreatePipe(PipeRead, PipeWrite)); + + bool bInvoked = false; + OutReturnCode = -1; + FString StringOutput; + FProcHandle ProcHandle = FPlatformProcess::CreateProc(TEXT("p4.exe"), *Args, false, true, true, nullptr, 0, nullptr, PipeWrite); + if (ProcHandle.IsValid()) + { + while (FPlatformProcess::IsProcRunning(ProcHandle)) + { + StringOutput += FPlatformProcess::ReadPipe(PipeRead); + FPlatformProcess::Sleep(0.1f); + } + + StringOutput += FPlatformProcess::ReadPipe(PipeRead); + FPlatformProcess::GetProcReturnCode(ProcHandle, &OutReturnCode); + bInvoked = true; + } + else + { + UE_LOG(LogLyraContentValidation, Error, TEXT("Failed to launch p4.")); + } + + FPlatformProcess::ClosePipe(PipeRead, PipeWrite); + + StringOutput.ParseIntoArrayLines(Output); + + return bInvoked; +} + +FString UContentValidationCommandlet::GetLocalPathFromDepotPath(const FString& DepotPathName) const +{ + FString ReturnString; + + const FString& SSCIniFile = SourceControlHelpers::GetSettingsIni(); + FString Workspace; + GConfig->GetString(TEXT("PerforceSourceControl.PerforceSourceControlSettings"), TEXT("Workspace"), Workspace, SSCIniFile); + + if (Workspace.IsEmpty()) + { + FString ParameterValue; + if (FParse::Value(FCommandLine::Get(), TEXT("P4Client="), ParameterValue)) + { + Workspace = ParameterValue; + } + } + + if (!Workspace.IsEmpty()) + { + TArray WhereResults; + int32 ReturnCode = 0; + FString P4WhereCommand = FString::Printf(TEXT("-ztag -c%s where %s"), *Workspace, *DepotPathName); + if (LaunchP4(P4WhereCommand, WhereResults, ReturnCode)) + { + if (WhereResults.Num() >= 2) + { + ReturnString = WhereResults[2]; + ReturnString.RemoveFromStart(TEXT("... path ")); + FPaths::NormalizeFilename(ReturnString); + } + else + { + UE_LOG(LogLyraContentValidation, Warning, TEXT("GetAllChangedFiles failed to run p4 'where'. WhereResults[0] = '%s'. Not adding any validation for %s"), WhereResults.Num() > 0 ? *WhereResults[0] : TEXT("Invalid"), *DepotPathName); + } + } + } + + return ReturnString; +} + diff --git a/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.h b/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.h new file mode 100644 index 0000000000000000000000000000000000000000..bb52630160e76d371a9c0412d35444f5db3d85c9 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Commandlets/ContentValidationCommandlet.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Commandlets/Commandlet.h" + +#include "ContentValidationCommandlet.generated.h" + +class IAssetRegistry; +class UObject; + +UCLASS() +class UContentValidationCommandlet : public UCommandlet +{ + GENERATED_UCLASS_BODY() + +public: + // Begin UCommandlet Interface + virtual int32 Main(const FString& Params) override; + // End UCommandlet Interface + +private: + /** Validate steps */ + bool AutoExportMCPTemplates(const TArray& ChangedPackageNames, const TArray& DeletedPackageNames, const TArray& ChangedCode, const TArray& ChangedOtherFiles, const FString& SyncedCL, const FString& Robomerge, bool& bOutDidExport); + bool AutoExportDadContent(const FString& BuildCL, const FString& AccessToken); + bool AutoPersistDadContent(const FString& AccessToken); + +private: + /** Helper functions */ + bool GetAllChangedFiles(IAssetRegistry& AssetRegistry, const FString& P4CmdString, TArray& OutChangedPackageNames, TArray& DeletedPackageNames, TArray& OutChangedCode, TArray& OutChangedOtherFiles) const; + void GetAllPackagesInPath(IAssetRegistry& AssetRegistry, const FString& InPathString, TArray& OutPackageNames) const; + void GetAllPackagesOfType(const FString& OfTypeString, TArray& OutPackageNames) const; + bool LaunchP4(const FString& Args, TArray& Output, int32& OutReturnCode) const; + FString GetLocalPathFromDepotPath(const FString& DepotPathName) const; +}; diff --git a/LyraStarterGame/Source/LyraEditor/LyraEditor.Build.cs b/LyraStarterGame/Source/LyraEditor/LyraEditor.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..68147439a0ffc164f22b095e99b6bffcb2941f14 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/LyraEditor.Build.cs @@ -0,0 +1,77 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class LyraEditor : ModuleRules +{ + public LyraEditor(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] { + "LyraEditor" + } + ); + + PrivateIncludePaths.AddRange( + new string[] { + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] { + "Core", + "CoreUObject", + "Engine", + "EditorFramework", + "UnrealEd", + "PhysicsCore", + "GameplayTagsEditor", + "GameplayTasksEditor", + "GameplayAbilities", + "GameplayAbilitiesEditor", + "StudioTelemetry", + "LyraGame", + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] { + "InputCore", + "Slate", + "SlateCore", + "ToolMenus", + "EditorStyle", + "DataValidation", + "MessageLog", + "Projects", + "DeveloperToolSettings", + "CollectionManager", + "SourceControl", + "Chaos" + } + ); + + DynamicallyLoadedModuleNames.AddRange( + new string[] { + } + ); + // Basic setup for External RPC Framework. + // Functionality within framework will be stripped in shipping to remove vulnerabilities. + PrivateDependencyModuleNames.Add("ExternalRpcRegistry"); + if (Target.Configuration == UnrealTargetConfiguration.Shipping) + { + PublicDefinitions.Add("WITH_RPC_REGISTRY=0"); + PublicDefinitions.Add("WITH_HTTPSERVER_LISTENERS=0"); + } + else + { + PrivateDependencyModuleNames.Add("HTTPServer"); + PublicDefinitions.Add("WITH_RPC_REGISTRY=1"); + PublicDefinitions.Add("WITH_HTTPSERVER_LISTENERS=1"); + } + // Generate compile errors if using DrawDebug functions in test/shipping builds. + PublicDefinitions.Add("SHIPPING_DRAW_DEBUG_ERROR=1"); + } +} diff --git a/LyraStarterGame/Source/LyraEditor/LyraEditor.cpp b/LyraStarterGame/Source/LyraEditor/LyraEditor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a25a3c58e0b8589fc31ac97518dfd63d3caf1119 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/LyraEditor.cpp @@ -0,0 +1,310 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraEditor.h" + +#include "AbilitySystemGlobals.h" +#include "DataValidationModule.h" +#include "Development/LyraDeveloperSettings.h" +#include "Editor/UnrealEdEngine.h" +#include "Engine/GameInstance.h" +#include "Framework/Application/SlateApplication.h" +#include "Framework/MultiBox/MultiBoxBuilder.h" +#include "GameEditorStyle.h" +#include "GameModes/LyraExperienceManager.h" +#include "GameplayAbilitiesEditorModule.h" +#include "GameplayCueInterface.h" +#include "GameplayCueNotify_Burst.h" +#include "GameplayCueNotify_BurstLatent.h" +#include "GameplayCueNotify_Looping.h" +#include "Private/AssetTypeActions_LyraContextEffectsLibrary.h" +#include "ToolMenu.h" +#include "ToolMenus.h" +#include "UObject/UObjectIterator.h" +#include "UnrealEdGlobals.h" +#include "Validation/EditorValidator.h" + +class SWidget; + +#define LOCTEXT_NAMESPACE "LyraEditor" + +DEFINE_LOG_CATEGORY(LogLyraEditor); + +// This function tells the GameplayCue editor what classes to expose when creating new notifies. +static void GetGameplayCueDefaultClasses(TArray& Classes) +{ + Classes.Empty(); + Classes.Add(UGameplayCueNotify_Burst::StaticClass()); + Classes.Add(AGameplayCueNotify_BurstLatent::StaticClass()); + Classes.Add(AGameplayCueNotify_Looping::StaticClass()); +} + +// This function tells the GameplayCue editor what classes to search for GameplayCue events. +static void GetGameplayCueInterfaceClasses(TArray& Classes) +{ + Classes.Empty(); + + for (UClass* Class : TObjectRange()) + { + if (Class->IsChildOf() && Class->ImplementsInterface(UGameplayCueInterface::StaticClass())) + { + Classes.Add(Class); + } + } +} + +// This function tells the GameplayCue editor where to create the GameplayCue notifies based on their tag. +static FString GetGameplayCuePath(FString GameplayCueTag) +{ + FString Path = FString(TEXT("/Game")); + + //@TODO: Try plugins (e.g., GameplayCue.ShooterGame.Foo should be in ShooterCore or something) + + // Default path to the first entry in the UAbilitySystemGlobals::GameplayCueNotifyPaths. + if (IGameplayAbilitiesModule::IsAvailable()) + { + IGameplayAbilitiesModule& GameplayAbilitiesModule = IGameplayAbilitiesModule::Get(); + + if (GameplayAbilitiesModule.IsAbilitySystemGlobalsAvailable()) + { + UAbilitySystemGlobals* AbilitySystemGlobals = GameplayAbilitiesModule.GetAbilitySystemGlobals(); + check(AbilitySystemGlobals); + + TArray GetGameplayCueNotifyPaths = AbilitySystemGlobals->GetGameplayCueNotifyPaths(); + + if (GetGameplayCueNotifyPaths.Num() > 0) + { + Path = GetGameplayCueNotifyPaths[0]; + } + } + } + + GameplayCueTag.RemoveFromStart(TEXT("GameplayCue.")); + + FString NewDefaultPathName = FString::Printf(TEXT("%s/GCN_%s"), *Path, *GameplayCueTag); + + return NewDefaultPathName; +} + +static bool HasPlayWorld() +{ + return GEditor->PlayWorld != nullptr; +} + +static bool HasNoPlayWorld() +{ + return !HasPlayWorld(); +} + +static bool HasPlayWorldAndRunning() +{ + return HasPlayWorld() && !GUnrealEd->PlayWorld->bDebugPauseExecution; +} + +static void OpenCommonMap_Clicked(const FString MapPath) +{ + if (ensure(MapPath.Len())) + { + GEditor->GetEditorSubsystem()->OpenEditorForAsset(MapPath); + } +} + +static bool CanShowCommonMaps() +{ + return HasNoPlayWorld() && !GetDefault()->CommonEditorMaps.IsEmpty(); +} + +static TSharedRef GetCommonMapsDropdown() +{ + FMenuBuilder MenuBuilder(true, nullptr); + + for (const FSoftObjectPath& Path : GetDefault()->CommonEditorMaps) + { + if (!Path.IsValid()) + { + continue; + } + + const FText DisplayName = FText::FromString(Path.GetAssetName()); + MenuBuilder.AddMenuEntry( + DisplayName, + LOCTEXT("CommonPathDescription", "Opens this map in the editor"), + FSlateIcon(), + FUIAction( + FExecuteAction::CreateStatic(&OpenCommonMap_Clicked, Path.ToString()), + FCanExecuteAction::CreateStatic(&HasNoPlayWorld), + FIsActionChecked(), + FIsActionButtonVisible::CreateStatic(&HasNoPlayWorld) + ) + ); + } + + return MenuBuilder.MakeWidget(); +} + +static void CheckGameContent_Clicked() +{ + UEditorValidator::ValidateCheckedOutContent(/*bInteractive=*/true, EDataValidationUsecase::Manual); +} + +static void RegisterGameEditorMenus() +{ + UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.PlayToolBar"); + FToolMenuSection& Section = Menu->AddSection("PlayGameExtensions", TAttribute(), FToolMenuInsert("Play", EToolMenuInsertType::After)); + + // Uncomment this to add a custom toolbar that is displayed during PIE + // Useful for making easy access to changing game state artificially, adding cheats, etc + // FToolMenuEntry BlueprintEntry = FToolMenuEntry::InitComboButton( + // "OpenGameMenu", + // FUIAction( + // FExecuteAction(), + // FCanExecuteAction::CreateStatic(&HasPlayWorld), + // FIsActionChecked(), + // FIsActionButtonVisible::CreateStatic(&HasPlayWorld)), + // FOnGetContent::CreateStatic(&YourCustomMenu), + // LOCTEXT("GameOptions_Label", "Game Options"), + // LOCTEXT("GameOptions_ToolTip", "Game Options"), + // FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.OpenLevelBlueprint") + // ); + // BlueprintEntry.StyleNameOverride = "CalloutToolbar"; + // Section.AddEntry(BlueprintEntry); + + FToolMenuEntry CheckContentEntry = FToolMenuEntry::InitToolBarButton( + "CheckContent", + FUIAction( + FExecuteAction::CreateStatic(&CheckGameContent_Clicked), + FCanExecuteAction::CreateStatic(&HasNoPlayWorld), + FIsActionChecked(), + FIsActionButtonVisible::CreateStatic(&HasNoPlayWorld)), + LOCTEXT("CheckContentButton", "Check Content"), + LOCTEXT("CheckContentDescription", "Runs the Content Validation job on all checked out assets to look for warnings and errors"), + FSlateIcon(FGameEditorStyle::GetStyleSetName(), "GameEditor.CheckContent") + ); + CheckContentEntry.StyleNameOverride = "CalloutToolbar"; + Section.AddEntry(CheckContentEntry); + + FToolMenuEntry CommonMapEntry = FToolMenuEntry::InitComboButton( + "CommonMapOptions", + FUIAction( + FExecuteAction(), + FCanExecuteAction::CreateStatic(&HasNoPlayWorld), + FIsActionChecked(), + FIsActionButtonVisible::CreateStatic(&CanShowCommonMaps)), + FOnGetContent::CreateStatic(&GetCommonMapsDropdown), + LOCTEXT("CommonMaps_Label", "Common Maps"), + LOCTEXT("CommonMaps_ToolTip", "Some commonly desired maps while using the editor"), + FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Level") + ); + CommonMapEntry.StyleNameOverride = "CalloutToolbar"; + Section.AddEntry(CommonMapEntry); +} + +/** + * FLyraEditorModule + */ +class FLyraEditorModule : public FDefaultGameModuleImpl +{ + typedef FLyraEditorModule ThisClass; + + virtual void StartupModule() override + { + FGameEditorStyle::Initialize(); + + if (!IsRunningGame()) + { + FModuleManager::Get().OnModulesChanged().AddRaw(this, &FLyraEditorModule::ModulesChangedCallback); + + BindGameplayAbilitiesEditorDelegates(); + + if (FSlateApplication::IsInitialized()) + { + ToolMenusHandle = UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateStatic(&RegisterGameEditorMenus)); + } + + FEditorDelegates::BeginPIE.AddRaw(this, &ThisClass::OnBeginPIE); + FEditorDelegates::EndPIE.AddRaw(this, &ThisClass::OnEndPIE); + } + + // Register the Context Effects Library asset type actions. + { + IAssetTools& AssetTools = FModuleManager::LoadModuleChecked("AssetTools").Get(); + TSharedRef AssetAction = MakeShared(); + LyraContextEffectsLibraryAssetAction = AssetAction; + AssetTools.RegisterAssetTypeActions(AssetAction); + } + } + + void OnBeginPIE(bool bIsSimulating) + { + ULyraExperienceManager* ExperienceManager = GEngine->GetEngineSubsystem(); + check(ExperienceManager); + ExperienceManager->OnPlayInEditorBegun(); + } + + void OnEndPIE(bool bIsSimulating) + { + } + + virtual void ShutdownModule() override + { + // Unregister the Context Effects Library asset type actions. + { + FAssetToolsModule* AssetToolsModule = FModuleManager::GetModulePtr("AssetTools"); + TSharedPtr AssetAction = LyraContextEffectsLibraryAssetAction.Pin(); + if (AssetToolsModule && AssetAction) + { + AssetToolsModule->Get().UnregisterAssetTypeActions(AssetAction.ToSharedRef()); + } + } + + FEditorDelegates::BeginPIE.RemoveAll(this); + FEditorDelegates::EndPIE.RemoveAll(this); + + // Undo UToolMenus + if (UObjectInitialized() && ToolMenusHandle.IsValid()) + { + UToolMenus::UnRegisterStartupCallback(ToolMenusHandle); + } + + UnbindGameplayAbilitiesEditorDelegates(); + FModuleManager::Get().OnModulesChanged().RemoveAll(this); + FGameEditorStyle::Shutdown(); + } + +protected: + + static void BindGameplayAbilitiesEditorDelegates() + { + IGameplayAbilitiesEditorModule& GameplayAbilitiesEditorModule = IGameplayAbilitiesEditorModule::Get(); + + GameplayAbilitiesEditorModule.GetGameplayCueNotifyClassesDelegate().BindStatic(&GetGameplayCueDefaultClasses); + GameplayAbilitiesEditorModule.GetGameplayCueInterfaceClassesDelegate().BindStatic(&GetGameplayCueInterfaceClasses); + GameplayAbilitiesEditorModule.GetGameplayCueNotifyPathDelegate().BindStatic(&GetGameplayCuePath); + } + + static void UnbindGameplayAbilitiesEditorDelegates() + { + if (IGameplayAbilitiesEditorModule::IsAvailable()) + { + IGameplayAbilitiesEditorModule& GameplayAbilitiesEditorModule = IGameplayAbilitiesEditorModule::Get(); + GameplayAbilitiesEditorModule.GetGameplayCueNotifyClassesDelegate().Unbind(); + GameplayAbilitiesEditorModule.GetGameplayCueInterfaceClassesDelegate().Unbind(); + GameplayAbilitiesEditorModule.GetGameplayCueNotifyPathDelegate().Unbind(); + } + } + + void ModulesChangedCallback(FName ModuleThatChanged, EModuleChangeReason ReasonForChange) + { + if ((ReasonForChange == EModuleChangeReason::ModuleLoaded) && (ModuleThatChanged.ToString() == TEXT("GameplayAbilitiesEditor"))) + { + BindGameplayAbilitiesEditorDelegates(); + } + } + +private: + TWeakPtr LyraContextEffectsLibraryAssetAction; + FDelegateHandle ToolMenusHandle; +}; + +IMPLEMENT_MODULE(FLyraEditorModule, LyraEditor); + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/LyraEditor.h b/LyraStarterGame/Source/LyraEditor/LyraEditor.h new file mode 100644 index 0000000000000000000000000000000000000000..73c2bcd23631447f3e36584851a7031c853f8cdb --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/LyraEditor.h @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Logging/LogMacros.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogLyraEditor, Log, All); \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.cpp b/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c371f239890f3d1953fdea8151f6d5048ba7ded7 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.cpp @@ -0,0 +1,85 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraEditorEngine.h" + +#include "Development/LyraDeveloperSettings.h" +#include "Development/LyraPlatformEmulationSettings.h" +#include "Engine/GameInstance.h" +#include "Framework/Notifications/NotificationManager.h" +#include "GameModes/LyraWorldSettings.h" +#include "Settings/ContentBrowserSettings.h" +#include "Settings/LevelEditorPlaySettings.h" +#include "Widgets/Notifications/SNotificationList.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraEditorEngine) + +class IEngineLoop; + +#define LOCTEXT_NAMESPACE "LyraEditor" + +ULyraEditorEngine::ULyraEditorEngine(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraEditorEngine::Init(IEngineLoop* InEngineLoop) +{ + Super::Init(InEngineLoop); +} + +void ULyraEditorEngine::Start() +{ + Super::Start(); +} + +void ULyraEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) +{ + Super::Tick(DeltaSeconds, bIdleMode); + + FirstTickSetup(); +} + +void ULyraEditorEngine::FirstTickSetup() +{ + if (bFirstTickSetup) + { + return; + } + + bFirstTickSetup = true; + + // Force show plugin content on load. + GetMutableDefault()->SetDisplayPluginFolders(true); + +} + +FGameInstancePIEResult ULyraEditorEngine::PreCreatePIEInstances(const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32& InNumOnlinePIEInstances) +{ + if (const ALyraWorldSettings* LyraWorldSettings = Cast(EditorWorld->GetWorldSettings())) + { + if (LyraWorldSettings->ForceStandaloneNetMode) + { + EPlayNetMode OutPlayNetMode; + PlaySessionRequest->EditorPlaySettings->GetPlayNetMode(OutPlayNetMode); + if (OutPlayNetMode != PIE_Standalone) + { + PlaySessionRequest->EditorPlaySettings->SetPlayNetMode(PIE_Standalone); + + FNotificationInfo Info(LOCTEXT("ForcingStandaloneForFrontend", "Forcing NetMode: Standalone for the Frontend")); + Info.ExpireDuration = 2.0f; + FSlateNotificationManager::Get().AddNotification(Info); + } + } + } + + //@TODO: Should add delegates that a *non-editor* module could bind to for PIE start/stop instead of poking directly + GetDefault()->OnPlayInEditorStarted(); + GetDefault()->OnPlayInEditorStarted(); + + // + FGameInstancePIEResult Result = Super::PreCreatePIEServerInstance(bAnyBlueprintErrors, bStartInSpectatorMode, PIEStartTime, bSupportsOnlinePIE, InNumOnlinePIEInstances); + + return Result; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.h b/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.h new file mode 100644 index 0000000000000000000000000000000000000000..e43c08f16dd0bd4b63010dc94f89bf87bdd6d163 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/LyraEditorEngine.h @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Editor/UnrealEdEngine.h" + +#include "LyraEditorEngine.generated.h" + +class IEngineLoop; +class UObject; + + +UCLASS() +class ULyraEditorEngine : public UUnrealEdEngine +{ + GENERATED_BODY() + +public: + + ULyraEditorEngine(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + virtual void Init(IEngineLoop* InEngineLoop) override; + virtual void Start() override; + virtual void Tick(float DeltaSeconds, bool bIdleMode) override; + + virtual FGameInstancePIEResult PreCreatePIEInstances(const bool bAnyBlueprintErrors, const bool bStartInSpectatorMode, const float PIEStartTime, const bool bSupportsOnlinePIE, int32& InNumOnlinePIEInstances) override; + +private: + void FirstTickSetup(); + + bool bFirstTickSetup = false; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.cpp b/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.cpp new file mode 100644 index 0000000000000000000000000000000000000000..39ac7c11e2bb312fce29313ced9004489950e21f --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.cpp @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AssetTypeActions_LyraContextEffectsLibrary.h" + +#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h" + +class UClass; + +#define LOCTEXT_NAMESPACE "AssetTypeActions" + +UClass* FAssetTypeActions_LyraContextEffectsLibrary::GetSupportedClass() const +{ + return ULyraContextEffectsLibrary::StaticClass(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.h b/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.h new file mode 100644 index 0000000000000000000000000000000000000000..430b54853fcae449c5970e0f3a6db95456b45f32 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/AssetTypeActions_LyraContextEffectsLibrary.h @@ -0,0 +1,18 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AssetTypeActions_Base.h" +#include "AssetTypeCategories.h" + +class UClass; + +class FAssetTypeActions_LyraContextEffectsLibrary : public FAssetTypeActions_Base +{ +public: + // IAssetTypeActions Implementation + virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_LyraContextEffectsLibrary", "LyraContextEffectsLibrary"); } + virtual FColor GetTypeColor() const override { return FColor(65, 200, 98); } + virtual UClass* GetSupportedClass() const override; + virtual uint32 GetCategories() override { return EAssetTypeCategories::Gameplay; } +}; diff --git a/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.cpp b/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.cpp new file mode 100644 index 0000000000000000000000000000000000000000..26c3877de973fe75e39ba06565ce44571007ea80 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.cpp @@ -0,0 +1,69 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameEditorStyle.h" + +#include "Brushes/SlateImageBrush.h" +#include "Misc/Paths.h" +#include "Styling/SlateStyle.h" +#include "Styling/SlateStyleRegistry.h" + +TSharedPtr< FSlateStyleSet > FGameEditorStyle::StyleInstance = nullptr; + +void FGameEditorStyle::Initialize() +{ + if ( !StyleInstance.IsValid() ) + { + StyleInstance = Create(); + FSlateStyleRegistry::RegisterSlateStyle( *StyleInstance ); + } +} + +void FGameEditorStyle::Shutdown() +{ + FSlateStyleRegistry::UnRegisterSlateStyle( *StyleInstance ); + ensure( StyleInstance.IsUnique() ); + StyleInstance.Reset(); +} + +FName FGameEditorStyle::GetStyleSetName() +{ + static FName StyleSetName(TEXT("GameEditorStyle")); + return StyleSetName; +} + +#define IMAGE_BRUSH( RelativePath, ... ) FSlateImageBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ ) +#define BOX_BRUSH( RelativePath, ... ) FSlateBoxBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ ) +#define BORDER_BRUSH( RelativePath, ... ) FSlateBorderBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ ) + +#define GAME_IMAGE_BRUSH( RelativePath, ... ) FSlateImageBrush( FPaths::ProjectContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ ) +#define GAME_IMAGE_BRUSH_SVG( RelativePath, ... ) FSlateVectorImageBrush( FPaths::ProjectContentDir() / "Editor/Slate"/ RelativePath + TEXT(".svg"), __VA_ARGS__ ) + +TSharedRef< FSlateStyleSet > FGameEditorStyle::Create() +{ + TSharedRef StyleRef = MakeShareable(new FSlateStyleSet(FGameEditorStyle::GetStyleSetName())); + StyleRef->SetContentRoot(FPaths::EngineContentDir() / TEXT("Editor/Slate")); + StyleRef->SetCoreContentRoot(FPaths::EngineContentDir() / TEXT("Slate")); + + FSlateStyleSet& Style = StyleRef.Get(); + + const FVector2D Icon16x16(16.0f, 16.0f); + const FVector2D Icon20x20(20.0f, 20.0f); + const FVector2D Icon40x40(40.0f, 40.0f); + const FVector2D Icon64x64(64.0f, 64.0f); + + // Toolbar + { + Style.Set("GameEditor.CheckContent", new GAME_IMAGE_BRUSH_SVG("Icons/CheckContent", Icon20x20)); + } + + return StyleRef; +} + +#undef IMAGE_BRUSH +#undef BOX_BRUSH +#undef BORDER_BRUSH + +const ISlateStyle& FGameEditorStyle::Get() +{ + return *StyleInstance; +} diff --git a/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.h b/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.h new file mode 100644 index 0000000000000000000000000000000000000000..fe1b75177febca67afdf151260a0bdecbc8a1ee0 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/GameEditorStyle.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Templates/SharedPointer.h" + +class ISlateStyle; + +/** Slate style used by the Game Editor */ +class FGameEditorStyle +{ +public: + + static void Initialize(); + + static void Shutdown(); + + static const ISlateStyle& Get(); + + static FName GetStyleSetName(); + +private: + + static TSharedRef< class FSlateStyleSet > Create(); + +private: + + static TSharedPtr< class FSlateStyleSet > StyleInstance; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.cpp b/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.cpp new file mode 100644 index 0000000000000000000000000000000000000000..43f760210d292e232dd58837258bbbf41f14aa59 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.cpp @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraContextEffectsLibraryFactory.h" + +#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraContextEffectsLibraryFactory) + +class FFeedbackContext; +class UClass; +class UObject; + +ULyraContextEffectsLibraryFactory::ULyraContextEffectsLibraryFactory(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SupportedClass = ULyraContextEffectsLibrary::StaticClass(); + + bCreateNew = true; + bEditorImport = false; + bEditAfterNew = true; +} + +UObject* ULyraContextEffectsLibraryFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) +{ + ULyraContextEffectsLibrary* LyraContextEffectsLibrary = NewObject(InParent, Name, Flags); + + return LyraContextEffectsLibrary; +} diff --git a/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.h b/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.h new file mode 100644 index 0000000000000000000000000000000000000000..bbbcf242282f1e64af1d4a77ff86577bc2d7e5e3 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Private/LyraContextEffectsLibraryFactory.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Factories/Factory.h" + +#include "LyraContextEffectsLibraryFactory.generated.h" + +class FFeedbackContext; +class UClass; +class UObject; + +UCLASS(hidecategories = Object, MinimalAPI) +class ULyraContextEffectsLibraryFactory : public UFactory +{ + GENERATED_UCLASS_BODY() + + //~ Begin UFactory Interface + virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override; + + virtual bool ShouldShowInNewMenu() const override + { + return true; + } + //~ End UFactory Interface +}; + diff --git a/LyraStarterGame/Source/LyraEditor/Utilities/CheckChaosMeshCollision.cpp b/LyraStarterGame/Source/LyraEditor/Utilities/CheckChaosMeshCollision.cpp new file mode 100644 index 0000000000000000000000000000000000000000..42ceedc3ff6eaa552831387cbf1ee2c09082f807 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Utilities/CheckChaosMeshCollision.cpp @@ -0,0 +1,89 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Chaos/TriangleMeshImplicitObject.h" +#include "Engine/StaticMesh.h" +#include "PhysicsEngine/BodySetup.h" +#include "UObject/UObjectIterator.h" + +class FOutputDevice; +class UWorld; + +namespace LyraEditorUtilities +{ + +////////////////////////////////////////////////////////////////////////// + +// returns true if the mesh has one or more degenerate triangles +bool CheckMeshDataForProblem(const Chaos::FTriangleMeshImplicitObject::ParticlesType& Particles, const Chaos::FTrimeshIndexBuffer& Elements) +{ + // Internal helper because the index buffer type is templated + auto CheckTris = [&](const auto& Elements, int32 NumTriangles) + { + using VecType = Chaos::FTriangleMeshImplicitObject::ParticleVecType; + + for (int32 FaceIdx = 0; FaceIdx < NumTriangles; ++FaceIdx) + { + const VecType& A = Particles.GetX(Elements[FaceIdx][0]); + const VecType& B = Particles.GetX(Elements[FaceIdx][1]); + const VecType& C = Particles.GetX(Elements[FaceIdx][2]); + + const VecType AB = B - A; + const VecType AC = C - A; + VecType Normal = VecType::CrossProduct(AB, AC); + + if (Normal.SafeNormalize() < SMALL_NUMBER) + { + return true; + } + } + + return false; + }; + + const int32 NumTriangles = Elements.GetNumTriangles(); + if (Elements.RequiresLargeIndices()) + { + return CheckTris(Elements.GetLargeIndexBuffer(), NumTriangles); + } + else + { + return CheckTris(Elements.GetSmallIndexBuffer(), NumTriangles); + } +} + +void CheckChaosMeshCollision(FOutputDevice& Ar) +{ + for (UStaticMesh* MeshAsset : TObjectRange()) + { + if (UBodySetup* BodySetup = MeshAsset->GetBodySetup()) + { + for (const Chaos::FTriangleMeshImplicitObjectPtr& TriMesh : BodySetup->TriMeshGeometries) + { + if (Chaos::FTriangleMeshImplicitObject* TriMeshData = TriMesh.GetReference()) + { + if (CheckMeshDataForProblem(TriMeshData->Particles(), TriMeshData->Elements())) + { + UE_LOG(LogConsoleResponse, Warning, TEXT("Mesh asset %s has one or more degenerate triangles in collision data"), *GetPathNameSafe(MeshAsset)); + } + } + } + } + } +} + +FAutoConsoleCommandWithWorldArgsAndOutputDevice GCheckChaosMeshCollisionCmd( + TEXT("Lyra.CheckChaosMeshCollision"), + TEXT("Usage:\n") + TEXT(" Lyra.CheckChaosMeshCollision\n") + TEXT("\n") + TEXT("It will check Chaos collision data for all *loaded* static mesh assets for any degenerate triangles"), + FConsoleCommandWithWorldArgsAndOutputDeviceDelegate::CreateStatic( + [](const TArray& Params, UWorld* World, FOutputDevice& Ar) +{ + CheckChaosMeshCollision(Ar); +})); + + +////////////////////////////////////////////////////////////////////////// + +}; // End of namespace diff --git a/LyraStarterGame/Source/LyraEditor/Utilities/CreateRedirectorPackage.cpp b/LyraStarterGame/Source/LyraEditor/Utilities/CreateRedirectorPackage.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1f23ad2519963f1781e022333f8b17f97c926eda --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Utilities/CreateRedirectorPackage.cpp @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AssetRegistry/AssetRegistryModule.h" +#include "CollectionManagerModule.h" +#include "HAL/IConsoleManager.h" +#include "Misc/PackageName.h" +#include "UObject/ObjectRedirector.h" +#include "UObject/Package.h" + +class ICollectionManager; +class UWorld; + +////////////////////////////////////////////////////////////////////////// + +FAutoConsoleCommandWithWorldArgsAndOutputDevice GCreateRedirectorPackage( + TEXT("Lyra.CreateRedirectorPackage"), + TEXT("Usage:\n") + TEXT(" Lyra.CreateRedirectorPackage RedirectorName TargetPackage"), + FConsoleCommandWithWorldArgsAndOutputDeviceDelegate::CreateStatic( + [](const TArray& Params, UWorld* World, FOutputDevice& Ar) +{ + IAssetRegistry& AssetRegistry = IAssetRegistry::GetChecked();; + ICollectionManager& CollectionManager = FCollectionManagerModule::GetModule().Get(); + + if (Params.Num() < 2) + { + Ar.Log(TEXT("Expected two parameters")); + return; + } + + const FString RedirectorPackageName = Params[0]; + const FString TargetPackageName = Params[1]; + + if (!FPackageName::IsValidLongPackageName(RedirectorPackageName)) + { + Ar.Log(FString::Printf(TEXT("RedirectorPackageName '%s' is not a valid long package name"), *RedirectorPackageName)); + return; + } + + if (!FPackageName::IsValidLongPackageName(TargetPackageName)) + { + Ar.Log(FString::Printf(TEXT("TargetPackageName '%s' is not a valid long package name"), *TargetPackageName)); + return; + } + + + UObject* TargetAsset = StaticLoadObject(UObject::StaticClass(), nullptr, *TargetPackageName); + + if (!FPackageName::IsValidLongPackageName(TargetPackageName)) + { + Ar.Log(FString::Printf(TEXT("Could not find an asset to point to at '%s'"), *TargetPackageName)); + return; + } + + // Create the package for the redirector + const FString RedirectorObjectName = FPackageName::GetLongPackageAssetName(RedirectorPackageName); + UPackage* RedirectorPackage = CreatePackage(*RedirectorPackageName); + + // Create the redirector itself + UObjectRedirector* Redirector = NewObject(RedirectorPackage, FName(*RedirectorObjectName), RF_Standalone | RF_Public); + Redirector->DestinationObject = TargetAsset; + + + FAssetRegistryModule::AssetCreated(Redirector); + +})); diff --git a/LyraStarterGame/Source/LyraEditor/Utilities/DiffCollectionReferenceSupport.cpp b/LyraStarterGame/Source/LyraEditor/Utilities/DiffCollectionReferenceSupport.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6baa2d8395ad7ea00f172f2ef2671ce22cb86799 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Utilities/DiffCollectionReferenceSupport.cpp @@ -0,0 +1,169 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AssetRegistry/IAssetRegistry.h" +#include "CollectionManagerModule.h" +#include "HAL/IConsoleManager.h" +#include "ICollectionContainer.h" +#include "ICollectionManager.h" +#include "Templates/Greater.h" +#include "UObject/SoftObjectPath.h" + +class UWorld; + +////////////////////////////////////////////////////////////////////////// + +FAutoConsoleCommandWithWorldArgsAndOutputDevice GDiffCollectionReferenceSupport( + TEXT("Lyra.DiffCollectionReferenceSupport"), + TEXT("Usage:\n") + TEXT(" Lyra.DiffCollectionReferenceSupport OldCollectionName NewCollectionName [Deduplicate]\n") + TEXT("\n") + TEXT("It will list the assets in Old that 'support' assets introduced in New (are referencers directly/indirectly)\n") + TEXT("as well as any loose unsupported assets.\n") + TEXT("\n") + TEXT("The optional third argument controls whether or not multi-supported assets will be de-duplicated (true) or not (false)"), + FConsoleCommandWithWorldArgsAndOutputDeviceDelegate::CreateStatic( + [](const TArray& Params, UWorld* World, FOutputDevice& Ar) +{ + IAssetRegistry& AssetRegistry = IAssetRegistry::GetChecked();; + const TSharedRef& CollectionContainer = FCollectionManagerModule::GetModule().Get().GetProjectCollectionContainer(); + + if (Params.Num() < 2) + { + Ar.Log(TEXT("Expected two parameters")); + return; + } + + if (AssetRegistry.IsLoadingAssets()) + { + Ar.Log(TEXT("Asset registry is still scanning, try again later")); + return; + } + + const bool bExcludeSecondInstanceOfMultiSupported = (Params.Num() >= 3) ? Params[2].ToBool() : true; + + TArray OldPaths; + if (!CollectionContainer->GetAssetsInCollection(FName(*Params[0]), ECollectionShareType::CST_All, /*out*/ OldPaths)) + { + Ar.Log(FString::Printf(TEXT("Failed to find collection %s"), *Params[0])); + return; + } + + TArray NewPaths; + if (!CollectionContainer->GetAssetsInCollection(FName(*Params[1]), ECollectionShareType::CST_All, /*out*/ NewPaths)) + { + Ar.Log(FString::Printf(TEXT("Failed to find collection %s"), *Params[1])); + return; + } + + TSet OldPathSet; + Algo::Transform(OldPaths, OldPathSet, &FSoftObjectPath::GetLongPackageFName); + + TSet NewPathSet; + Algo::Transform(NewPaths, NewPathSet, &FSoftObjectPath::GetLongPackageFName); + + TSet IntroducedAssetSet = NewPathSet.Difference(OldPathSet); + + // Map from added asset to list of assets in old paths that supports it (if any) + TMap> SupportMap; + TSet VisitedAssets; + + // Map of count of newly added assets directly/indirectly supported by each supporter asset in the old paths + TMap SupporterCountMap; + TMap> SupporterToAddedMap; + + TFunction RecursivelyBuildSupport = [&](const FName IntroducedAssetPath) + { + // Someone else may have already processed me as part of their dependencies + if (!VisitedAssets.Contains(IntroducedAssetPath)) + { + VisitedAssets.Add(IntroducedAssetPath); + + TArray Referencers; + AssetRegistry.GetReferencers(IntroducedAssetPath, /*out*/ Referencers); + + for (const FName& Referencer : Referencers) + { + if (OldPathSet.Contains(Referencer)) + { + // Direct support + SupportMap.FindOrAdd(IntroducedAssetPath).Add(Referencer); + } + else + { + // Indirect, need to process recursively + RecursivelyBuildSupport(Referencer); + + // Can now use the supports it indicated to build into our own + TSet& MySupports = SupportMap.FindOrAdd(IntroducedAssetPath); + if (TSet* pRecuriveReferencers = SupportMap.Find(Referencer)) + { + MySupports.Append(*pRecuriveReferencers); + } + } + } + } + }; + + // Find the supporters + for (const FName& IntroducedAssetPath : IntroducedAssetSet) + { + RecursivelyBuildSupport(IntroducedAssetPath); + } + + // Count the strongest supporters + for (const auto& KVP : SupportMap) + { + const FName SupportedAsset = KVP.Key; + for (const FName& Supporter : KVP.Value) + { + SupporterToAddedMap.FindOrAdd(Supporter).Add(SupportedAsset); + } + } + + TSet AlreadyPrintedOut; + + Ar.Log(TEXT("List of supporters, sorted by count of newly added assets being supported")); + SupporterCountMap.ValueSort(TGreater()); + for (const auto& KVP : SupporterToAddedMap) + { + const FName Supporter = KVP.Key; + + // Filter to added assets (and exclude ones already printed if we were asked to) + TArray AddedAssetsBeingSupported(KVP.Value.Array()); + AddedAssetsBeingSupported = AddedAssetsBeingSupported.FilterByPredicate([&](FName Test) { return IntroducedAssetSet.Contains(Test); }); + + int32 IncludingMultisupportCount = AddedAssetsBeingSupported.Num(); + if (bExcludeSecondInstanceOfMultiSupported) + { + AddedAssetsBeingSupported = AddedAssetsBeingSupported.FilterByPredicate([&](FName Test) { return !AlreadyPrintedOut.Contains(Test); }); + } + + Algo::Sort(AddedAssetsBeingSupported, [](const FName LHS, const FName RHS) { return LHS.LexicalLess(RHS); }); + + // Print out the list + Ar.Log(FString::Printf(TEXT("%s supports %d new assets:"), *Supporter.ToString(), IncludingMultisupportCount)); + for (const FName& AddedAsset : AddedAssetsBeingSupported) + { + const int32 AddedAssetSupportCount = SupportMap.FindChecked(AddedAsset).Num(); + Ar.Log(FString::Printf(TEXT("\t%s%s"), *AddedAsset.ToString(), (AddedAssetSupportCount > 1) ? TEXT(" [multi-supported]") : TEXT(""))); + AlreadyPrintedOut.Add(AddedAsset); + } + + const int32 NumExcludedDueToMultiSupport = IncludingMultisupportCount - AddedAssetsBeingSupported.Num(); + if (NumExcludedDueToMultiSupport > 0) + { + Ar.Log(FString::Printf(TEXT("\tAnd %d more that were also supported by a previous supporter"), NumExcludedDueToMultiSupport)); + } + } + + Ar.Log(TEXT("\n")); + Ar.Log(TEXT("List of unsupported assets:")); + for (const FName& AssetName : IntroducedAssetSet) + { + if (!SupportMap.Contains(AssetName) || (SupportMap.FindRef(AssetName).Num() == 0)) + { + Ar.Log(FString::Printf(TEXT("\t%s"), *AssetName.ToString())); + //@TODO: Check to see if this is instead supported by a primary asset maybe? + } + } +})); diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.cpp b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2610c0ea67695628bbca807bdd56f4d810744615 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.cpp @@ -0,0 +1,499 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditorValidator.h" + +#include "AssetRegistry/ARFilter.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "Editor.h" +#include "EditorValidatorSubsystem.h" +#include "Engine/BlueprintCore.h" +#include "ISourceControlModule.h" +#include "ISourceControlProvider.h" +#include "Logging/MessageLog.h" +#include "LyraEditor.h" +#include "Misc/ConfigCacheIni.h" +#include "Misc/MessageDialog.h" +#include "Misc/PackageName.h" +#include "Misc/ScopedSlowTask.h" +#include "Settings/ProjectPackagingSettings.h" +#include "ShaderCompiler.h" +#include "SourceCodeNavigation.h" +#include "SourceControlOperations.h" +#include "Stats/StatsMisc.h" +#include "StudioTelemetry.h" +#include "UObject/UObjectIterator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator) + +#define LOCTEXT_NAMESPACE "EditorValidator" + +int32 GMaxAssetsChangedByAHeader = 200; +static FAutoConsoleVariableRef CVarMaxAssetsChangedByAHeader(TEXT("EditorValidator.MaxAssetsChangedByAHeader"), GMaxAssetsChangedByAHeader, TEXT("The maximum number of assets to check for content validation based on a single header change."), ECVF_Default); + +bool UEditorValidator::bAllowFullValidationInEditor = false; +TArray FLyraValidationMessageGatherer::IgnorePatterns; + +UEditorValidator::UEditorValidator() + : Super() +{ +} + +void UEditorValidator::ValidateCheckedOutContent(bool bInteractive, const EDataValidationUsecase InValidationUsecase) +{ + if (FStudioTelemetry::IsAvailable()) + { + FStudioTelemetry::Get().RecordEvent(TEXT("ValidateContent")); + } + + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); + if (AssetRegistryModule.Get().IsLoadingAssets()) + { + if (bInteractive) + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("DiscoveringAssets", "Still discovering assets. Try again once it is complete.")); + } + else + { + UE_LOG(LogLyraEditor, Display, TEXT("Could not run ValidateCheckedOutContent because asset discovery was still being done.")); + } + return; + } + + TArray ChangedPackageNames; + TArray DeletedPackageNames; + + ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); + if (ISourceControlModule::Get().IsEnabled()) + { + // Request the opened files at filter construction time to make sure checked out files have the correct state for the filter + TSharedRef UpdateStatusOperation = ISourceControlOperation::Create(); + UpdateStatusOperation->SetGetOpenedOnly(true); + SourceControlProvider.Execute(UpdateStatusOperation, EConcurrency::Synchronous); + + TArray CheckedOutFiles = SourceControlProvider.GetCachedStateByPredicate( + [](const FSourceControlStateRef& State) { return State->IsCheckedOut() || State->IsAdded() || State->IsDeleted(); } + ); + + for (const FSourceControlStateRef& FileState : CheckedOutFiles) + { + FString Filename = FileState->GetFilename(); + if (FPackageName::IsPackageFilename(Filename)) + { + // Assets + FString PackageName; + if (FPackageName::TryConvertFilenameToLongPackageName(Filename, PackageName)) + { + if (FileState->IsDeleted()) + { + DeletedPackageNames.Add(PackageName); + } + else + { + ChangedPackageNames.Add(PackageName); + } + } + } + else if (Filename.EndsWith(TEXT(".h"))) + { + // Source code header changes for classes may cause issues in assets based on those classes + UEditorValidator::GetChangedAssetsForCode(AssetRegistryModule.Get(), Filename, ChangedPackageNames); + } + } + } + + bool bAnyIssuesFound = false; + TArray AllWarningsAndErrors; + { + if (bInteractive) + { + bAllowFullValidationInEditor = true; + + // We will be flushing shader compile as we load materials, so dont let other shader warnings be attributed incorrectly to the package that is loading. + if (GShaderCompilingManager) + { + FScopedSlowTask SlowTask(0.f, LOCTEXT("CompilingShadersBeforeCheckingContentTask", "Finishing shader compiles before checking content...")); + SlowTask.MakeDialog(); + GShaderCompilingManager->FinishAllCompilation(); + } + } + { + FScopedSlowTask SlowTask(0.f, LOCTEXT("CheckingContentTask", "Checking content...")); + SlowTask.MakeDialog(); + if (!ValidatePackages(ChangedPackageNames, DeletedPackageNames, 2000, AllWarningsAndErrors, InValidationUsecase)) + { + bAnyIssuesFound = true; + } + } + if (bInteractive) + { + bAllowFullValidationInEditor = false; + } + } + + { + FLyraValidationMessageGatherer ScopedMessageGatherer; + if (!ValidateProjectSettings()) + { + bAnyIssuesFound = true; + } + AllWarningsAndErrors.Append(ScopedMessageGatherer.GetAllWarningsAndErrors()); + } + + if (bInteractive) + { + const bool bAtLeastOneMessage = (AllWarningsAndErrors.Num() != 0); + if (bAtLeastOneMessage) + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationFailed", "!!!!!!! Your checked out content has issues. Don't submit until they are fixed !!!!!!!\r\n\r\nSee the MessageLog and OutputLog for details")); + } + else if (bAnyIssuesFound) + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationFailedWithNoMessages", "No errors or warnings were found, but there was an error return code. Look in the OutputLog and log file for details. You may need engineering help.")); + } + else + { + FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ContentValidationPassed", "All checked out content passed. Nice job.")); + } + } +} + +bool UEditorValidator::ValidatePackages(const TArray& ExistingPackageNames, const TArray& DeletedPackageNames, int32 MaxPackagesToLoad, TArray& OutAllWarningsAndErrors, const EDataValidationUsecase InValidationUsecase) +{ + bool bAnyIssuesFound = false; + + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")); + IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); + + TArray AllPackagesToValidate = ExistingPackageNames; + for (const FString& DeletedPackageName : DeletedPackageNames) + { + UE_LOG(LogLyraEditor, Display, TEXT("Adding referencers for deleted package %s to be verified"), *DeletedPackageName); + TArray PackageReferencers; + AssetRegistry.GetReferencers(FName(*DeletedPackageName), PackageReferencers, UE::AssetRegistry::EDependencyCategory::Package); + for (const FName& Referencer : PackageReferencers) + { + const FString ReferencerString = Referencer.ToString(); + if (!DeletedPackageNames.Contains(ReferencerString) && !IsInUncookedFolder(ReferencerString)) + { + UE_LOG(LogLyraEditor, Display, TEXT(" Deleted package referencer %s was added to the queue to be verified"), *ReferencerString); + AllPackagesToValidate.Add(ReferencerString); + } + } + } + + const FText ValidationPageName = LOCTEXT("ValidatePackages", "Validate Packages"); + + FMessageLog DataValidationLog("AssetCheck"); + DataValidationLog.NewPage(ValidationPageName); + + if (AllPackagesToValidate.Num() > MaxPackagesToLoad) + { + // Too much changed to verify, just pass it. + FString WarningMessage = FString::Printf(TEXT("Assets to validate (%d) exceeded -MaxPackagesToLoad=(%d). Skipping existing package validation."), AllPackagesToValidate.Num(), MaxPackagesToLoad); + UE_LOG(LogLyraEditor, Warning, TEXT("%s"), *WarningMessage); + OutAllWarningsAndErrors.Add(WarningMessage); + DataValidationLog.Warning(FText::FromString(WarningMessage)); + } + else + { + // Load all packages that match the file filter string + TArray AssetsToCheck; + for (const FString& PackageName : AllPackagesToValidate) + { + if (FPackageName::IsValidLongPackageName(PackageName) && !IsInUncookedFolder(PackageName)) + { + int32 OldNumAssets = AssetsToCheck.Num(); + AssetRegistry.GetAssetsByPackageName(FName(*PackageName), AssetsToCheck, true); + if (AssetsToCheck.Num() == OldNumAssets) + { + FString WarningMessage; + // See if the file exists at all. Otherwise, the package contains no assets. + if (FPackageName::DoesPackageExist(PackageName)) + { + WarningMessage = FString::Printf(TEXT("Found no assets in package '%s'"), *PackageName); + } + else + { + if (ISourceControlModule::Get().IsEnabled()) + { + ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); + FString PackageFilename = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension()); + TSharedPtr FileState = SourceControlProvider.GetState(PackageFilename, EStateCacheUsage::ForceUpdate); + if (FileState->IsAdded()) + { + WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk. It is marked for add in perforce but missing from your hard drive."), *PackageName); + } + + if (FileState->IsCheckedOut()) + { + WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk. It is checked out in perforce but missing from your hard drive."), *PackageName); + } + } + + if (WarningMessage.IsEmpty()) + { + WarningMessage = FString::Printf(TEXT("Package '%s' is missing from disk."), *PackageName); + } + } + ensure(!WarningMessage.IsEmpty()); + UE_LOG(LogLyraEditor, Warning, TEXT("%s"), *WarningMessage); + OutAllWarningsAndErrors.Add(WarningMessage); + DataValidationLog.Warning(FText::FromString(WarningMessage)); + bAnyIssuesFound = true; + } + } + } + + if (AssetsToCheck.Num() > 0) + { + // Preload all assets to check, so load warnings can be handled separately from validation warnings + { + for (const FAssetData& AssetToCheck : AssetsToCheck) + { + if (!AssetToCheck.IsAssetLoaded()) + { + UE_LOG(LogLyraEditor, Display, TEXT("Preloading %s..."), *AssetToCheck.GetObjectPathString()); + + // Start listening for load warnings + FLyraValidationMessageGatherer ScopedPreloadMessageGatherer; + + // Load the asset + AssetToCheck.GetAsset(); + + if (ScopedPreloadMessageGatherer.GetAllWarningsAndErrors().Num() > 0) + { + // Repeat all errant load warnings as errors, so other CIS systems can treat them more severely (i.e. Build health will create an issue and assign it to a developer) + for (const FString& LoadWarning : ScopedPreloadMessageGatherer.GetAllWarnings()) + { + UE_LOG(LogLyraEditor, Error, TEXT("%s"), *LoadWarning); + } + + OutAllWarningsAndErrors.Append(ScopedPreloadMessageGatherer.GetAllWarningsAndErrors()); + bAnyIssuesFound = true; + } + } + } + } + + // Run all validators now. + FLyraValidationMessageGatherer ScopedMessageGatherer; + FValidateAssetsSettings Settings; + FValidateAssetsResults Results; + + Settings.bSkipExcludedDirectories = true; + Settings.bShowIfNoFailures = true; + Settings.ValidationUsecase = InValidationUsecase; + Settings.MessageLogPageTitle = ValidationPageName; + + const bool bHasInvalidFiles = GEditor->GetEditorSubsystem()->ValidateAssetsWithSettings(AssetsToCheck, Settings, Results) > 0; + + if (bHasInvalidFiles || ScopedMessageGatherer.GetAllWarningsAndErrors().Num() > 0) + { + OutAllWarningsAndErrors.Append(ScopedMessageGatherer.GetAllWarningsAndErrors()); + bAnyIssuesFound = true; + } + } + } + + return !bAnyIssuesFound; +} + +bool UEditorValidator::ValidateProjectSettings() +{ + bool bSuccess = true; + + FMessageLog ValidationLog("AssetCheck"); + + { + bool bDeveloperMode = false; + GConfig->GetBool(TEXT("/Script/PythonScriptPlugin.PythonScriptPluginSettings"), TEXT("bDeveloperMode"), /*out*/ bDeveloperMode, GEngineIni); + + if (bDeveloperMode) + { + const FString ErrorMessage(TEXT("The project setting version of Python's bDeveloperMode should not be checked in. Use the editor preference version instead!")); + UE_LOG(LogLyraEditor, Error, TEXT("%s"), *ErrorMessage); + ValidationLog.Error(FText::AsCultureInvariant(ErrorMessage)); + bSuccess = false; + } + } + + return bSuccess; +} + +bool UEditorValidator::IsInUncookedFolder(const FString& PackageName, FString* OutUncookedFolderName) +{ + const UProjectPackagingSettings* const PackagingSettings = GetDefault(); + check(PackagingSettings); + for (const FDirectoryPath& DirectoryToNeverCook : PackagingSettings->DirectoriesToNeverCook) + { + const FString& UncookedFolder = DirectoryToNeverCook.Path; + if (PackageName.StartsWith(UncookedFolder)) + { + if (OutUncookedFolderName) + { + FString FolderToReport = UncookedFolder.StartsWith(TEXT("/Game/")) ? UncookedFolder.RightChop(6) : UncookedFolder; + if (FolderToReport.EndsWith(TEXT("/"))) + { + *OutUncookedFolderName = FolderToReport.LeftChop(1); + } + else + { + *OutUncookedFolderName = FolderToReport; + } + } + return true; + } + } + + return false; +} + +bool UEditorValidator::ShouldAllowFullValidation() +{ + return IsRunningCommandlet() || bAllowFullValidationInEditor; +} + +bool UEditorValidator::CanValidateAsset_Implementation(UObject* InAsset) const +{ + if (InAsset) + { + FString PackageName = InAsset->GetOutermost()->GetName(); + if (!IsInUncookedFolder(PackageName)) + { + return true; + } + } + + return false; +} + +void UEditorValidator::GetChangedAssetsForCode(IAssetRegistry& AssetRegistry, const FString& ChangedHeaderLocalFilename, TArray& OutChangedPackageNames) +{ + static struct FCachedNativeClasses + { + public: + FCachedNativeClasses() + { + static const FName ModuleNameFName = "ModuleName"; + static const FName ModuleRelativePathFName = "ModuleRelativePath"; + + for (TObjectIterator ClassIt; ClassIt; ++ClassIt) + { + UClass* TestClass = *ClassIt; + if (TestClass->HasAnyClassFlags(CLASS_Native)) + { + FAssetData ClassAssetData(TestClass); + + FString ModuleName, ModuleRelativePath; + ClassAssetData.GetTagValue(ModuleNameFName, ModuleName); + ClassAssetData.GetTagValue(ModuleRelativePathFName, ModuleRelativePath); + + Classes.Add(ModuleName + TEXT("+") + ModuleRelativePath, TestClass); + } + } + } + + TArray> GetClassesInHeader(const FString& ModuleName, const FString& ModuleRelativePath) + { + TArray> ClassesInHeader; + Classes.MultiFind(ModuleName + TEXT("+") + ModuleRelativePath, ClassesInHeader); + + return ClassesInHeader; + } + + private: + TMultiMap> Classes; + } NativeClassCache; + + const TArray& ModuleNames = FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames(); + const FString* Module = ModuleNames.FindByPredicate([ChangedHeaderLocalFilename](const FString& ModuleBuildPath) { + const FString ModuleFullPath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(ModuleBuildPath)); + if (ChangedHeaderLocalFilename.StartsWith(ModuleFullPath)) + { + return true; + } + return false; + }); + + if (Module) + { + SCOPE_LOG_TIME_IN_SECONDS(TEXT("Looking for blueprints affected by code changes"), nullptr); + + const FString FoundModulePath = FPaths::ConvertRelativePathToFull(FPaths::GetPath(*Module)); + const FString FoundModulePathWithSlash = FoundModulePath / TEXT(""); + FString ChangedHeaderReleativeToModule = ChangedHeaderLocalFilename; + FPaths::MakePathRelativeTo(ChangedHeaderReleativeToModule, *FoundModulePathWithSlash); + FString ChangedHeaderModule = FPaths::GetBaseFilename(FoundModulePath); + + // STEP 1 - Find all the native classes inside the header that changed. + TArray> ClassList = NativeClassCache.GetClassesInHeader(ChangedHeaderModule, ChangedHeaderReleativeToModule); + + // STEP 2 - We now need to convert the set of native classes into actual derived blueprints. + bool bTooManyFiles = false; + TArray BlueprintsDerivedFromNativeModifiedClasses; + for (TWeakObjectPtr ModifiedClassPtr : ClassList) + { + // If we capped out on maximum number of modified files for a single header change, don't try to keep looking for more stuff. + if (bTooManyFiles) + { + break; + } + + if (UClass* ModifiedClass = ModifiedClassPtr.Get()) + { + // This finds all native derived blueprints, both direct subclasses, or subclasses of subclasses. + TSet DerivedClassNames; + TArray ClassNames; + ClassNames.Add(ModifiedClass->GetClassPathName()); + AssetRegistry.GetDerivedClassNames(ClassNames, TSet(), DerivedClassNames); + + UE_LOG(LogLyraEditor, Display, TEXT("Validating Subclasses of %s in %s + %s"), *ModifiedClass->GetName(), *ChangedHeaderModule, *ChangedHeaderReleativeToModule); + + FARFilter Filter; + Filter.bRecursiveClasses = true; + Filter.ClassPaths.Add(UBlueprintCore::StaticClass()->GetClassPathName()); + + // We enumerate all assets to find any blueprints who inherit from native classes directly - or + // from other blueprints. + AssetRegistry.EnumerateAssets(Filter, [&BlueprintsDerivedFromNativeModifiedClasses, &bTooManyFiles, &DerivedClassNames, ChangedHeaderModule, ChangedHeaderReleativeToModule](const FAssetData& AssetData) + { + FString PackageName = AssetData.PackageName.ToString(); + // Don't check data-only blueprints, we'll be here all day. + if (!AssetData.GetTagValueRef(FBlueprintTags::IsDataOnly) && !UEditorValidator::IsInUncookedFolder(PackageName)) + { + // Need to get the generated class here to see if it's one in the derived set we care about. + const FString ClassFromData = AssetData.GetTagValueRef(FBlueprintTags::GeneratedClassPath); + if (!ClassFromData.IsEmpty()) + { + const FTopLevelAssetPath ClassObjectPath(FPackageName::ExportTextPathToObjectPath(ClassFromData)); + if (DerivedClassNames.Contains(ClassObjectPath)) + { + UE_LOG(LogLyraEditor, Display, TEXT("\tAdding %s To Validate"), *PackageName); + + BlueprintsDerivedFromNativeModifiedClasses.Emplace(AssetData); + + if (BlueprintsDerivedFromNativeModifiedClasses.Num() >= GMaxAssetsChangedByAHeader) + { + bTooManyFiles = true; + UE_LOG(LogLyraEditor, Display, TEXT("Too many assets invalidated (Max %d) by change to, %s + %s"), GMaxAssetsChangedByAHeader, *ChangedHeaderModule, *ChangedHeaderReleativeToModule); + return false; // Stop enumerating. + } + } + } + } + return true; + }); + } + } + + // STEP 3 - Report the possibly changed blueprints as affected modified packages that need + // to be proved out. + for (const FAssetData& BlueprintsDerivedFromNativeModifiedClass : BlueprintsDerivedFromNativeModifiedClasses) + { + OutChangedPackageNames.Add(BlueprintsDerivedFromNativeModifiedClass.PackageName.ToString()); + } + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.h b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.h new file mode 100644 index 0000000000000000000000000000000000000000..44b29271d58692dd28dd4fdd39358f21d0c94dc1 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator.h @@ -0,0 +1,108 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EditorValidatorBase.h" + +#include "EditorValidator.generated.h" + +class UObject; + +class FLyraValidationMessageGatherer : public FOutputDevice +{ +public: + FLyraValidationMessageGatherer() + : FOutputDevice() + { + GLog->AddOutputDevice(this); + } + + virtual ~FLyraValidationMessageGatherer() + { + GLog->RemoveOutputDevice(this); + } + + virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override + { + if (Verbosity <= ELogVerbosity::Warning) + { + FString MessageString(V); + bool bIgnored = false; + for (const FString& IgnorePattern : IgnorePatterns) + { + if (MessageString.Contains(IgnorePattern)) + { + bIgnored = true; + break; + } + } + + if (!bIgnored) + { + AllWarningsAndErrors.Add(MessageString); + if (Verbosity == ELogVerbosity::Warning) + { + AllWarnings.Add(MessageString); + } + } + } + } + + const TArray& GetAllWarningsAndErrors() const + { + return AllWarningsAndErrors; + } + + const TArray& GetAllWarnings() const + { + return AllWarnings; + } + + static void AddIgnorePatterns(const TArray& NewPatterns) + { + IgnorePatterns.Append(NewPatterns); + } + + static void RemoveIgnorePatterns(const TArray& PatternsToRemove) + { + for (const FString& PatternToRemove : PatternsToRemove) + { + IgnorePatterns.RemoveSingleSwap(PatternToRemove); + } + } + +private: + TArray AllWarningsAndErrors; + TArray AllWarnings; + static TArray IgnorePatterns; +}; + +UCLASS(Abstract) +class UEditorValidator : public UEditorValidatorBase +{ + GENERATED_BODY() + +public: + UEditorValidator(); + + static void ValidateCheckedOutContent(bool bInteractive, const EDataValidationUsecase InValidationUsecase); + static bool ValidatePackages(const TArray& ExistingPackageNames, const TArray& DeletedPackageNames, int32 MaxPackagesToLoad, TArray& OutAllWarningsAndErrors, const EDataValidationUsecase InValidationUsecase); + static bool ValidateProjectSettings(); + + static bool IsInUncookedFolder(const FString& PackageName, FString* OutUncookedFolderName = nullptr); + static bool ShouldAllowFullValidation(); + + static void GetChangedAssetsForCode(class IAssetRegistry& AssetRegistry, const FString& ChangedHeaderLocalFilename, TArray& OutChangedPackageNames); + +protected: + virtual bool CanValidateAsset_Implementation(UObject* InAsset) const override; + + static TArray TestMapsFolders; + +private: + /** + * Used by some validators to determine if it is okay to load referencing assets or other slow tasks. + * This is not okay for fast operations like saving, but is fine for slower "check everything thoroughly" tests + */ + static bool bAllowFullValidationInEditor; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.cpp b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cdb02d914fd9c7cafe62c0903c1119119d26a7c8 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.cpp @@ -0,0 +1,118 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditorValidator_Blueprints.h" + +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "Kismet2/BlueprintEditorUtils.h" +#include "LyraEditor.h" +#include "Modules/ModuleManager.h" +#include "Validation/EditorValidator.h" +#include "Validation/EditorValidator_Load.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator_Blueprints) + +#define LOCTEXT_NAMESPACE "EditorValidator" + +UEditorValidator_Blueprints::UEditorValidator_Blueprints() + : Super() +{ +} + +bool UEditorValidator_Blueprints::CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) const +{ + return Super::CanValidateAsset_Implementation(InAsset) && (InAsset ? InAsset->IsA(UBlueprint::StaticClass()) : false); +} + +EDataValidationResult UEditorValidator_Blueprints::ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) +{ + UBlueprint* Blueprint = Cast(InAsset); + check(Blueprint); + + if (UEditorValidator::ShouldAllowFullValidation()) + { + // For non-dataonly blueprints, also load and check all directly referencing non-data-only blueprints, as changes may have caused them to fail to compile + if (!FBlueprintEditorUtils::IsDataOnlyBlueprint(Blueprint)) + { + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")); + IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); + + TSet AllHardReferencers; + + TArray PackagesToProcess; + PackagesToProcess.Add(Blueprint->GetOutermost()->GetFName()); + + do + { + TArray NextPackagesToProcess; + for (FName PackageToProcess : PackagesToProcess) + { + TArray HardReferencers; + AssetRegistry.GetReferencers(PackageToProcess, HardReferencers, UE::AssetRegistry::EDependencyCategory::Package, UE::AssetRegistry::EDependencyQuery::Hard); + for (FName HardReferencer : HardReferencers) + { + if (!AllHardReferencers.Contains(HardReferencer)) + { + AllHardReferencers.Add(HardReferencer); + TArray RefAssets; + AssetRegistry.GetAssetsByPackageName(HardReferencer, RefAssets, true); + for (const FAssetData& RefData : RefAssets) + { + if (RefData.IsRedirector()) + { + NextPackagesToProcess.Add(RefData.PackageName); + break; + } + } + } + } + } + PackagesToProcess = MoveTemp(NextPackagesToProcess); + } while (PackagesToProcess.Num() > 0); + + for (FName HardReferencer : AllHardReferencers) + { + FString HardReferencerStr = HardReferencer.ToString(); + if (!IsInUncookedFolder(HardReferencerStr)) + { + TArray ReferencerAssets; + AssetRegistry.GetAssetsByPackageName(HardReferencer, ReferencerAssets, true); + for (const FAssetData& ReferencerAssetData : ReferencerAssets) + { + // Skip levelscript BPs... for now + if ((ReferencerAssetData.PackageFlags & PKG_ContainsMap) == 0) + { + bool bIsDataOnlyBP = false; + if (ReferencerAssetData.GetTagValue(FBlueprintTags::IsDataOnly, bIsDataOnlyBP)) + { + if (!bIsDataOnlyBP) + { + UE_LOG(LogLyraEditor, Display, TEXT(" Loading referencing non-dataonly blueprint %s"), *HardReferencerStr); + + TArray WarningsAndErrors; + if (UEditorValidator_Load::GetLoadWarningsAndErrorsForPackage(HardReferencerStr, WarningsAndErrors)) + { + for (const FString& WarningOrError : WarningsAndErrors) + { + AssetFails(InAsset, FText::FromString(WarningOrError)); + } + } + break; + } + } + } + } + } + } + } + } + + if (GetValidationResult() != EDataValidationResult::Invalid) + { + AssetPasses(InAsset); + } + + return GetValidationResult(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.h b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.h new file mode 100644 index 0000000000000000000000000000000000000000..d1a24b9de4d0b97205a9bb881f08948b00d73099 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Blueprints.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EditorValidator.h" + +#include "EditorValidator_Blueprints.generated.h" + +class FText; +class UObject; + +UCLASS() +class UEditorValidator_Blueprints : public UEditorValidator +{ + GENERATED_BODY() + +public: + UEditorValidator_Blueprints(); + +protected: + using Super::CanValidateAsset_Implementation; // -Woverloaded-virtual + virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const override; + virtual EDataValidationResult ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) override; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.cpp b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.cpp new file mode 100644 index 0000000000000000000000000000000000000000..abacc7031ed85027ab475fdd524ede9248a1f85c --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.cpp @@ -0,0 +1,188 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditorValidator_Load.h" + +#include "AssetCompilingManager.h" +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "HAL/FileManager.h" +#include "Kismet2/BlueprintEditorUtils.h" +#include "Kismet2/KismetEditorUtilities.h" +#include "Misc/PackageName.h" +#include "Misc/Paths.h" +#include "Validation/EditorValidator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator_Load) + +#define LOCTEXT_NAMESPACE "EditorValidator" + +// This list only ignores log messages that occur while we are reloading an asset that is already in memory +// Should only be used for warnings that occur as a result of having the asset in memory in two different packages +TArray UEditorValidator_Load::InMemoryReloadLogIgnoreList = { TEXT("Enum name collision: '") }; + +UEditorValidator_Load::UEditorValidator_Load() + : Super() +{ +} + +bool UEditorValidator_Load::IsEnabled() const +{ + // Commandlets do not need this validation step as they loaded the content while running. + return !IsRunningCommandlet() && Super::IsEnabled(); +} + +bool UEditorValidator_Load::CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) const +{ + return Super::CanValidateAsset_Implementation(InAsset) && InAsset != nullptr; +} + +EDataValidationResult UEditorValidator_Load::ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) +{ + check(InAsset); + + TArray WarningsAndErrors; + if (GetLoadWarningsAndErrorsForPackage(InAsset->GetOutermost()->GetName(), WarningsAndErrors)) + { + for (const FString& WarningOrError : WarningsAndErrors) + { + AssetFails(InAsset, FText::FromString(WarningOrError)); + } + } + else + { + AssetFails(InAsset, LOCTEXT("Load_FailedLoad", "Failed to get package load warnings and errors")); + } + + if (GetValidationResult() != EDataValidationResult::Invalid) + { + AssetPasses(InAsset); + } + + return GetValidationResult(); +} + +bool UEditorValidator_Load::GetLoadWarningsAndErrorsForPackage(const FString& PackageName, TArray& OutWarningsAndErrors) +{ + check(!PackageName.IsEmpty()); + check(GEngine); + + UPackage* const ExistingPackage = FindPackage(nullptr, *PackageName); + + if (ExistingPackage == GetTransientPackage()) + { + return true; + } + + // Skip World or External Actor packages + if (ExistingPackage && UWorld::IsWorldOrWorldExternalPackage(ExistingPackage)) + { + return true; + } + + // Commandlets shouldnt load the temporary packages since it involves collecting garbage and may destroy objects higher in the callstack. Loading it the one time is probably good enough + // Also since commandlets dont use RF_Standalone, this could greatly increase commandlet execution time when loading the same assets over and over + if (ExistingPackage && !IsRunningCommandlet() && UEditorValidator::ShouldAllowFullValidation() && !ExistingPackage->ContainsMap() && !PackageName.EndsWith(TEXT("_BuiltData"))) + { + // Copy the asset file to the temp directory and load it + const FString& SrcPackageName = PackageName; + FString SrcFilename; + const bool bSourceFileExists = FPackageName::DoesPackageExist(SrcPackageName, &SrcFilename); + if (bSourceFileExists) + { + static int32 PackageIdentifier = 0; + FString DestPackageName = FString::Printf(TEXT("/Temp/%s_%d"), *FPackageName::GetLongPackageAssetName(ExistingPackage->GetName()), PackageIdentifier++); + FString DestFilename = FPackageName::LongPackageNameToFilename(DestPackageName, FPaths::GetExtension(SrcFilename, true)); + uint32 CopyResult = IFileManager::Get().Copy(*DestFilename, *SrcFilename); + if (ensure(CopyResult == COPY_OK)) + { + // Gather all warnings and errors during the process to determine return value + UPackage* LoadedPackage = nullptr; + { + FLyraValidationMessageGatherer::AddIgnorePatterns(InMemoryReloadLogIgnoreList); + FLyraValidationMessageGatherer ScopedMessageGatherer; + // If we are loading a blueprint, compile the original and load the duplicate with DisableCompileOnLoad, since BPs loaded on the side may not compile if there are circular references involving self + int32 LoadFlags = LOAD_ForDiff; + { + TArray AllExistingObjects; + GetObjectsWithPackage(ExistingPackage, AllExistingObjects, false); + TArray AllNonDOBPs; + for (UObject* Obj : AllExistingObjects) + { + UBlueprint* BP = Cast(Obj); + if (BP && !FBlueprintEditorUtils::IsDataOnlyBlueprint(BP)) + { + AllNonDOBPs.Add(BP); + } + } + if (AllNonDOBPs.Num() > 0) + { + LoadFlags |= LOAD_DisableCompileOnLoad; + for (UBlueprint* BP : AllNonDOBPs) + { + check(BP); + FKismetEditorUtilities::CompileBlueprint(BP); + } + } + } + LoadedPackage = LoadPackage(NULL, *DestPackageName, LoadFlags); + + // Make sure what we just loaded has finish compiling otherwise we won't be able + // to reset loaders for the package or verify if errors have been emitted. + FAssetCompilingManager::Get().FinishAllCompilation(); + + for (const FString& LoadWarningOrError : ScopedMessageGatherer.GetAllWarningsAndErrors()) + { + FString SanitizedMessage = LoadWarningOrError.Replace(*DestFilename, *SrcFilename); + SanitizedMessage = SanitizedMessage.Replace(*DestPackageName, *SrcPackageName); + OutWarningsAndErrors.Add(SanitizedMessage); + } + FLyraValidationMessageGatherer::RemoveIgnorePatterns(InMemoryReloadLogIgnoreList); + } + if (LoadedPackage) + { + ResetLoaders(LoadedPackage); + IFileManager::Get().Delete(*DestFilename); + TArray AllLoadedObjects; + GetObjectsWithPackage(LoadedPackage, AllLoadedObjects, true); + for (UObject* Obj : AllLoadedObjects) + { + if (Obj->IsRooted()) + { + continue; + } + Obj->ClearFlags(RF_Public | RF_Standalone); + Obj->SetFlags(RF_Transient); + if (UWorld* WorldToDestroy = Cast(Obj)) + { + WorldToDestroy->DestroyWorld(true); + } + Obj->MarkAsGarbage(); + } + GEngine->ForceGarbageCollection(true); + } + } + else + { + // Failed to copy the file to the temp folder + return false; + } + } + else + { + // It was in memory but not yet saved probably (no source file) + return false; + } + } + else + { + // Not in memory, just load it + FLyraValidationMessageGatherer ScopedMessageGatherer; + LoadPackage(nullptr, *PackageName, LOAD_None); + OutWarningsAndErrors = ScopedMessageGatherer.GetAllWarningsAndErrors(); + } + + return true; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.h b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.h new file mode 100644 index 0000000000000000000000000000000000000000..aba569a88c9438463eee039abfa214b00870c920 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_Load.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EditorValidator.h" + +#include "EditorValidator_Load.generated.h" + +class FText; +class UObject; + +UCLASS() +class UEditorValidator_Load : public UEditorValidator +{ + GENERATED_BODY() + +public: + UEditorValidator_Load(); + + virtual bool IsEnabled() const override; + + static bool GetLoadWarningsAndErrorsForPackage(const FString& PackageName, TArray& OutWarningsAndErrors); + +protected: + using Super::CanValidateAsset_Implementation; // -Woverloaded-virtual + virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const override; + virtual EDataValidationResult ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) override; + +private: + static TArray InMemoryReloadLogIgnoreList; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.cpp b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c6f4ec750ea0ceafebe68c78936ab8405e15c932 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.cpp @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditorValidator_MaterialFunctions.h" + +#include "AssetRegistry/AssetData.h" +#include "AssetRegistry/IAssetRegistry.h" +#include "LyraEditor.h" +#include "Materials/Material.h" +#include "Materials/MaterialFunction.h" +#include "Validation/EditorValidator.h" +#include "Validation/EditorValidator_Load.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator_MaterialFunctions) + +#define LOCTEXT_NAMESPACE "EditorValidator" + +UEditorValidator_MaterialFunctions::UEditorValidator_MaterialFunctions() + : Super() +{ +} + +bool UEditorValidator_MaterialFunctions::CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) const +{ + return (InAsset ? InAsset->IsA(UMaterialFunction::StaticClass()) : false); +} + +EDataValidationResult UEditorValidator_MaterialFunctions::ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) +{ + UMaterialFunction* MaterialFunction = Cast(InAsset); + check(MaterialFunction); + + if (UEditorValidator::ShouldAllowFullValidation()) + { + // Also load and check all directly referencing materials, as changes may have caused them to fail to compile + IAssetRegistry& AssetRegistry = IAssetRegistry::GetChecked(); + + TSet AllHardReferencers; + + TArray PackagesToProcess; + PackagesToProcess.Add(MaterialFunction->GetOutermost()->GetFName()); + + do + { + TArray NextPackagesToProcess; + for (FName PackageToProcess : PackagesToProcess) + { + TArray HardReferencers; + AssetRegistry.GetReferencers(PackageToProcess, HardReferencers, UE::AssetRegistry::EDependencyCategory::Package, UE::AssetRegistry::EDependencyQuery::Hard); + for (FName HardReferencer : HardReferencers) + { + if (!AllHardReferencers.Contains(HardReferencer)) + { + AllHardReferencers.Add(HardReferencer); + TArray RefAssets; + AssetRegistry.GetAssetsByPackageName(HardReferencer, RefAssets, true); + for (const FAssetData& RefData : RefAssets) + { + if (RefData.IsRedirector()) + { + NextPackagesToProcess.Add(RefData.PackageName); + break; + } + } + } + } + } + PackagesToProcess = MoveTemp(NextPackagesToProcess); + } while (PackagesToProcess.Num() > 0); + + for (FName HardReferencer : AllHardReferencers) + { + FString HardReferencerStr = HardReferencer.ToString(); + if (!IsInUncookedFolder(HardReferencerStr)) + { + TArray ReferencerAssets; + AssetRegistry.GetAssetsByPackageName(HardReferencer, ReferencerAssets, true); + for (const FAssetData& ReferencerAssetData : ReferencerAssets) + { + if (ReferencerAssetData.AssetClassPath == UMaterial::StaticClass()->GetClassPathName()) + { + UE_LOG(LogLyraEditor, Display, TEXT(" Loading referencing material %s"), *HardReferencerStr); + + TArray WarningsAndErrors; + if (UEditorValidator_Load::GetLoadWarningsAndErrorsForPackage(HardReferencerStr, WarningsAndErrors)) + { + for (const FString& WarningOrError : WarningsAndErrors) + { + AssetFails(InAsset, FText::FromString(WarningOrError)); + } + } + break; + } + } + } + } + } + + if (GetValidationResult() != EDataValidationResult::Invalid) + { + AssetPasses(InAsset); + } + + return GetValidationResult(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.h b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.h new file mode 100644 index 0000000000000000000000000000000000000000..7b3ce922ca62ebeb49230ca59b1aad222993d154 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_MaterialFunctions.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EditorValidator.h" + +#include "EditorValidator_MaterialFunctions.generated.h" + +class FText; +class UObject; + +UCLASS() +class UEditorValidator_MaterialFunctions : public UEditorValidator +{ + GENERATED_BODY() + +public: + UEditorValidator_MaterialFunctions(); + +protected: + using Super::CanValidateAsset_Implementation; // -Woverloaded-virtual + virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const override; + virtual EDataValidationResult ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) override; +}; diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.cpp b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.cpp new file mode 100644 index 0000000000000000000000000000000000000000..136559f751128f930d62d426ea94b9ce0048b61d --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.cpp @@ -0,0 +1,68 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditorValidator_SourceControl.h" + +#include "AssetRegistry/AssetRegistryModule.h" +#include "ISourceControlModule.h" +#include "Misc/PackageName.h" +#include "SourceControlHelpers.h" +#include "Validation/EditorValidator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(EditorValidator_SourceControl) + +#define LOCTEXT_NAMESPACE "EditorValidator" + +UEditorValidator_SourceControl::UEditorValidator_SourceControl() + : Super() +{ + +} + +bool UEditorValidator_SourceControl::CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) const +{ + return InAsset != nullptr; +} + +EDataValidationResult UEditorValidator_SourceControl::ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) +{ + check(InAsset); + + FName PackageFName = InAsset->GetOutermost()->GetFName(); + if (FPackageName::DoesPackageExist(PackageFName.ToString())) + { + ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); + FSourceControlStatePtr AssetState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(PackageFName.ToString()), EStateCacheUsage::Use); + if (AssetState.IsValid() && AssetState->IsSourceControlled()) + { + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")); + IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); + + // Check for assets that are submitted to source control that reference assets that are not + static const FString ScriptPackagePrefix = TEXT("/Script/"); + TArray Dependencies; + AssetRegistry.GetDependencies(PackageFName, Dependencies, UE::AssetRegistry::EDependencyCategory::Package); + for (FName Dependency : Dependencies) + { + const FString DependencyStr = Dependency.ToString(); + if (!DependencyStr.StartsWith(ScriptPackagePrefix)) + { + FSourceControlStatePtr DependencyState = SourceControlProvider.GetState(SourceControlHelpers::PackageFilename(DependencyStr), EStateCacheUsage::Use); + if (DependencyState.IsValid() && !DependencyState->IsSourceControlled() && !DependencyState->IsUnknown()) + { + // The editor doesn't sync state for all assets, so we only want to warn on assets that are known about + AssetFails(InAsset, FText::Format(LOCTEXT("SourceControl_NotMarkedForAdd", "References {0} which is not marked for add in source control"), FText::FromString(DependencyStr))); + } + } + } + } + } + + if (GetValidationResult() != EDataValidationResult::Invalid) + { + AssetPasses(InAsset); + } + + return GetValidationResult(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.h b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.h new file mode 100644 index 0000000000000000000000000000000000000000..b36bc78a07c9b8da25e266009252786742861209 --- /dev/null +++ b/LyraStarterGame/Source/LyraEditor/Validation/EditorValidator_SourceControl.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EditorValidator.h" + +#include "EditorValidator_SourceControl.generated.h" + +class FText; +class UObject; + +UCLASS() +class UEditorValidator_SourceControl : public UEditorValidator +{ + GENERATED_BODY() + +public: + UEditorValidator_SourceControl(); + +protected: + using Super::CanValidateAsset_Implementation; // -Woverloaded-virtual + virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InObject, FDataValidationContext& InContext) const override; + virtual EDataValidationResult ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& Context) override; +}; diff --git a/LyraStarterGame/Source/LyraGame.Target.cs b/LyraStarterGame/Source/LyraGame.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..2520510b6642664abdbdd936ad2d3233dca10f90 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame.Target.cs @@ -0,0 +1,283 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System; +using System.IO; +using EpicGames.Core; +using System.Collections.Generic; +using UnrealBuildBase; +using Microsoft.Extensions.Logging; + +public class LyraGameTarget : TargetRules +{ + public LyraGameTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + + ExtraModuleNames.AddRange(new string[] { "LyraGame" }); + + LyraGameTarget.ApplySharedLyraTargetSettings(this); + } + + private static bool bHasWarnedAboutShared = false; + + internal static void ApplySharedLyraTargetSettings(TargetRules Target) + { + ILogger Logger = Target.Logger; + + Target.DefaultBuildSettings = BuildSettingsVersion.V5; + Target.IncludeOrderVersion = EngineIncludeOrderVersion.Latest; + + bool bIsTest = Target.Configuration == UnrealTargetConfiguration.Test; + bool bIsShipping = Target.Configuration == UnrealTargetConfiguration.Shipping; + bool bIsDedicatedServer = Target.Type == TargetType.Server; + if (Target.BuildEnvironment == TargetBuildEnvironment.Unique) + { + Target.CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error; + + Target.bUseLoggingInShipping = true; + Target.bTrackRHIResourceInfoForTest = true; + + if (bIsShipping && !bIsDedicatedServer) + { + // Make sure that we validate certificates for HTTPS traffic + Target.bDisableUnverifiedCertificates = true; + + // Uncomment these lines to lock down the command line processing + // This will only allow the specified command line arguments to be parsed + //Target.GlobalDefinitions.Add("UE_COMMAND_LINE_USES_ALLOW_LIST=1"); + //Target.GlobalDefinitions.Add("UE_OVERRIDE_COMMAND_LINE_ALLOW_LIST=\"-space -separated -list -of -commands\""); + + // Uncomment this line to filter out sensitive command line arguments that you + // don't want to go into the log file (e.g., if you were uploading logs) + //Target.GlobalDefinitions.Add("FILTER_COMMANDLINE_LOGGING=\"-some_connection_id -some_other_arg\""); + } + + if (bIsShipping || bIsTest) + { + // Disable reading generated/non-ufs ini files + Target.bAllowGeneratedIniWhenCooked = false; + Target.bAllowNonUFSIniWhenCooked = false; + } + + if (Target.Type != TargetType.Editor) + { + // We don't use the path tracer at runtime, only for beauty shots, and this DLL is quite large + Target.DisablePlugins.Add("OpenImageDenoise"); + + // Reduce memory use in AssetRegistry always-loaded data, but add more cputime expensive queries + Target.GlobalDefinitions.Add("UE_ASSETREGISTRY_INDIRECT_ASSETDATA_POINTERS=1"); + } + + LyraGameTarget.ConfigureGameFeaturePlugins(Target); + } + else + { + // !!!!!!!!!!!! WARNING !!!!!!!!!!!!! + // Any changes in here must not affect PCH generation, or the target + // needs to be set to TargetBuildEnvironment.Unique + + // This only works in editor or Unique build environments + if (Target.Type == TargetType.Editor) + { + LyraGameTarget.ConfigureGameFeaturePlugins(Target); + } + else + { + // Shared monolithic builds cannot enable/disable plugins or change any options because it tries to re-use the installed engine binaries + if (!bHasWarnedAboutShared) + { + bHasWarnedAboutShared = true; + Logger.LogWarning("LyraGameEOS and dynamic target options are disabled when packaging from an installed version of the engine"); + } + } + } + } + + static public bool ShouldEnableAllGameFeaturePlugins(TargetRules Target) + { + if (Target.Type == TargetType.Editor) + { + // With return true, editor builds will build all game feature plugins, but it may or may not load them all. + // This is so you can enable plugins in the editor without needing to compile code. + // return true; + } + + bool bIsBuildMachine = (Environment.GetEnvironmentVariable("IsBuildMachine") == "1"); + if (bIsBuildMachine) + { + // This could be used to enable all plugins for build machines + // return true; + } + + // By default use the default plugin rules as set by the plugin browser in the editor + // This is important because this code may not be run at all for launcher-installed versions of the engine + return false; + } + + private static Dictionary AllPluginRootJsonObjectsByName = new Dictionary(); + + // Configures which game feature plugins we want to have enabled + // This is a fairly simple implementation, but you might do things like build different + // plugins based on the target release version of the current branch, e.g., enabling + // work-in-progress features in main but disabling them in the current release branch. + static public void ConfigureGameFeaturePlugins(TargetRules Target) + { + ILogger Logger = Target.Logger; + Log.TraceInformationOnce("Compiling GameFeaturePlugins in branch {0}", Target.Version.BranchName); + + bool bBuildAllGameFeaturePlugins = ShouldEnableAllGameFeaturePlugins(Target); + + // Load all of the game feature .uplugin descriptors + List CombinedPluginList = new List(); + + List GameFeaturePluginRoots = Unreal.GetExtensionDirs(Target.ProjectFile.Directory, Path.Combine("Plugins", "GameFeatures")); + foreach (DirectoryReference SearchDir in GameFeaturePluginRoots) + { + CombinedPluginList.AddRange(PluginsBase.EnumeratePlugins(SearchDir)); + } + + if (CombinedPluginList.Count > 0) + { + Dictionary> AllPluginReferencesByName = new Dictionary>(); + + foreach (FileReference PluginFile in CombinedPluginList) + { + if (PluginFile != null && FileReference.Exists(PluginFile)) + { + bool bEnabled = false; + bool bForceDisabled = false; + try + { + JsonObject RawObject; + if (!AllPluginRootJsonObjectsByName.TryGetValue(PluginFile.GetFileNameWithoutExtension(), out RawObject)) + { + RawObject = JsonObject.Read(PluginFile); + AllPluginRootJsonObjectsByName.Add(PluginFile.GetFileNameWithoutExtension(), RawObject); + } + + // Validate that all GameFeaturePlugins are disabled by default + // If EnabledByDefault is true and a plugin is disabled the name will be embedded in the executable + // If this is a problem, enable this warning and change the game feature editor plugin templates to disable EnabledByDefault for new plugins + bool bEnabledByDefault = false; + if (!RawObject.TryGetBoolField("EnabledByDefault", out bEnabledByDefault) || bEnabledByDefault == true) + { + //Log.TraceWarning("GameFeaturePlugin {0}, does not set EnabledByDefault to false. This is required for built-in GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension()); + } + + // Validate that all GameFeaturePlugins are set to explicitly loaded + // This is important because game feature plugins expect to be loaded after project startup + bool bExplicitlyLoaded = false; + if (!RawObject.TryGetBoolField("ExplicitlyLoaded", out bExplicitlyLoaded) || bExplicitlyLoaded == false) + { + Logger.LogWarning("GameFeaturePlugin {0}, does not set ExplicitlyLoaded to true. This is required for GameFeaturePlugins.", PluginFile.GetFileNameWithoutExtension()); + } + + // You could read an additional field here that is project specific, e.g., + //string PluginReleaseVersion; + //if (RawObject.TryGetStringField("MyProjectReleaseVersion", out PluginReleaseVersion)) + //{ + // bEnabled = SomeFunctionOf(PluginReleaseVersion, CurrentReleaseVersion) || bBuildAllGameFeaturePlugins; + //} + + if (bBuildAllGameFeaturePlugins) + { + // We are in a mode where we want all game feature plugins, except ones we can't load or compile + bEnabled = true; + } + + // Prevent using editor-only feature plugins in non-editor builds + bool bEditorOnly = false; + if (RawObject.TryGetBoolField("EditorOnly", out bEditorOnly)) + { + if (bEditorOnly && (Target.Type != TargetType.Editor) && !bBuildAllGameFeaturePlugins) + { + // The plugin is editor only and we are building a non-editor target, so it is disabled + bForceDisabled = true; + } + } + else + { + // EditorOnly is optional + } + + // some plugins should only be available in certain branches + string RestrictToBranch; + if (RawObject.TryGetStringField("RestrictToBranch", out RestrictToBranch)) + { + if (!Target.Version.BranchName.Equals(RestrictToBranch, StringComparison.OrdinalIgnoreCase)) + { + // The plugin is for a specific branch, and this isn't it + bForceDisabled = true; + Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to other branches. Disabling.", PluginFile.GetFileNameWithoutExtension()); + } + else + { + Logger.LogDebug("GameFeaturePlugin {Name} was marked as restricted to this branch. Leaving enabled.", PluginFile.GetFileNameWithoutExtension()); + } + } + + // Plugins can be marked as NeverBuild which overrides the above + bool bNeverBuild = false; + if (RawObject.TryGetBoolField("NeverBuild", out bNeverBuild) && bNeverBuild) + { + // This plugin was marked to never compile, so don't + bForceDisabled = true; + Logger.LogDebug("GameFeaturePlugin {Name} was marked as NeverBuild, disabling.", PluginFile.GetFileNameWithoutExtension()); + } + + // Keep track of plugin references for validation later + JsonObject[] PluginReferencesArray; + if (RawObject.TryGetObjectArrayField("Plugins", out PluginReferencesArray)) + { + foreach (JsonObject ReferenceObject in PluginReferencesArray) + { + bool bRefEnabled = false; + if (ReferenceObject.TryGetBoolField("Enabled", out bRefEnabled) && bRefEnabled == true) + { + string PluginReferenceName; + if (ReferenceObject.TryGetStringField("Name", out PluginReferenceName)) + { + string ReferencerName = PluginFile.GetFileNameWithoutExtension(); + if (!AllPluginReferencesByName.ContainsKey(ReferencerName)) + { + AllPluginReferencesByName[ReferencerName] = new List(); + } + AllPluginReferencesByName[ReferencerName].Add(PluginReferenceName); + } + } + } + } + } + catch (Exception ParseException) + { + Logger.LogWarning("Failed to parse GameFeaturePlugin file {Name}, disabling. Exception: {1}", PluginFile.GetFileNameWithoutExtension(), ParseException.Message); + bForceDisabled = true; + } + + // Disabled has priority over enabled + if (bForceDisabled) + { + bEnabled = false; + } + + // Print out the final decision for this plugin + Logger.LogDebug("ConfigureGameFeaturePlugins() has decided to {Action} feature {Name}", bEnabled ? "enable" : (bForceDisabled ? "disable" : "ignore"), PluginFile.GetFileNameWithoutExtension()); + + // Enable or disable it + if (bEnabled) + { + Target.EnablePlugins.Add(PluginFile.GetFileNameWithoutExtension()); + } + else if (bForceDisabled) + { + Target.DisablePlugins.Add(PluginFile.GetFileNameWithoutExtension()); + } + } + } + + // If you use something like a release version, consider doing a reference validation to make sure + // that plugins with sooner release versions don't depend on content with later release versions + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost.h new file mode 100644 index 0000000000000000000000000000000000000000..72b9f820e8b028a6d19967074d7cbd2fa1a21eae --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayAbilitySpec.h" +#include "Abilities/GameplayAbility.h" +#include "LyraAbilityCost.generated.h" + +class ULyraGameplayAbility; + +/** + * ULyraAbilityCost + * + * Base class for costs that a LyraGameplayAbility has (e.g., ammo or charges) + */ +UCLASS(MinimalAPI, DefaultToInstanced, EditInlineNew, Abstract) +class ULyraAbilityCost : public UObject +{ + GENERATED_BODY() + +public: + ULyraAbilityCost() + { + } + + /** + * Checks if we can afford this cost. + * + * A failure reason tag can be added to OptionalRelevantTags (if non-null), which can be queried + * elsewhere to determine how to provide user feedback (e.g., a clicking noise if a weapon is out of ammo) + * + * Ability and ActorInfo are guaranteed to be non-null on entry, but OptionalRelevantTags can be nullptr. + * + * @return true if we can pay for the ability, false otherwise. + */ + virtual bool CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const + { + return true; + } + + /** + * Applies the ability's cost to the target + * + * Notes: + * - Your implementation don't need to check ShouldOnlyApplyCostOnHit(), the caller does that for you. + * - Ability and ActorInfo are guaranteed to be non-null on entry. + */ + virtual void ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) + { + } + + /** If true, this cost should only be applied if this ability hits successfully */ + bool ShouldOnlyApplyCostOnHit() const { return bOnlyApplyCostOnHit; } + +protected: + /** If true, this cost should only be applied if this ability hits successfully */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + bool bOnlyApplyCostOnHit = false; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..809d7af72cbcc0123a837083ff43ee52f96a0a86 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.cpp @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAbilityCost_InventoryItem.h" +#include "GameplayAbilitySpec.h" +#include "GameplayAbilitySpecHandle.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilityCost_InventoryItem) + +ULyraAbilityCost_InventoryItem::ULyraAbilityCost_InventoryItem() +{ + Quantity.SetValue(1.0f); +} + +bool ULyraAbilityCost_InventoryItem::CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const +{ +#if 0 + if (AController* PC = Ability->GetControllerFromActorInfo()) + { + if (ULyraInventoryManagerComponent* InventoryComponent = PC->GetComponentByClass()) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumItemsToConsumeReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumItemsToConsume = FMath::TruncToInt(NumItemsToConsumeReal); + + return InventoryComponent->GetTotalItemCountByDefinition(ItemDefinition) >= NumItemsToConsume; + } + } +#endif + return false; +} + +void ULyraAbilityCost_InventoryItem::ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) +{ +#if 0 + if (ActorInfo->IsNetAuthority()) + { + if (AController* PC = Ability->GetControllerFromActorInfo()) + { + if (ULyraInventoryManagerComponent* InventoryComponent = PC->GetComponentByClass()) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumItemsToConsumeReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumItemsToConsume = FMath::TruncToInt(NumItemsToConsumeReal); + + InventoryComponent->ConsumeItemsByDefinition(ItemDefinition, NumItemsToConsume); + } + } + } +#endif +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.h new file mode 100644 index 0000000000000000000000000000000000000000..65e064dfd7187d55c534a52a7b350e342015470d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_InventoryItem.h @@ -0,0 +1,44 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraAbilityCost.h" +#include "ScalableFloat.h" +#include "Templates/SubclassOf.h" + +#include "LyraAbilityCost_InventoryItem.generated.h" + +struct FGameplayAbilityActivationInfo; +struct FGameplayAbilitySpecHandle; + +class ULyraGameplayAbility; +class ULyraInventoryItemDefinition; +class UObject; +struct FGameplayAbilityActorInfo; +struct FGameplayTagContainer; + +/** + * Represents a cost that requires expending a quantity of an inventory item + */ +UCLASS(meta=(DisplayName="Inventory Item")) +class ULyraAbilityCost_InventoryItem : public ULyraAbilityCost +{ + GENERATED_BODY() + +public: + ULyraAbilityCost_InventoryItem(); + + //~ULyraAbilityCost interface + virtual bool CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const override; + virtual void ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) override; + //~End of ULyraAbilityCost interface + +protected: + /** How much of the item to spend (keyed on ability level) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AbilityCost) + FScalableFloat Quantity; + + /** Which item to consume */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AbilityCost) + TSubclassOf ItemDefinition; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ca66c0f835773db0c4296da4420a5d3cea5d2183 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.cpp @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAbilityCost_ItemTagStack.h" + +#include "Equipment/LyraGameplayAbility_FromEquipment.h" +#include "Inventory/LyraInventoryItemInstance.h" +#include "NativeGameplayTags.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilityCost_ItemTagStack) + +UE_DEFINE_GAMEPLAY_TAG(TAG_ABILITY_FAIL_COST, "Ability.ActivateFail.Cost"); + +ULyraAbilityCost_ItemTagStack::ULyraAbilityCost_ItemTagStack() +{ + Quantity.SetValue(1.0f); + FailureTag = TAG_ABILITY_FAIL_COST; +} + +bool ULyraAbilityCost_ItemTagStack::CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const +{ + if (const ULyraGameplayAbility_FromEquipment* EquipmentAbility = Cast(Ability)) + { + if (ULyraInventoryItemInstance* ItemInstance = EquipmentAbility->GetAssociatedItem()) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumStacksReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumStacks = FMath::TruncToInt(NumStacksReal); + const bool bCanApplyCost = ItemInstance->GetStatTagStackCount(Tag) >= NumStacks; + + // Inform other abilities why this cost cannot be applied + if (!bCanApplyCost && OptionalRelevantTags && FailureTag.IsValid()) + { + OptionalRelevantTags->AddTag(FailureTag); + } + return bCanApplyCost; + } + } + return false; +} + +void ULyraAbilityCost_ItemTagStack::ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) +{ + if (ActorInfo->IsNetAuthority()) + { + if (const ULyraGameplayAbility_FromEquipment* EquipmentAbility = Cast(Ability)) + { + if (ULyraInventoryItemInstance* ItemInstance = EquipmentAbility->GetAssociatedItem()) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumStacksReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumStacks = FMath::TruncToInt(NumStacksReal); + + ItemInstance->RemoveStatTagStack(Tag, NumStacks); + } + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.h new file mode 100644 index 0000000000000000000000000000000000000000..0739dbef9b96fd37026fe48debcb6c16d8f34186 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_ItemTagStack.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "LyraAbilityCost.h" +#include "ScalableFloat.h" + +#include "LyraAbilityCost_ItemTagStack.generated.h" + +struct FGameplayAbilityActivationInfo; +struct FGameplayAbilitySpecHandle; + +class ULyraGameplayAbility; +class UObject; +struct FGameplayAbilityActorInfo; + +/** + * Represents a cost that requires expending a quantity of a tag stack + * on the associated item instance + */ +UCLASS(meta=(DisplayName="Item Tag Stack")) +class ULyraAbilityCost_ItemTagStack : public ULyraAbilityCost +{ + GENERATED_BODY() + +public: + ULyraAbilityCost_ItemTagStack(); + + //~ULyraAbilityCost interface + virtual bool CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const override; + virtual void ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) override; + //~End of ULyraAbilityCost interface + +protected: + /** How much of the tag to spend (keyed on ability level) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + FScalableFloat Quantity; + + /** Which tag to spend some of */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + FGameplayTag Tag; + + /** Which tag to send back as a response if this cost cannot be applied */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + FGameplayTag FailureTag; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.cpp new file mode 100644 index 0000000000000000000000000000000000000000..dc1936a26e66d96b21fa62ab9552ecc487c367f0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.cpp @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAbilityCost_PlayerTagStack.h" + +#include "GameFramework/Controller.h" +#include "LyraGameplayAbility.h" +#include "Player/LyraPlayerState.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilityCost_PlayerTagStack) + +ULyraAbilityCost_PlayerTagStack::ULyraAbilityCost_PlayerTagStack() +{ + Quantity.SetValue(1.0f); +} + +bool ULyraAbilityCost_PlayerTagStack::CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const +{ + if (AController* PC = Ability->GetControllerFromActorInfo()) + { + if (ALyraPlayerState* PS = Cast(PC->PlayerState)) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumStacksReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumStacks = FMath::TruncToInt(NumStacksReal); + + return PS->GetStatTagStackCount(Tag) >= NumStacks; + } + } + return false; +} + +void ULyraAbilityCost_PlayerTagStack::ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) +{ + if (ActorInfo->IsNetAuthority()) + { + if (AController* PC = Ability->GetControllerFromActorInfo()) + { + if (ALyraPlayerState* PS = Cast(PC->PlayerState)) + { + const int32 AbilityLevel = Ability->GetAbilityLevel(Handle, ActorInfo); + + const float NumStacksReal = Quantity.GetValueAtLevel(AbilityLevel); + const int32 NumStacks = FMath::TruncToInt(NumStacksReal); + + PS->RemoveStatTagStack(Tag, NumStacks); + } + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.h new file mode 100644 index 0000000000000000000000000000000000000000..818fa754de517d560b4f6209035edd26aca5a54e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilityCost_PlayerTagStack.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "LyraAbilityCost.h" +#include "ScalableFloat.h" + +#include "LyraAbilityCost_PlayerTagStack.generated.h" + +struct FGameplayAbilityActivationInfo; +struct FGameplayAbilitySpecHandle; + +class ULyraGameplayAbility; +class UObject; +struct FGameplayAbilityActorInfo; + +/** + * Represents a cost that requires expending a quantity of a tag stack on the player state + */ +UCLASS(meta=(DisplayName="Player Tag Stack")) +class ULyraAbilityCost_PlayerTagStack : public ULyraAbilityCost +{ + GENERATED_BODY() + +public: + ULyraAbilityCost_PlayerTagStack(); + + //~ULyraAbilityCost interface + virtual bool CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const override; + virtual void ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) override; + //~End of ULyraAbilityCost interface + +protected: + /** How much of the tag to spend (keyed on ability level) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + FScalableFloat Quantity; + + /** Which tag to spend some of */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) + FGameplayTag Tag; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilitySimpleFailureMessage.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilitySimpleFailureMessage.h new file mode 100644 index 0000000000000000000000000000000000000000..0b56e9437ff2f090023eef74d84e8b9e8fdc7085 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraAbilitySimpleFailureMessage.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayTagContainer.h" +#include "NativeGameplayTags.h" + +#include "LyraAbilitySimpleFailureMessage.generated.h" + +UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_ABILITY_SIMPLE_FAILURE_MESSAGE); + +USTRUCT(BlueprintType) +struct FLyraAbilitySimpleFailureMessage +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite) + TObjectPtr PlayerController = nullptr; + + UPROPERTY(BlueprintReadWrite) + FGameplayTagContainer FailureTags; + + UPROPERTY(BlueprintReadWrite) + FText UserFacingReason; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d8892348404a255fc975a2629070ddb118fc97a9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.cpp @@ -0,0 +1,545 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility.h" +#include "LyraLogChannels.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "AbilitySystemLog.h" +#include "Player/LyraPlayerController.h" +#include "Character/LyraCharacter.h" +#include "LyraGameplayTags.h" +#include "LyraAbilityCost.h" +#include "Character/LyraHeroComponent.h" +#include "AbilitySystemBlueprintLibrary.h" +#include "AbilitySystemGlobals.h" +#include "LyraAbilitySimpleFailureMessage.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "AbilitySystem/LyraAbilitySourceInterface.h" +#include "AbilitySystem/LyraGameplayEffectContext.h" +#include "Physics/PhysicalMaterialWithTags.h" +#include "GameFramework/PlayerState.h" +#include "Camera/LyraCameraMode.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility) + +#define ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(FunctionName, ReturnValue) \ +{ \ + if (!ensure(IsInstantiated())) \ + { \ + ABILITY_LOG(Error, TEXT("%s: " #FunctionName " cannot be called on a non-instanced ability. Check the instancing policy."), *GetPathName()); \ + return ReturnValue; \ + } \ +} + +UE_DEFINE_GAMEPLAY_TAG(TAG_ABILITY_SIMPLE_FAILURE_MESSAGE, "Ability.UserFacingSimpleActivateFail.Message"); +UE_DEFINE_GAMEPLAY_TAG(TAG_ABILITY_PLAY_MONTAGE_FAILURE_MESSAGE, "Ability.PlayMontageOnActivateFail.Message"); + +ULyraGameplayAbility::ULyraGameplayAbility(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + ReplicationPolicy = EGameplayAbilityReplicationPolicy::ReplicateNo; + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted; + NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ClientOrServer; + + ActivationPolicy = ELyraAbilityActivationPolicy::OnInputTriggered; + ActivationGroup = ELyraAbilityActivationGroup::Independent; + + bLogCancelation = false; + + ActiveCameraMode = nullptr; +} + +ULyraAbilitySystemComponent* ULyraGameplayAbility::GetLyraAbilitySystemComponentFromActorInfo() const +{ + return (CurrentActorInfo ? Cast(CurrentActorInfo->AbilitySystemComponent.Get()) : nullptr); +} + +ALyraPlayerController* ULyraGameplayAbility::GetLyraPlayerControllerFromActorInfo() const +{ + return (CurrentActorInfo ? Cast(CurrentActorInfo->PlayerController.Get()) : nullptr); +} + +AController* ULyraGameplayAbility::GetControllerFromActorInfo() const +{ + if (CurrentActorInfo) + { + if (AController* PC = CurrentActorInfo->PlayerController.Get()) + { + return PC; + } + + // Look for a player controller or pawn in the owner chain. + AActor* TestActor = CurrentActorInfo->OwnerActor.Get(); + while (TestActor) + { + if (AController* C = Cast(TestActor)) + { + return C; + } + + if (APawn* Pawn = Cast(TestActor)) + { + return Pawn->GetController(); + } + + TestActor = TestActor->GetOwner(); + } + } + + return nullptr; +} + +ALyraCharacter* ULyraGameplayAbility::GetLyraCharacterFromActorInfo() const +{ + return (CurrentActorInfo ? Cast(CurrentActorInfo->AvatarActor.Get()) : nullptr); +} + +ULyraHeroComponent* ULyraGameplayAbility::GetHeroComponentFromActorInfo() const +{ + return (CurrentActorInfo ? ULyraHeroComponent::FindHeroComponent(CurrentActorInfo->AvatarActor.Get()) : nullptr); +} + +void ULyraGameplayAbility::NativeOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const +{ + bool bSimpleFailureFound = false; + for (FGameplayTag Reason : FailedReason) + { + if (!bSimpleFailureFound) + { + if (const FText* pUserFacingMessage = FailureTagToUserFacingMessages.Find(Reason)) + { + FLyraAbilitySimpleFailureMessage Message; + Message.PlayerController = GetActorInfo().PlayerController.Get(); + Message.FailureTags = FailedReason; + Message.UserFacingReason = *pUserFacingMessage; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); + MessageSystem.BroadcastMessage(TAG_ABILITY_SIMPLE_FAILURE_MESSAGE, Message); + bSimpleFailureFound = true; + } + } + + if (UAnimMontage* pMontage = FailureTagToAnimMontage.FindRef(Reason)) + { + FLyraAbilityMontageFailureMessage Message; + Message.PlayerController = GetActorInfo().PlayerController.Get(); + Message.AvatarActor = GetActorInfo().AvatarActor.Get(); + Message.FailureTags = FailedReason; + Message.FailureMontage = pMontage; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); + MessageSystem.BroadcastMessage(TAG_ABILITY_PLAY_MONTAGE_FAILURE_MESSAGE, Message); + } + } +} + +bool ULyraGameplayAbility::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const +{ + if (!ActorInfo || !ActorInfo->AbilitySystemComponent.IsValid()) + { + return false; + } + + if (!Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags)) + { + return false; + } + + //@TODO Possibly remove after setting up tag relationships + ULyraAbilitySystemComponent* LyraASC = CastChecked(ActorInfo->AbilitySystemComponent.Get()); + if (LyraASC->IsActivationGroupBlocked(ActivationGroup)) + { + if (OptionalRelevantTags) + { + OptionalRelevantTags->AddTag(LyraGameplayTags::Ability_ActivateFail_ActivationGroup); + } + return false; + } + + return true; +} + +void ULyraGameplayAbility::SetCanBeCanceled(bool bCanBeCanceled) +{ + // The ability can not block canceling if it's replaceable. + if (!bCanBeCanceled && (ActivationGroup == ELyraAbilityActivationGroup::Exclusive_Replaceable)) + { + UE_LOG(LogLyraAbilitySystem, Error, TEXT("SetCanBeCanceled: Ability [%s] can not block canceling because its activation group is replaceable."), *GetName()); + return; + } + + Super::SetCanBeCanceled(bCanBeCanceled); +} + +void ULyraGameplayAbility::OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) +{ + Super::OnGiveAbility(ActorInfo, Spec); + + K2_OnAbilityAdded(); + + TryActivateAbilityOnSpawn(ActorInfo, Spec); +} + +void ULyraGameplayAbility::OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) +{ + K2_OnAbilityRemoved(); + + Super::OnRemoveAbility(ActorInfo, Spec); +} + +void ULyraGameplayAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); +} + +void ULyraGameplayAbility::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) +{ + ClearCameraMode(); + + Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); +} + +bool ULyraGameplayAbility::CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, OUT FGameplayTagContainer* OptionalRelevantTags) const +{ + if (!Super::CheckCost(Handle, ActorInfo, OptionalRelevantTags) || !ActorInfo) + { + return false; + } + + // Verify we can afford any additional costs + for (const TObjectPtr& AdditionalCost : AdditionalCosts) + { + if (AdditionalCost != nullptr) + { + if (!AdditionalCost->CheckCost(this, Handle, ActorInfo, /*inout*/ OptionalRelevantTags)) + { + return false; + } + } + } + + return true; +} + +void ULyraGameplayAbility::ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const +{ + Super::ApplyCost(Handle, ActorInfo, ActivationInfo); + + check(ActorInfo); + + // Used to determine if the ability actually hit a target (as some costs are only spent on successful attempts) + auto DetermineIfAbilityHitTarget = [&]() + { + if (ActorInfo->IsNetAuthority()) + { + if (ULyraAbilitySystemComponent* ASC = Cast(ActorInfo->AbilitySystemComponent.Get())) + { + FGameplayAbilityTargetDataHandle TargetData; + ASC->GetAbilityTargetData(Handle, ActivationInfo, TargetData); + for (int32 TargetDataIdx = 0; TargetDataIdx < TargetData.Data.Num(); ++TargetDataIdx) + { + if (UAbilitySystemBlueprintLibrary::TargetDataHasHitResult(TargetData, TargetDataIdx)) + { + return true; + } + } + } + } + + return false; + }; + + // Pay any additional costs + bool bAbilityHitTarget = false; + bool bHasDeterminedIfAbilityHitTarget = false; + for (const TObjectPtr& AdditionalCost : AdditionalCosts) + { + if (AdditionalCost != nullptr) + { + if (AdditionalCost->ShouldOnlyApplyCostOnHit()) + { + if (!bHasDeterminedIfAbilityHitTarget) + { + bAbilityHitTarget = DetermineIfAbilityHitTarget(); + bHasDeterminedIfAbilityHitTarget = true; + } + + if (!bAbilityHitTarget) + { + continue; + } + } + + AdditionalCost->ApplyCost(this, Handle, ActorInfo, ActivationInfo); + } + } +} + +FGameplayEffectContextHandle ULyraGameplayAbility::MakeEffectContext(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo) const +{ + FGameplayEffectContextHandle ContextHandle = Super::MakeEffectContext(Handle, ActorInfo); + + FLyraGameplayEffectContext* EffectContext = FLyraGameplayEffectContext::ExtractEffectContext(ContextHandle); + check(EffectContext); + + check(ActorInfo); + + AActor* EffectCauser = nullptr; + const ILyraAbilitySourceInterface* AbilitySource = nullptr; + float SourceLevel = 0.0f; + GetAbilitySource(Handle, ActorInfo, /*out*/ SourceLevel, /*out*/ AbilitySource, /*out*/ EffectCauser); + + UObject* SourceObject = GetSourceObject(Handle, ActorInfo); + + AActor* Instigator = ActorInfo ? ActorInfo->OwnerActor.Get() : nullptr; + + EffectContext->SetAbilitySource(AbilitySource, SourceLevel); + EffectContext->AddInstigator(Instigator, EffectCauser); + EffectContext->AddSourceObject(SourceObject); + + return ContextHandle; +} + +void ULyraGameplayAbility::ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& Spec, FGameplayAbilitySpec* AbilitySpec) const +{ + Super::ApplyAbilityTagsToGameplayEffectSpec(Spec, AbilitySpec); + + if (const FHitResult* HitResult = Spec.GetContext().GetHitResult()) + { + if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast(HitResult->PhysMaterial.Get())) + { + Spec.CapturedTargetTags.GetSpecTags().AppendTags(PhysMatWithTags->Tags); + } + } +} + +bool ULyraGameplayAbility::DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, OUT FGameplayTagContainer* OptionalRelevantTags) const +{ + // Specialized version to handle death exclusion and AbilityTags expansion via ASC + + bool bBlocked = false; + bool bMissing = false; + + UAbilitySystemGlobals& AbilitySystemGlobals = UAbilitySystemGlobals::Get(); + const FGameplayTag& BlockedTag = AbilitySystemGlobals.ActivateFailTagsBlockedTag; + const FGameplayTag& MissingTag = AbilitySystemGlobals.ActivateFailTagsMissingTag; + + // Check if any of this ability's tags are currently blocked + if (AbilitySystemComponent.AreAbilityTagsBlocked(GetAssetTags())) + { + bBlocked = true; + } + + const ULyraAbilitySystemComponent* LyraASC = Cast(&AbilitySystemComponent); + static FGameplayTagContainer AllRequiredTags; + static FGameplayTagContainer AllBlockedTags; + + AllRequiredTags = ActivationRequiredTags; + AllBlockedTags = ActivationBlockedTags; + + // Expand our ability tags to add additional required/blocked tags + if (LyraASC) + { + LyraASC->GetAdditionalActivationTagRequirements(GetAssetTags(), AllRequiredTags, AllBlockedTags); + } + + // Check to see the required/blocked tags for this ability + if (AllBlockedTags.Num() || AllRequiredTags.Num()) + { + static FGameplayTagContainer AbilitySystemComponentTags; + + AbilitySystemComponentTags.Reset(); + AbilitySystemComponent.GetOwnedGameplayTags(AbilitySystemComponentTags); + + if (AbilitySystemComponentTags.HasAny(AllBlockedTags)) + { + if (OptionalRelevantTags && AbilitySystemComponentTags.HasTag(LyraGameplayTags::Status_Death)) + { + // If player is dead and was rejected due to blocking tags, give that feedback + OptionalRelevantTags->AddTag(LyraGameplayTags::Ability_ActivateFail_IsDead); + } + + bBlocked = true; + } + + if (!AbilitySystemComponentTags.HasAll(AllRequiredTags)) + { + bMissing = true; + } + } + + if (SourceTags != nullptr) + { + if (SourceBlockedTags.Num() || SourceRequiredTags.Num()) + { + if (SourceTags->HasAny(SourceBlockedTags)) + { + bBlocked = true; + } + + if (!SourceTags->HasAll(SourceRequiredTags)) + { + bMissing = true; + } + } + } + + if (TargetTags != nullptr) + { + if (TargetBlockedTags.Num() || TargetRequiredTags.Num()) + { + if (TargetTags->HasAny(TargetBlockedTags)) + { + bBlocked = true; + } + + if (!TargetTags->HasAll(TargetRequiredTags)) + { + bMissing = true; + } + } + } + + if (bBlocked) + { + if (OptionalRelevantTags && BlockedTag.IsValid()) + { + OptionalRelevantTags->AddTag(BlockedTag); + } + return false; + } + if (bMissing) + { + if (OptionalRelevantTags && MissingTag.IsValid()) + { + OptionalRelevantTags->AddTag(MissingTag); + } + return false; + } + + return true; +} + +void ULyraGameplayAbility::OnPawnAvatarSet() +{ + K2_OnPawnAvatarSet(); +} + +void ULyraGameplayAbility::GetAbilitySource(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& OutSourceLevel, const ILyraAbilitySourceInterface*& OutAbilitySource, AActor*& OutEffectCauser) const +{ + OutSourceLevel = 0.0f; + OutAbilitySource = nullptr; + OutEffectCauser = nullptr; + + OutEffectCauser = ActorInfo->AvatarActor.Get(); + + // If we were added by something that's an ability info source, use it + UObject* SourceObject = GetSourceObject(Handle, ActorInfo); + + OutAbilitySource = Cast(SourceObject); +} + +void ULyraGameplayAbility::TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) const +{ + // Try to activate if activation policy is on spawn. + if (ActorInfo && !Spec.IsActive() && (ActivationPolicy == ELyraAbilityActivationPolicy::OnSpawn)) + { + UAbilitySystemComponent* ASC = ActorInfo->AbilitySystemComponent.Get(); + const AActor* AvatarActor = ActorInfo->AvatarActor.Get(); + + // If avatar actor is torn off or about to die, don't try to activate until we get the new one. + if (ASC && AvatarActor && !AvatarActor->GetTearOff() && (AvatarActor->GetLifeSpan() <= 0.0f)) + { + const bool bIsLocalExecution = (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::LocalPredicted) || (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::LocalOnly); + const bool bIsServerExecution = (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::ServerOnly) || (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::ServerInitiated); + + const bool bClientShouldActivate = ActorInfo->IsLocallyControlled() && bIsLocalExecution; + const bool bServerShouldActivate = ActorInfo->IsNetAuthority() && bIsServerExecution; + + if (bClientShouldActivate || bServerShouldActivate) + { + ASC->TryActivateAbility(Spec.Handle); + } + } + } +} + +bool ULyraGameplayAbility::CanChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) const +{ + if (!IsInstantiated() || !IsActive()) + { + return false; + } + + if (ActivationGroup == NewGroup) + { + return true; + } + + ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponentFromActorInfo(); + check(LyraASC); + + if ((ActivationGroup != ELyraAbilityActivationGroup::Exclusive_Blocking) && LyraASC->IsActivationGroupBlocked(NewGroup)) + { + // This ability can't change groups if it's blocked (unless it is the one doing the blocking). + return false; + } + + if ((NewGroup == ELyraAbilityActivationGroup::Exclusive_Replaceable) && !CanBeCanceled()) + { + // This ability can't become replaceable if it can't be canceled. + return false; + } + + return true; +} + +bool ULyraGameplayAbility::ChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) +{ + ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(ChangeActivationGroup, false); + + if (!CanChangeActivationGroup(NewGroup)) + { + return false; + } + + if (ActivationGroup != NewGroup) + { + ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponentFromActorInfo(); + check(LyraASC); + + LyraASC->RemoveAbilityFromActivationGroup(ActivationGroup, this); + LyraASC->AddAbilityToActivationGroup(NewGroup, this); + + ActivationGroup = NewGroup; + } + + return true; +} + +void ULyraGameplayAbility::SetCameraMode(TSubclassOf CameraMode) +{ + ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(SetCameraMode, ); + + if (ULyraHeroComponent* HeroComponent = GetHeroComponentFromActorInfo()) + { + HeroComponent->SetAbilityCameraMode(CameraMode, CurrentSpecHandle); + ActiveCameraMode = CameraMode; + } +} + +void ULyraGameplayAbility::ClearCameraMode() +{ + ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(ClearCameraMode, ); + + if (ActiveCameraMode) + { + if (ULyraHeroComponent* HeroComponent = GetHeroComponentFromActorInfo()) + { + HeroComponent->ClearAbilityCameraMode(CurrentSpecHandle); + } + + ActiveCameraMode = nullptr; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.h new file mode 100644 index 0000000000000000000000000000000000000000..7a1c87411b1726581ac14c06844a61068533d00c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.h @@ -0,0 +1,221 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Abilities/GameplayAbility.h" + +#include "LyraGameplayAbility.generated.h" + +#define UE_API LYRAGAME_API + +struct FGameplayAbilityActivationInfo; +struct FGameplayAbilitySpec; +struct FGameplayAbilitySpecHandle; + +class AActor; +class AController; +class ALyraCharacter; +class ALyraPlayerController; +class APlayerController; +class FText; +class ILyraAbilitySourceInterface; +class UAnimMontage; +class ULyraAbilityCost; +class ULyraAbilitySystemComponent; +class ULyraCameraMode; +class ULyraHeroComponent; +class UObject; +struct FFrame; +struct FGameplayAbilityActorInfo; +struct FGameplayEffectSpec; +struct FGameplayEventData; + +/** + * ELyraAbilityActivationPolicy + * + * Defines how an ability is meant to activate. + */ +UENUM(BlueprintType) +enum class ELyraAbilityActivationPolicy : uint8 +{ + // Try to activate the ability when the input is triggered. + OnInputTriggered, + + // Continually try to activate the ability while the input is active. + WhileInputActive, + + // Try to activate the ability when an avatar is assigned. + OnSpawn +}; + + +/** + * ELyraAbilityActivationGroup + * + * Defines how an ability activates in relation to other abilities. + */ +UENUM(BlueprintType) +enum class ELyraAbilityActivationGroup : uint8 +{ + // Ability runs independently of all other abilities. + Independent, + + // Ability is canceled and replaced by other exclusive abilities. + Exclusive_Replaceable, + + // Ability blocks all other exclusive abilities from activating. + Exclusive_Blocking, + + MAX UMETA(Hidden) +}; + +/** Failure reason that can be used to play an animation montage when a failure occurs */ +USTRUCT(BlueprintType) +struct FLyraAbilityMontageFailureMessage +{ + GENERATED_BODY() + +public: + // Player controller that failed to activate the ability, if the AbilitySystemComponent was player owned + UPROPERTY(BlueprintReadWrite) + TObjectPtr PlayerController = nullptr; + + // Avatar actor that failed to activate the ability + UPROPERTY(BlueprintReadWrite) + TObjectPtr AvatarActor = nullptr; + + // All the reasons why this ability has failed + UPROPERTY(BlueprintReadWrite) + FGameplayTagContainer FailureTags; + + UPROPERTY(BlueprintReadWrite) + TObjectPtr FailureMontage = nullptr; +}; + +/** + * ULyraGameplayAbility + * + * The base gameplay ability class used by this project. + */ +UCLASS(MinimalAPI, Abstract, HideCategories = Input, Meta = (ShortTooltip = "The base gameplay ability class used by this project.")) +class ULyraGameplayAbility : public UGameplayAbility +{ + GENERATED_BODY() + friend class ULyraAbilitySystemComponent; + +public: + + UE_API ULyraGameplayAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponentFromActorInfo() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API ALyraPlayerController* GetLyraPlayerControllerFromActorInfo() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API AController* GetControllerFromActorInfo() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API ALyraCharacter* GetLyraCharacterFromActorInfo() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API ULyraHeroComponent* GetHeroComponentFromActorInfo() const; + + ELyraAbilityActivationPolicy GetActivationPolicy() const { return ActivationPolicy; } + ELyraAbilityActivationGroup GetActivationGroup() const { return ActivationGroup; } + + UE_API void TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) const; + + // Returns true if the requested activation group is a valid transition. + UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue")) + UE_API bool CanChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) const; + + // Tries to change the activation group. Returns true if it successfully changed. + UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue")) + UE_API bool ChangeActivationGroup(ELyraAbilityActivationGroup NewGroup); + + // Sets the ability's camera mode. + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API void SetCameraMode(TSubclassOf CameraMode); + + // Clears the ability's camera mode. Automatically called if needed when the ability ends. + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + UE_API void ClearCameraMode(); + + void OnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const + { + NativeOnAbilityFailedToActivate(FailedReason); + ScriptOnAbilityFailedToActivate(FailedReason); + } + +protected: + + // Called when the ability fails to activate + UE_API virtual void NativeOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const; + + // Called when the ability fails to activate + UFUNCTION(BlueprintImplementableEvent) + UE_API void ScriptOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const; + + //~UGameplayAbility interface + UE_API virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const override; + UE_API virtual void SetCanBeCanceled(bool bCanBeCanceled) override; + UE_API virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override; + UE_API virtual void OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override; + UE_API virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; + UE_API virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; + UE_API virtual bool CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override; + UE_API virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override; + UE_API virtual FGameplayEffectContextHandle MakeEffectContext(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo) const override; + UE_API virtual void ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& Spec, FGameplayAbilitySpec* AbilitySpec) const override; + UE_API virtual bool DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override; + //~End of UGameplayAbility interface + + UE_API virtual void OnPawnAvatarSet(); + + UE_API virtual void GetAbilitySource(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& OutSourceLevel, const ILyraAbilitySourceInterface*& OutAbilitySource, AActor*& OutEffectCauser) const; + + /** Called when this ability is granted to the ability system component. */ + UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityAdded") + UE_API void K2_OnAbilityAdded(); + + /** Called when this ability is removed from the ability system component. */ + UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityRemoved") + UE_API void K2_OnAbilityRemoved(); + + /** Called when the ability system is initialized with a pawn avatar. */ + UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnPawnAvatarSet") + UE_API void K2_OnPawnAvatarSet(); + +protected: + + // Defines how this ability is meant to activate. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation") + ELyraAbilityActivationPolicy ActivationPolicy; + + // Defines the relationship between this ability activating and other abilities activating. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation") + ELyraAbilityActivationGroup ActivationGroup; + + // Additional costs that must be paid to activate this ability + UPROPERTY(EditDefaultsOnly, Instanced, Category = Costs) + TArray> AdditionalCosts; + + // Map of failure tags to simple error messages + UPROPERTY(EditDefaultsOnly, Category = "Advanced") + TMap FailureTagToUserFacingMessages; + + // Map of failure tags to anim montages that should be played with them + UPROPERTY(EditDefaultsOnly, Category = "Advanced") + TMap> FailureTagToAnimMontage; + + // If true, extra information should be logged when this ability is canceled. This is temporary, used for tracking a bug. + UPROPERTY(EditDefaultsOnly, Category = "Advanced") + bool bLogCancelation; + + // Current camera mode set by the ability. + TSubclassOf ActiveCameraMode; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bcb0b8deeeab3833657c33d5200eadf704660b31 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.cpp @@ -0,0 +1,91 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility_Death.h" + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Character/LyraHealthComponent.h" +#include "LyraGameplayTags.h" +#include "LyraLogChannels.h" +#include "Trace/Trace.inl" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_Death) + +ULyraGameplayAbility_Death::ULyraGameplayAbility_Death(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; + + bAutoStartDeath = true; + + if (HasAnyFlags(RF_ClassDefaultObject)) + { + // Add the ability trigger tag as default to the CDO. + FAbilityTriggerData TriggerData; + TriggerData.TriggerTag = LyraGameplayTags::GameplayEvent_Death; + TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; + AbilityTriggers.Add(TriggerData); + } +} + +void ULyraGameplayAbility_Death::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + check(ActorInfo); + + ULyraAbilitySystemComponent* LyraASC = CastChecked(ActorInfo->AbilitySystemComponent.Get()); + + FGameplayTagContainer AbilityTypesToIgnore; + AbilityTypesToIgnore.AddTag(LyraGameplayTags::Ability_Behavior_SurvivesDeath); + + // Cancel all abilities and block others from starting. + LyraASC->CancelAbilities(nullptr, &AbilityTypesToIgnore, this); + + SetCanBeCanceled(false); + + if (!ChangeActivationGroup(ELyraAbilityActivationGroup::Exclusive_Blocking)) + { + UE_LOG(LogLyraAbilitySystem, Error, TEXT("ULyraGameplayAbility_Death::ActivateAbility: Ability [%s] failed to change activation group to blocking."), *GetName()); + } + + if (bAutoStartDeath) + { + StartDeath(); + } + + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); +} + +void ULyraGameplayAbility_Death::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) +{ + check(ActorInfo); + + // Always try to finish the death when the ability ends in case the ability doesn't. + // This won't do anything if the death hasn't been started. + FinishDeath(); + + Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); +} + +void ULyraGameplayAbility_Death::StartDeath() +{ + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo())) + { + if (HealthComponent->GetDeathState() == ELyraDeathState::NotDead) + { + HealthComponent->StartDeath(); + } + } +} + +void ULyraGameplayAbility_Death::FinishDeath() +{ + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo())) + { + if (HealthComponent->GetDeathState() == ELyraDeathState::DeathStarted) + { + HealthComponent->FinishDeath(); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.h new file mode 100644 index 0000000000000000000000000000000000000000..dbdd9385a1fac241ed0f94cbd8bf68c4aa6bc0a7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Death.h @@ -0,0 +1,48 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraGameplayAbility.h" + +#include "LyraGameplayAbility_Death.generated.h" + +class UObject; +struct FFrame; +struct FGameplayAbilityActorInfo; +struct FGameplayEventData; + + +/** + * ULyraGameplayAbility_Death + * + * Gameplay ability used for handling death. + * Ability is activated automatically via the "GameplayEvent.Death" ability trigger tag. + */ +UCLASS(Abstract) +class ULyraGameplayAbility_Death : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + + ULyraGameplayAbility_Death(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; + virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; + + // Starts the death sequence. + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + void StartDeath(); + + // Finishes the death sequence. + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + void FinishDeath(); + +protected: + + // If enabled, the ability will automatically call StartDeath. FinishDeath is always called when the ability ends if the death was started. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Death") + bool bAutoStartDeath; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9e3d643e363df2dc24831db2cb802ce5400ad86d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.cpp @@ -0,0 +1,71 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility_Jump.h" + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" +#include "Character/LyraCharacter.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_Jump) + +struct FGameplayTagContainer; + + +ULyraGameplayAbility_Jump::ULyraGameplayAbility_Jump(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted; +} + +bool ULyraGameplayAbility_Jump::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const +{ + if (!ActorInfo || !ActorInfo->AvatarActor.IsValid()) + { + return false; + } + + const ALyraCharacter* LyraCharacter = Cast(ActorInfo->AvatarActor.Get()); + if (!LyraCharacter || !LyraCharacter->CanJump()) + { + return false; + } + + if (!Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags)) + { + return false; + } + + return true; +} + +void ULyraGameplayAbility_Jump::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) +{ + // Stop jumping in case the ability blueprint doesn't call it. + CharacterJumpStop(); + + Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); +} + +void ULyraGameplayAbility_Jump::CharacterJumpStart() +{ + if (ALyraCharacter* LyraCharacter = GetLyraCharacterFromActorInfo()) + { + if (LyraCharacter->IsLocallyControlled() && !LyraCharacter->bPressedJump) + { + LyraCharacter->UnCrouch(); + LyraCharacter->Jump(); + } + } +} + +void ULyraGameplayAbility_Jump::CharacterJumpStop() +{ + if (ALyraCharacter* LyraCharacter = GetLyraCharacterFromActorInfo()) + { + if (LyraCharacter->IsLocallyControlled() && LyraCharacter->bPressedJump) + { + LyraCharacter->StopJumping(); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.h new file mode 100644 index 0000000000000000000000000000000000000000..0e1ef6b1a3108425709d8d9f64d400f61c394bc3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Jump.h @@ -0,0 +1,39 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraGameplayAbility.h" + +#include "LyraGameplayAbility_Jump.generated.h" + +class UObject; +struct FFrame; +struct FGameplayAbilityActorInfo; +struct FGameplayTagContainer; + + +/** + * ULyraGameplayAbility_Jump + * + * Gameplay ability used for character jumping. + */ +UCLASS(Abstract) +class ULyraGameplayAbility_Jump : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + + ULyraGameplayAbility_Jump(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const override; + virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + void CharacterJumpStart(); + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + void CharacterJumpStop(); +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d2918b010269f4cbf59298f371f7184e9af6240a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.cpp @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AbilitySystem/Abilities/LyraGameplayAbility_Reset.h" + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Character/LyraCharacter.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "LyraGameplayTags.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_Reset) + +ULyraGameplayAbility_Reset::ULyraGameplayAbility_Reset(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; + + if (HasAnyFlags(RF_ClassDefaultObject)) + { + // Add the ability trigger tag as default to the CDO. + FAbilityTriggerData TriggerData; + TriggerData.TriggerTag = LyraGameplayTags::GameplayEvent_RequestReset; + TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; + AbilityTriggers.Add(TriggerData); + } +} + +void ULyraGameplayAbility_Reset::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + check(ActorInfo); + + ULyraAbilitySystemComponent* LyraASC = CastChecked(ActorInfo->AbilitySystemComponent.Get()); + + FGameplayTagContainer AbilityTypesToIgnore; + AbilityTypesToIgnore.AddTag(LyraGameplayTags::Ability_Behavior_SurvivesDeath); + + // Cancel all abilities and block others from starting. + LyraASC->CancelAbilities(nullptr, &AbilityTypesToIgnore, this); + + SetCanBeCanceled(false); + + // Execute the reset from the character + if (ALyraCharacter* LyraChar = Cast(CurrentActorInfo->AvatarActor.Get())) + { + LyraChar->Reset(); + } + + // Let others know a reset has occurred + FLyraPlayerResetMessage Message; + Message.OwnerPlayerState = CurrentActorInfo->OwnerActor.Get(); + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(this); + MessageSystem.BroadcastMessage(LyraGameplayTags::GameplayEvent_Reset, Message); + + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); + + const bool bReplicateEndAbility = true; + const bool bWasCanceled = false; + EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, bReplicateEndAbility, bWasCanceled); +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.h new file mode 100644 index 0000000000000000000000000000000000000000..708bc5f0ed926efcbc5aa80343c6e8bb8551f703 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility_Reset.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" + +#include "LyraGameplayAbility_Reset.generated.h" + +#define UE_API LYRAGAME_API + +class AActor; +class UObject; +struct FGameplayAbilityActorInfo; +struct FGameplayEventData; + +/** + * ULyraGameplayAbility_Reset + * + * Gameplay ability used for handling quickly resetting the player back to initial spawn state. + * Ability is activated automatically via the "GameplayEvent.RequestReset" ability trigger tag (server only). + */ +UCLASS(MinimalAPI) +class ULyraGameplayAbility_Reset : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + UE_API ULyraGameplayAbility_Reset(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + UE_API virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; +}; + + + +USTRUCT(BlueprintType) +struct FLyraPlayerResetMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly) + TObjectPtr OwnerPlayerState = nullptr; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.cpp new file mode 100644 index 0000000000000000000000000000000000000000..7e17d7de0df32ea381e2ab43bea8244e53549d93 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.cpp @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAttributeSet.h" + +#include "AbilitySystem/LyraAbilitySystemComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAttributeSet) + +class UWorld; + + +ULyraAttributeSet::ULyraAttributeSet() +{ +} + +UWorld* ULyraAttributeSet::GetWorld() const +{ + const UObject* Outer = GetOuter(); + check(Outer); + + return Outer->GetWorld(); +} + +ULyraAbilitySystemComponent* ULyraAttributeSet::GetLyraAbilitySystemComponent() const +{ + return Cast(GetOwningAbilitySystemComponent()); +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.h new file mode 100644 index 0000000000000000000000000000000000000000..7c18641f0d1d5bc8210e5125c1cdfddb0f681eeb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraAttributeSet.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AttributeSet.h" + +#include "LyraAttributeSet.generated.h" + +#define UE_API LYRAGAME_API + +class AActor; +class ULyraAbilitySystemComponent; +class UObject; +class UWorld; +struct FGameplayEffectSpec; + + +/** + * This macro defines a set of helper functions for accessing and initializing attributes. + * + * The following example of the macro: + * ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health) + * will create the following functions: + * static FGameplayAttribute GetHealthAttribute(); + * float GetHealth() const; + * void SetHealth(float NewVal); + * void InitHealth(float NewVal); + */ +#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \ + GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName) + +/** + * Delegate used to broadcast attribute events, some of these parameters may be null on clients: + * @param EffectInstigator The original instigating actor for this event + * @param EffectCauser The physical actor that caused the change + * @param EffectSpec The full effect spec for this change + * @param EffectMagnitude The raw magnitude, this is before clamping + * @param OldValue The value of the attribute before it was changed + * @param NewValue The value after it was changed +*/ +DECLARE_MULTICAST_DELEGATE_SixParams(FLyraAttributeEvent, AActor* /*EffectInstigator*/, AActor* /*EffectCauser*/, const FGameplayEffectSpec* /*EffectSpec*/, float /*EffectMagnitude*/, float /*OldValue*/, float /*NewValue*/); + +/** + * ULyraAttributeSet + * + * Base attribute set class for the project. + */ +UCLASS(MinimalAPI) +class ULyraAttributeSet : public UAttributeSet +{ + GENERATED_BODY() + +public: + + UE_API ULyraAttributeSet(); + + UE_API UWorld* GetWorld() const override; + + UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9eb38c819b06113fa686a6fb44f3f8daa32dd760 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.cpp @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraCombatSet.h" + +#include "AbilitySystem/Attributes/LyraAttributeSet.h" +#include "Net/UnrealNetwork.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCombatSet) + +class FLifetimeProperty; + + +ULyraCombatSet::ULyraCombatSet() + : BaseDamage(0.0f) + , BaseHeal(0.0f) +{ +} + +void ULyraCombatSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME_CONDITION_NOTIFY(ULyraCombatSet, BaseDamage, COND_OwnerOnly, REPNOTIFY_Always); + DOREPLIFETIME_CONDITION_NOTIFY(ULyraCombatSet, BaseHeal, COND_OwnerOnly, REPNOTIFY_Always); +} + +void ULyraCombatSet::OnRep_BaseDamage(const FGameplayAttributeData& OldValue) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraCombatSet, BaseDamage, OldValue); +} + +void ULyraCombatSet::OnRep_BaseHeal(const FGameplayAttributeData& OldValue) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraCombatSet, BaseHeal, OldValue); +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.h new file mode 100644 index 0000000000000000000000000000000000000000..561303dd793e6ed22f2b36a7dbefaeec0739d07a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraCombatSet.h @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystemComponent.h" +#include "LyraAttributeSet.h" + +#include "LyraCombatSet.generated.h" + +class UObject; +struct FFrame; + + +/** + * ULyraCombatSet + * + * Class that defines attributes that are necessary for applying damage or healing. + * Attribute examples include: damage, healing, attack power, and shield penetrations. + */ +UCLASS(BlueprintType) +class ULyraCombatSet : public ULyraAttributeSet +{ + GENERATED_BODY() + +public: + + ULyraCombatSet(); + + ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseDamage); + ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseHeal); + +protected: + + UFUNCTION() + void OnRep_BaseDamage(const FGameplayAttributeData& OldValue); + + UFUNCTION() + void OnRep_BaseHeal(const FGameplayAttributeData& OldValue); + +private: + + // The base amount of damage to apply in the damage execution. + UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseDamage, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true)) + FGameplayAttributeData BaseDamage; + + // The base amount of healing to apply in the heal execution. + UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseHeal, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true)) + FGameplayAttributeData BaseHeal; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.cpp new file mode 100644 index 0000000000000000000000000000000000000000..23c7b2d3e3697900ed8e91183dbc36b2772df63d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.cpp @@ -0,0 +1,234 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraHealthSet.h" +#include "AbilitySystem/Attributes/LyraAttributeSet.h" +#include "LyraGameplayTags.h" +#include "Net/UnrealNetwork.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Engine/World.h" +#include "GameplayEffectExtension.h" +#include "Messages/LyraVerbMessage.h" +#include "GameFramework/GameplayMessageSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHealthSet) + +UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_Damage, "Gameplay.Damage"); +UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageImmunity, "Gameplay.DamageImmunity"); +UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageSelfDestruct, "Gameplay.Damage.SelfDestruct"); +UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_FellOutOfWorld, "Gameplay.Damage.FellOutOfWorld"); +UE_DEFINE_GAMEPLAY_TAG(TAG_Lyra_Damage_Message, "Lyra.Damage.Message"); + +ULyraHealthSet::ULyraHealthSet() + : Health(100.0f) + , MaxHealth(100.0f) +{ + bOutOfHealth = false; + MaxHealthBeforeAttributeChange = 0.0f; + HealthBeforeAttributeChange = 0.0f; +} + +void ULyraHealthSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, Health, COND_None, REPNOTIFY_Always); + DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, MaxHealth, COND_None, REPNOTIFY_Always); +} + +void ULyraHealthSet::OnRep_Health(const FGameplayAttributeData& OldValue) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, Health, OldValue); + + // Call the change callback, but without an instigator + // This could be changed to an explicit RPC in the future + // These events on the client should not be changing attributes + + const float CurrentHealth = GetHealth(); + const float EstimatedMagnitude = CurrentHealth - OldValue.GetCurrentValue(); + + OnHealthChanged.Broadcast(nullptr, nullptr, nullptr, EstimatedMagnitude, OldValue.GetCurrentValue(), CurrentHealth); + + if (!bOutOfHealth && CurrentHealth <= 0.0f) + { + OnOutOfHealth.Broadcast(nullptr, nullptr, nullptr, EstimatedMagnitude, OldValue.GetCurrentValue(), CurrentHealth); + } + + bOutOfHealth = (CurrentHealth <= 0.0f); +} + +void ULyraHealthSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue) +{ + GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, MaxHealth, OldValue); + + // Call the change callback, but without an instigator + // This could be changed to an explicit RPC in the future + OnMaxHealthChanged.Broadcast(nullptr, nullptr, nullptr, GetMaxHealth() - OldValue.GetCurrentValue(), OldValue.GetCurrentValue(), GetMaxHealth()); +} + +bool ULyraHealthSet::PreGameplayEffectExecute(FGameplayEffectModCallbackData &Data) +{ + if (!Super::PreGameplayEffectExecute(Data)) + { + return false; + } + + // Handle modifying incoming normal damage + if (Data.EvaluatedData.Attribute == GetDamageAttribute()) + { + if (Data.EvaluatedData.Magnitude > 0.0f) + { + const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct); + + if (Data.Target.HasMatchingGameplayTag(TAG_Gameplay_DamageImmunity) && !bIsDamageFromSelfDestruct) + { + // Do not take away any health. + Data.EvaluatedData.Magnitude = 0.0f; + return false; + } + +#if !UE_BUILD_SHIPPING + // Check GodMode cheat, unlimited health is checked below + if (Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_GodMode) && !bIsDamageFromSelfDestruct) + { + // Do not take away any health. + Data.EvaluatedData.Magnitude = 0.0f; + return false; + } +#endif // #if !UE_BUILD_SHIPPING + } + } + + // Save the current health + HealthBeforeAttributeChange = GetHealth(); + MaxHealthBeforeAttributeChange = GetMaxHealth(); + + return true; +} + +void ULyraHealthSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) +{ + Super::PostGameplayEffectExecute(Data); + + const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct); + float MinimumHealth = 0.0f; + +#if !UE_BUILD_SHIPPING + // Godmode and unlimited health stop death unless it's a self destruct + if (!bIsDamageFromSelfDestruct && + (Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_GodMode) || Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_UnlimitedHealth) )) + { + MinimumHealth = 1.0f; + } +#endif // #if !UE_BUILD_SHIPPING + + const FGameplayEffectContextHandle& EffectContext = Data.EffectSpec.GetEffectContext(); + AActor* Instigator = EffectContext.GetOriginalInstigator(); + AActor* Causer = EffectContext.GetEffectCauser(); + + if (Data.EvaluatedData.Attribute == GetDamageAttribute()) + { + // Send a standardized verb message that other systems can observe + if (Data.EvaluatedData.Magnitude > 0.0f) + { + FLyraVerbMessage Message; + Message.Verb = TAG_Lyra_Damage_Message; + Message.Instigator = Data.EffectSpec.GetEffectContext().GetEffectCauser(); + Message.InstigatorTags = *Data.EffectSpec.CapturedSourceTags.GetAggregatedTags(); + Message.Target = GetOwningActor(); + Message.TargetTags = *Data.EffectSpec.CapturedTargetTags.GetAggregatedTags(); + //@TODO: Fill out context tags, and any non-ability-system source/instigator tags + //@TODO: Determine if it's an opposing team kill, self-own, team kill, etc... + Message.Magnitude = Data.EvaluatedData.Magnitude; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); + MessageSystem.BroadcastMessage(Message.Verb, Message); + } + + // Convert into -Health and then clamp + SetHealth(FMath::Clamp(GetHealth() - GetDamage(), MinimumHealth, GetMaxHealth())); + SetDamage(0.0f); + } + else if (Data.EvaluatedData.Attribute == GetHealingAttribute()) + { + // Convert into +Health and then clamo + SetHealth(FMath::Clamp(GetHealth() + GetHealing(), MinimumHealth, GetMaxHealth())); + SetHealing(0.0f); + } + else if (Data.EvaluatedData.Attribute == GetHealthAttribute()) + { + // Clamp and fall into out of health handling below + SetHealth(FMath::Clamp(GetHealth(), MinimumHealth, GetMaxHealth())); + } + else if (Data.EvaluatedData.Attribute == GetMaxHealthAttribute()) + { + // TODO clamp current health? + + // Notify on any requested max health changes + OnMaxHealthChanged.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, MaxHealthBeforeAttributeChange, GetMaxHealth()); + } + + // If health has actually changed activate callbacks + if (GetHealth() != HealthBeforeAttributeChange) + { + OnHealthChanged.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, HealthBeforeAttributeChange, GetHealth()); + } + + if ((GetHealth() <= 0.0f) && !bOutOfHealth) + { + OnOutOfHealth.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, HealthBeforeAttributeChange, GetHealth()); + } + + // Check health again in case an event above changed it. + bOutOfHealth = (GetHealth() <= 0.0f); +} + +void ULyraHealthSet::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const +{ + Super::PreAttributeBaseChange(Attribute, NewValue); + + ClampAttribute(Attribute, NewValue); +} + +void ULyraHealthSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) +{ + Super::PreAttributeChange(Attribute, NewValue); + + ClampAttribute(Attribute, NewValue); +} + +void ULyraHealthSet::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) +{ + Super::PostAttributeChange(Attribute, OldValue, NewValue); + + if (Attribute == GetMaxHealthAttribute()) + { + // Make sure current health is not greater than the new max health. + if (GetHealth() > NewValue) + { + ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent(); + check(LyraASC); + + LyraASC->ApplyModToAttribute(GetHealthAttribute(), EGameplayModOp::Override, NewValue); + } + } + + if (bOutOfHealth && (GetHealth() > 0.0f)) + { + bOutOfHealth = false; + } +} + +void ULyraHealthSet::ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const +{ + if (Attribute == GetHealthAttribute()) + { + // Do not allow health to go negative or above max health. + NewValue = FMath::Clamp(NewValue, 0.0f, GetMaxHealth()); + } + else if (Attribute == GetMaxHealthAttribute()) + { + // Do not allow max health to drop below 1. + NewValue = FMath::Max(NewValue, 1.0f); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.h new file mode 100644 index 0000000000000000000000000000000000000000..a220625e6d1916ce77e63aa8e3e1fa1b6daac923 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Attributes/LyraHealthSet.h @@ -0,0 +1,101 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystemComponent.h" +#include "LyraAttributeSet.h" +#include "NativeGameplayTags.h" + +#include "LyraHealthSet.generated.h" + +#define UE_API LYRAGAME_API + +class UObject; +struct FFrame; + +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_Damage); +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageImmunity); +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageSelfDestruct); +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_FellOutOfWorld); +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_Damage_Message); + +struct FGameplayEffectModCallbackData; + + +/** + * ULyraHealthSet + * + * Class that defines attributes that are necessary for taking damage. + * Attribute examples include: health, shields, and resistances. + */ +UCLASS(MinimalAPI, BlueprintType) +class ULyraHealthSet : public ULyraAttributeSet +{ + GENERATED_BODY() + +public: + + UE_API ULyraHealthSet(); + + ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health); + ATTRIBUTE_ACCESSORS(ULyraHealthSet, MaxHealth); + ATTRIBUTE_ACCESSORS(ULyraHealthSet, Healing); + ATTRIBUTE_ACCESSORS(ULyraHealthSet, Damage); + + // Delegate when health changes due to damage/healing, some information may be missing on the client + mutable FLyraAttributeEvent OnHealthChanged; + + // Delegate when max health changes + mutable FLyraAttributeEvent OnMaxHealthChanged; + + // Delegate to broadcast when the health attribute reaches zero + mutable FLyraAttributeEvent OnOutOfHealth; + +protected: + + UFUNCTION() + UE_API void OnRep_Health(const FGameplayAttributeData& OldValue); + + UFUNCTION() + UE_API void OnRep_MaxHealth(const FGameplayAttributeData& OldValue); + + UE_API virtual bool PreGameplayEffectExecute(FGameplayEffectModCallbackData& Data) override; + UE_API virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override; + + UE_API virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override; + UE_API virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; + UE_API virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override; + + UE_API void ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const; + +private: + + // The current health attribute. The health will be capped by the max health attribute. Health is hidden from modifiers so only executions can modify it. + UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Lyra|Health", Meta = (HideFromModifiers, AllowPrivateAccess = true)) + FGameplayAttributeData Health; + + // The current max health attribute. Max health is an attribute since gameplay effects can modify it. + UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Lyra|Health", Meta = (AllowPrivateAccess = true)) + FGameplayAttributeData MaxHealth; + + // Used to track when the health reaches 0. + bool bOutOfHealth; + + // Store the health before any changes + float MaxHealthBeforeAttributeChange; + float HealthBeforeAttributeChange; + + // ------------------------------------------------------------------- + // Meta Attribute (please keep attributes that aren't 'stateful' below + // ------------------------------------------------------------------- + + // Incoming healing. This is mapped directly to +Health + UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(AllowPrivateAccess=true)) + FGameplayAttributeData Healing; + + // Incoming damage. This is mapped directly to -Health + UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(HideFromModifiers, AllowPrivateAccess=true)) + FGameplayAttributeData Damage; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1674948820e63188067ba0553712e5f3852ba3ad --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.cpp @@ -0,0 +1,140 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraDamageExecution.h" +#include "AbilitySystem/Attributes/LyraHealthSet.h" +#include "AbilitySystem/Attributes/LyraCombatSet.h" +#include "AbilitySystem/LyraGameplayEffectContext.h" +#include "AbilitySystem/LyraAbilitySourceInterface.h" +#include "Engine/World.h" +#include "LyraLogChannels.h" +#include "Teams/LyraTeamSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDamageExecution) + +struct FDamageStatics +{ + FGameplayEffectAttributeCaptureDefinition BaseDamageDef; + + FDamageStatics() + { + BaseDamageDef = FGameplayEffectAttributeCaptureDefinition(ULyraCombatSet::GetBaseDamageAttribute(), EGameplayEffectAttributeCaptureSource::Source, true); + } +}; + +static FDamageStatics& DamageStatics() +{ + static FDamageStatics Statics; + return Statics; +} + + +ULyraDamageExecution::ULyraDamageExecution() +{ + RelevantAttributesToCapture.Add(DamageStatics().BaseDamageDef); +} + +void ULyraDamageExecution::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const +{ +#if WITH_SERVER_CODE + const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec(); + FLyraGameplayEffectContext* TypedContext = FLyraGameplayEffectContext::ExtractEffectContext(Spec.GetContext()); + check(TypedContext); + + const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags(); + const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags(); + + FAggregatorEvaluateParameters EvaluateParameters; + EvaluateParameters.SourceTags = SourceTags; + EvaluateParameters.TargetTags = TargetTags; + + float BaseDamage = 0.0f; + ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().BaseDamageDef, EvaluateParameters, BaseDamage); + + const AActor* EffectCauser = TypedContext->GetEffectCauser(); + const FHitResult* HitActorResult = TypedContext->GetHitResult(); + + AActor* HitActor = nullptr; + FVector ImpactLocation = FVector::ZeroVector; + FVector ImpactNormal = FVector::ZeroVector; + FVector StartTrace = FVector::ZeroVector; + FVector EndTrace = FVector::ZeroVector; + + // Calculation of hit actor, surface, zone, and distance all rely on whether the calculation has a hit result or not. + // Effects just being added directly w/o having been targeted will always come in without a hit result, which must default + // to some fallback information. + if (HitActorResult) + { + const FHitResult& CurHitResult = *HitActorResult; + HitActor = CurHitResult.HitObjectHandle.FetchActor(); + if (HitActor) + { + ImpactLocation = CurHitResult.ImpactPoint; + ImpactNormal = CurHitResult.ImpactNormal; + StartTrace = CurHitResult.TraceStart; + EndTrace = CurHitResult.TraceEnd; + } + } + + // Handle case of no hit result or hit result not actually returning an actor + UAbilitySystemComponent* TargetAbilitySystemComponent = ExecutionParams.GetTargetAbilitySystemComponent(); + if (!HitActor) + { + HitActor = TargetAbilitySystemComponent ? TargetAbilitySystemComponent->GetAvatarActor_Direct() : nullptr; + if (HitActor) + { + ImpactLocation = HitActor->GetActorLocation(); + } + } + + // Apply rules for team damage/self damage/etc... + float DamageInteractionAllowedMultiplier = 0.0f; + if (HitActor) + { + ULyraTeamSubsystem* TeamSubsystem = HitActor->GetWorld()->GetSubsystem(); + if (ensure(TeamSubsystem)) + { + DamageInteractionAllowedMultiplier = TeamSubsystem->CanCauseDamage(EffectCauser, HitActor) ? 1.0 : 0.0; + } + } + + // Determine distance + double Distance = WORLD_MAX; + + if (TypedContext->HasOrigin()) + { + Distance = FVector::Dist(TypedContext->GetOrigin(), ImpactLocation); + } + else if (EffectCauser) + { + Distance = FVector::Dist(EffectCauser->GetActorLocation(), ImpactLocation); + } + else + { + UE_LOG(LogLyraAbilitySystem, Error, TEXT("Damage Calculation cannot deduce a source location for damage coming from %s; Falling back to WORLD_MAX dist!"), *GetPathNameSafe(Spec.Def)); + } + + // Apply ability source modifiers + float PhysicalMaterialAttenuation = 1.0f; + float DistanceAttenuation = 1.0f; + if (const ILyraAbilitySourceInterface* AbilitySource = TypedContext->GetAbilitySource()) + { + if (const UPhysicalMaterial* PhysMat = TypedContext->GetPhysicalMaterial()) + { + PhysicalMaterialAttenuation = AbilitySource->GetPhysicalMaterialAttenuation(PhysMat, SourceTags, TargetTags); + } + + DistanceAttenuation = AbilitySource->GetDistanceAttenuation(Distance, SourceTags, TargetTags); + } + DistanceAttenuation = FMath::Max(DistanceAttenuation, 0.0f); + + // Clamping is done when damage is converted to -health + const float DamageDone = FMath::Max(BaseDamage * DistanceAttenuation * PhysicalMaterialAttenuation * DamageInteractionAllowedMultiplier, 0.0f); + + if (DamageDone > 0.0f) + { + // Apply a damage modifier, this gets turned into - health on the target + OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(ULyraHealthSet::GetDamageAttribute(), EGameplayModOp::Additive, DamageDone)); + } +#endif // #if WITH_SERVER_CODE +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.h new file mode 100644 index 0000000000000000000000000000000000000000..bf9f912ed503affd70c249a6d98f548db31d99a8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraDamageExecution.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayEffectExecutionCalculation.h" + +#include "LyraDamageExecution.generated.h" + +class UObject; + + +/** + * ULyraDamageExecution + * + * Execution used by gameplay effects to apply damage to the health attributes. + */ +UCLASS() +class ULyraDamageExecution : public UGameplayEffectExecutionCalculation +{ + GENERATED_BODY() + +public: + + ULyraDamageExecution(); + +protected: + + virtual void Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.cpp new file mode 100644 index 0000000000000000000000000000000000000000..dbedead24a7136c5382967c95a1d1deb112e6db2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.cpp @@ -0,0 +1,56 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraHealExecution.h" +#include "AbilitySystem/Attributes/LyraHealthSet.h" +#include "AbilitySystem/Attributes/LyraCombatSet.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHealExecution) + + +struct FHealStatics +{ + FGameplayEffectAttributeCaptureDefinition BaseHealDef; + + FHealStatics() + { + BaseHealDef = FGameplayEffectAttributeCaptureDefinition(ULyraCombatSet::GetBaseHealAttribute(), EGameplayEffectAttributeCaptureSource::Source, true); + } +}; + +static FHealStatics& HealStatics() +{ + static FHealStatics Statics; + return Statics; +} + + +ULyraHealExecution::ULyraHealExecution() +{ + RelevantAttributesToCapture.Add(HealStatics().BaseHealDef); +} + +void ULyraHealExecution::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const +{ +#if WITH_SERVER_CODE + const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec(); + + const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags(); + const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags(); + + FAggregatorEvaluateParameters EvaluateParameters; + EvaluateParameters.SourceTags = SourceTags; + EvaluateParameters.TargetTags = TargetTags; + + float BaseHeal = 0.0f; + ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(HealStatics().BaseHealDef, EvaluateParameters, BaseHeal); + + const float HealingDone = FMath::Max(0.0f, BaseHeal); + + if (HealingDone > 0.0f) + { + // Apply a healing modifier, this gets turned into + health on the target + OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(ULyraHealthSet::GetHealingAttribute(), EGameplayModOp::Additive, HealingDone)); + } +#endif // #if WITH_SERVER_CODE +} + diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.h new file mode 100644 index 0000000000000000000000000000000000000000..323fcf73e5aba9f7279a7f8e27d5a0a08ebe8e0f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Executions/LyraHealExecution.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayEffectExecutionCalculation.h" + +#include "LyraHealExecution.generated.h" + +class UObject; + + +/** + * ULyraHealExecution + * + * Execution used by gameplay effects to apply healing to the health attributes. + */ +UCLASS() +class ULyraHealExecution : public UGameplayEffectExecutionCalculation +{ + GENERATED_BODY() + +public: + + ULyraHealExecution(); + +protected: + + virtual void Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp new file mode 100644 index 0000000000000000000000000000000000000000..131d48a1dccebec3f1487d24b3238f58357ea6be --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp @@ -0,0 +1,64 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGamePhaseAbility.h" +#include "AbilitySystemComponent.h" +#include "Engine/World.h" +#include "LyraGamePhaseSubsystem.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGamePhaseAbility) + +#define LOCTEXT_NAMESPACE "ULyraGamePhaseAbility" + +ULyraGamePhaseAbility::ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + ReplicationPolicy = EGameplayAbilityReplicationPolicy::ReplicateNo; + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; + NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ServerOnly; +} + +void ULyraGamePhaseAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + if (ActorInfo->IsNetAuthority()) + { + UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld(); + ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem(World); + PhaseSubsystem->OnBeginPhase(this, Handle); + } + + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); +} + +void ULyraGamePhaseAbility::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) +{ + if (ActorInfo->IsNetAuthority()) + { + UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld(); + ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem(World); + PhaseSubsystem->OnEndPhase(this, Handle); + } + + Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); +} + +#if WITH_EDITOR +EDataValidationResult ULyraGamePhaseAbility::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + if (!GamePhaseTag.IsValid()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(LOCTEXT("GamePhaseTagNotSet", "GamePhaseTag must be set to a tag representing the current phase.")); + } + + return Result; +} +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.h new file mode 100644 index 0000000000000000000000000000000000000000..7b193e2c505c203051dbb4465d28fd8ba3abd2bb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.h @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" +#include "LyraGamePhaseAbility.generated.h" + +/** + * ULyraGamePhaseAbility + * + * The base gameplay ability for any ability that is used to change the active game phase. + */ +UCLASS(Abstract, HideCategories = Input) +class ULyraGamePhaseAbility : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + + ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + const FGameplayTag& GetGamePhaseTag() const { return GamePhaseTag; } + +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + +protected: + + virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; + virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; + +protected: + + // Defines the game phase that this game phase ability is part of. So for example, + // if your game phase is GamePhase.RoundStart, then it will cancel all sibling phases. + // So if you had a phase such as GamePhase.WaitingToStart that was active, starting + // the ability part of RoundStart would end WaitingToStart. However to get nested behaviors + // you can also nest the phases. So for example, GamePhase.Playing.NormalPlay, is a sub-phase + // of the parent GamePhase.Playing, so changing the sub-phase to GamePhase.Playing.SuddenDeath, + // would stop any ability tied to GamePhase.Playing.*, but wouldn't end any ability + // tied to the GamePhase.Playing phase. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Game Phase") + FGameplayTag GamePhaseTag; +}; diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseLog.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseLog.h new file mode 100644 index 0000000000000000000000000000000000000000..427a57d481287cee61d508de3ad3f92c7a16540f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseLog.h @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Logging/LogMacros.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogLyraGamePhase, Log, All); diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.cpp b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bb2cf67990b891722053dec2e59c0917909351c9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.cpp @@ -0,0 +1,224 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AbilitySystem/Phases/LyraGamePhaseSubsystem.h" + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Engine/World.h" +#include "GameFramework/GameStateBase.h" +#include "LyraGamePhaseAbility.h" +#include "LyraGamePhaseLog.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGamePhaseSubsystem) + +class ULyraGameplayAbility; +class UObject; + +DEFINE_LOG_CATEGORY(LogLyraGamePhase); + +////////////////////////////////////////////////////////////////////// +// ULyraGamePhaseSubsystem + +ULyraGamePhaseSubsystem::ULyraGamePhaseSubsystem() +{ +} + +void ULyraGamePhaseSubsystem::PostInitialize() +{ + Super::PostInitialize(); +} + +bool ULyraGamePhaseSubsystem::ShouldCreateSubsystem(UObject* Outer) const +{ + if (Super::ShouldCreateSubsystem(Outer)) + { + //UWorld* World = Cast(Outer); + //check(World); + + //return World->GetAuthGameMode() != nullptr; + //return nullptr; + return true; + } + + return false; +} + +bool ULyraGamePhaseSubsystem::DoesSupportWorldType(const EWorldType::Type WorldType) const +{ + return WorldType == EWorldType::Game || WorldType == EWorldType::PIE; +} + +void ULyraGamePhaseSubsystem::StartPhase(TSubclassOf PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback) +{ + UWorld* World = GetWorld(); + ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass(); + if (ensure(GameState_ASC)) + { + FGameplayAbilitySpec PhaseSpec(PhaseAbility, 1, 0, this); + FGameplayAbilitySpecHandle SpecHandle = GameState_ASC->GiveAbilityAndActivateOnce(PhaseSpec); + FGameplayAbilitySpec* FoundSpec = GameState_ASC->FindAbilitySpecFromHandle(SpecHandle); + + if (FoundSpec && FoundSpec->IsActive()) + { + FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(SpecHandle); + Entry.PhaseEndedCallback = PhaseEndedCallback; + } + else + { + PhaseEndedCallback.ExecuteIfBound(nullptr); + } + } +} + +void ULyraGamePhaseSubsystem::K2_StartPhase(TSubclassOf PhaseAbility, const FLyraGamePhaseDynamicDelegate& PhaseEndedDelegate) +{ + const FLyraGamePhaseDelegate EndedDelegate = FLyraGamePhaseDelegate::CreateWeakLambda(const_cast(PhaseEndedDelegate.GetUObject()), [PhaseEndedDelegate](const ULyraGamePhaseAbility* PhaseAbility) { + PhaseEndedDelegate.ExecuteIfBound(PhaseAbility); + }); + + StartPhase(PhaseAbility, EndedDelegate); +} + +void ULyraGamePhaseSubsystem::K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive) +{ + const FLyraGamePhaseTagDelegate ActiveDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseActive.GetUObject(), [WhenPhaseActive](const FGameplayTag& PhaseTag) { + WhenPhaseActive.ExecuteIfBound(PhaseTag); + }); + + WhenPhaseStartsOrIsActive(PhaseTag, MatchType, ActiveDelegate); +} + +void ULyraGamePhaseSubsystem::K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd) +{ + const FLyraGamePhaseTagDelegate EndedDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseEnd.GetUObject(), [WhenPhaseEnd](const FGameplayTag& PhaseTag) { + WhenPhaseEnd.ExecuteIfBound(PhaseTag); + }); + + WhenPhaseEnds(PhaseTag, MatchType, EndedDelegate); +} + +void ULyraGamePhaseSubsystem::WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive) +{ + FPhaseObserver Observer; + Observer.PhaseTag = PhaseTag; + Observer.MatchType = MatchType; + Observer.PhaseCallback = WhenPhaseActive; + PhaseStartObservers.Add(Observer); + + if (IsPhaseActive(PhaseTag)) + { + WhenPhaseActive.ExecuteIfBound(PhaseTag); + } +} + +void ULyraGamePhaseSubsystem::WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd) +{ + FPhaseObserver Observer; + Observer.PhaseTag = PhaseTag; + Observer.MatchType = MatchType; + Observer.PhaseCallback = WhenPhaseEnd; + PhaseEndObservers.Add(Observer); +} + +bool ULyraGamePhaseSubsystem::IsPhaseActive(const FGameplayTag& PhaseTag) const +{ + for (const auto& KVP : ActivePhaseMap) + { + const FLyraGamePhaseEntry& PhaseEntry = KVP.Value; + if (PhaseEntry.PhaseTag.MatchesTag(PhaseTag)) + { + return true; + } + } + + return false; +} + +void ULyraGamePhaseSubsystem::OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle) +{ + const FGameplayTag IncomingPhaseTag = PhaseAbility->GetGamePhaseTag(); + + UE_LOG(LogLyraGamePhase, Log, TEXT("Beginning Phase '%s' (%s)"), *IncomingPhaseTag.ToString(), *GetNameSafe(PhaseAbility)); + + const UWorld* World = GetWorld(); + ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass(); + if (ensure(GameState_ASC)) + { + TArray ActivePhases; + for (const auto& KVP : ActivePhaseMap) + { + const FGameplayAbilitySpecHandle ActiveAbilityHandle = KVP.Key; + if (FGameplayAbilitySpec* Spec = GameState_ASC->FindAbilitySpecFromHandle(ActiveAbilityHandle)) + { + ActivePhases.Add(Spec); + } + } + + for (const FGameplayAbilitySpec* ActivePhase : ActivePhases) + { + const ULyraGamePhaseAbility* ActivePhaseAbility = CastChecked(ActivePhase->Ability); + const FGameplayTag ActivePhaseTag = ActivePhaseAbility->GetGamePhaseTag(); + + // So if the active phase currently matches the incoming phase tag, we allow it. + // i.e. multiple gameplay abilities can all be associated with the same phase tag. + // For example, + // You can be in the, Game.Playing, phase, and then start a sub-phase, like Game.Playing.SuddenDeath + // Game.Playing phase will still be active, and if someone were to push another one, like, + // Game.Playing.ActualSuddenDeath, it would end Game.Playing.SuddenDeath phase, but Game.Playing would + // continue. Similarly if we activated Game.GameOver, all the Game.Playing* phases would end. + if (!IncomingPhaseTag.MatchesTag(ActivePhaseTag)) + { + UE_LOG(LogLyraGamePhase, Log, TEXT("\tEnding Phase '%s' (%s)"), *ActivePhaseTag.ToString(), *GetNameSafe(ActivePhaseAbility)); + + FGameplayAbilitySpecHandle HandleToEnd = ActivePhase->Handle; + GameState_ASC->CancelAbilitiesByFunc([HandleToEnd](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle) { + return Handle == HandleToEnd; + }, true); + } + } + + FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(PhaseAbilityHandle); + Entry.PhaseTag = IncomingPhaseTag; + + // Notify all observers of this phase that it has started. + for (const FPhaseObserver& Observer : PhaseStartObservers) + { + if (Observer.IsMatch(IncomingPhaseTag)) + { + Observer.PhaseCallback.ExecuteIfBound(IncomingPhaseTag); + } + } + } +} + +void ULyraGamePhaseSubsystem::OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle) +{ + const FGameplayTag EndedPhaseTag = PhaseAbility->GetGamePhaseTag(); + UE_LOG(LogLyraGamePhase, Log, TEXT("Ended Phase '%s' (%s)"), *EndedPhaseTag.ToString(), *GetNameSafe(PhaseAbility)); + + const FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindChecked(PhaseAbilityHandle); + Entry.PhaseEndedCallback.ExecuteIfBound(PhaseAbility); + + ActivePhaseMap.Remove(PhaseAbilityHandle); + + // Notify all observers of this phase that it has ended. + for (const FPhaseObserver& Observer : PhaseEndObservers) + { + if (Observer.IsMatch(EndedPhaseTag)) + { + Observer.PhaseCallback.ExecuteIfBound(EndedPhaseTag); + } + } +} + +bool ULyraGamePhaseSubsystem::FPhaseObserver::IsMatch(const FGameplayTag& ComparePhaseTag) const +{ + switch(MatchType) + { + case EPhaseTagMatchType::ExactMatch: + return ComparePhaseTag == PhaseTag; + case EPhaseTagMatchType::PartialMatch: + return ComparePhaseTag.MatchesTag(PhaseTag); + } + + return false; +} diff --git a/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..af581f9bf56cbd266cc69b9f0b2e39bb0755c020 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayAbilitySpecHandle.h" +#include "GameplayTagContainer.h" +#include "Subsystems/WorldSubsystem.h" + +#include "LyraGamePhaseSubsystem.generated.h" + +template class TSubclassOf; + +class ULyraGamePhaseAbility; +class UObject; +struct FFrame; +struct FGameplayAbilitySpecHandle; + +DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseDynamicDelegate, const ULyraGamePhaseAbility*, Phase); +DECLARE_DELEGATE_OneParam(FLyraGamePhaseDelegate, const ULyraGamePhaseAbility* Phase); + +DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag); +DECLARE_DELEGATE_OneParam(FLyraGamePhaseTagDelegate, const FGameplayTag& PhaseTag); + +// Match rule for message receivers +UENUM(BlueprintType) +enum class EPhaseTagMatchType : uint8 +{ + // An exact match will only receive messages with exactly the same channel + // (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C) + ExactMatch, + + // A partial match will receive any messages rooted in the same channel + // (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C) + PartialMatch +}; + + +/** Subsystem for managing Lyra's game phases using gameplay tags in a nested manner, which allows parent and child + * phases to be active at the same time, but not sibling phases. + * Example: Game.Playing and Game.Playing.WarmUp can coexist, but Game.Playing and Game.ShowingScore cannot. + * When a new phase is started, any active phases that are not ancestors will be ended. + * Example: if Game.Playing and Game.Playing.CaptureTheFlag are active when Game.Playing.PostGame is started, + * Game.Playing will remain active, while Game.Playing.CaptureTheFlag will end. + */ +UCLASS() +class ULyraGamePhaseSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + ULyraGamePhaseSubsystem(); + + virtual void PostInitialize() override; + + virtual bool ShouldCreateSubsystem(UObject* Outer) const override; + + void StartPhase(TSubclassOf PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback = FLyraGamePhaseDelegate()); + + //TODO Return a handle so folks can delete these. They will just grow until the world resets. + //TODO Should we just occasionally clean these observers up? It's not as if everyone will properly unhook them even if there is a handle. + void WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive); + void WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, BlueprintPure = false, meta = (AutoCreateRefTerm = "PhaseTag")) + bool IsPhaseActive(const FGameplayTag& PhaseTag) const; + +protected: + virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override; + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded")) + void K2_StartPhase(TSubclassOf Phase, const FLyraGamePhaseDynamicDelegate& PhaseEnded); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive")) + void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd")) + void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd); + + void OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle); + void OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle); + +private: + struct FLyraGamePhaseEntry + { + public: + FGameplayTag PhaseTag; + FLyraGamePhaseDelegate PhaseEndedCallback; + }; + + TMap ActivePhaseMap; + + struct FPhaseObserver + { + public: + bool IsMatch(const FGameplayTag& ComparePhaseTag) const; + + FGameplayTag PhaseTag; + EPhaseTagMatchType MatchType = EPhaseTagMatchType::ExactMatch; + FLyraGamePhaseTagDelegate PhaseCallback; + }; + + TArray PhaseStartObservers; + TArray PhaseEndObservers; + + friend class ULyraGamePhaseAbility; +}; diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.cpp b/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.cpp new file mode 100644 index 0000000000000000000000000000000000000000..994e2a50deb24b076b4c96a5dce7ebc68d0b4850 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility_FromEquipment.h" +#include "LyraEquipmentInstance.h" +#include "Inventory/LyraInventoryItemInstance.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_FromEquipment) + +ULyraGameplayAbility_FromEquipment::ULyraGameplayAbility_FromEquipment(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +ULyraEquipmentInstance* ULyraGameplayAbility_FromEquipment::GetAssociatedEquipment() const +{ + if (FGameplayAbilitySpec* Spec = UGameplayAbility::GetCurrentAbilitySpec()) + { + return Cast(Spec->SourceObject.Get()); + } + + return nullptr; +} + +ULyraInventoryItemInstance* ULyraGameplayAbility_FromEquipment::GetAssociatedItem() const +{ + if (ULyraEquipmentInstance* Equipment = GetAssociatedEquipment()) + { + return Cast(Equipment->GetInstigator()); + } + return nullptr; +} + + +#if WITH_EDITOR +EDataValidationResult ULyraGameplayAbility_FromEquipment::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = Super::IsDataValid(Context); + +PRAGMA_DISABLE_DEPRECATION_WARNINGS + if (InstancingPolicy == EGameplayAbilityInstancingPolicy::NonInstanced) +PRAGMA_ENABLE_DEPRECATION_WARNINGS + { + Context.AddError(NSLOCTEXT("Lyra", "EquipmentAbilityMustBeInstanced", "Equipment ability must be instanced")); + Result = EDataValidationResult::Invalid; + } + + return Result; +} + +#endif diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.h b/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.h new file mode 100644 index 0000000000000000000000000000000000000000..54d49c1f514d09b44a010614f76feb4822a97367 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraGameplayAbility_FromEquipment.h @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" + +#include "LyraGameplayAbility_FromEquipment.generated.h" + +class ULyraEquipmentInstance; +class ULyraInventoryItemInstance; + +/** + * ULyraGameplayAbility_FromEquipment + * + * An ability granted by and associated with an equipment instance + */ +UCLASS() +class ULyraGameplayAbility_FromEquipment : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + + ULyraGameplayAbility_FromEquipment(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category="Lyra|Ability") + ULyraEquipmentInstance* GetAssociatedEquipment() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") + ULyraInventoryItemInstance* GetAssociatedItem() const; + +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + +}; diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.cpp b/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.cpp new file mode 100644 index 0000000000000000000000000000000000000000..608fe370051d18027b08c49b7c669e4f65ba93e9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.cpp @@ -0,0 +1,8 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "Equipment/LyraPickupDefinition.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPickupDefinition) + + diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.h b/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.h new file mode 100644 index 0000000000000000000000000000000000000000..0a6d125a7396601708847dfc1d7f636f48185e4c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraPickupDefinition.h @@ -0,0 +1,69 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "LyraPickupDefinition.generated.h" + +class ULyraInventoryItemDefinition; +class UNiagaraSystem; +class UObject; +class USoundBase; +class UStaticMesh; + +/** + * + */ +UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Pickup Data", ShortTooltip = "Data asset used to configure a pickup.")) +class ULyraPickupDefinition : public UDataAsset +{ + GENERATED_BODY() + +public: + + //Defines the pickup's actors to spawn, abilities to grant, and tags to add + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Equipment") + TSubclassOf InventoryItemDefinition; + + //Visual representation of the pickup + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh") + TObjectPtr DisplayMesh; + + //Cool down time between pickups in seconds + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup") + int32 SpawnCoolDownSeconds; + + //Sound to play when picked up + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup") + TObjectPtr PickedUpSound; + + //Sound to play when pickup is respawned + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup") + TObjectPtr RespawnedSound; + + //Particle FX to play when picked up + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup") + TObjectPtr PickedUpEffect; + + //Particle FX to play when pickup is respawned + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup") + TObjectPtr RespawnedEffect; +}; + + +UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Weapon Pickup Data", ShortTooltip = "Data asset used to configure a weapon pickup.")) +class ULyraWeaponPickupDefinition : public ULyraPickupDefinition +{ + GENERATED_BODY() + +public: + + //Sets the height of the display mesh above the Weapon spawner + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh") + FVector WeaponMeshOffset; + + //Sets the height of the display mesh above the Weapon spawner + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh") + FVector WeaponMeshScale = FVector(1.0f, 1.0f, 1.0f); +}; diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.cpp b/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..016e6abac025027beecb056b1284eea2c6fa8eab --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.cpp @@ -0,0 +1,224 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraQuickBarComponent.h" + +#include "Equipment/LyraEquipmentDefinition.h" +#include "Equipment/LyraEquipmentInstance.h" +#include "Equipment/LyraEquipmentManagerComponent.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "GameFramework/Pawn.h" +#include "Inventory/InventoryFragment_EquippableItem.h" +#include "NativeGameplayTags.h" +#include "Net/UnrealNetwork.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraQuickBarComponent) + +class FLifetimeProperty; +class ULyraEquipmentDefinition; + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_QuickBar_Message_SlotsChanged, "Lyra.QuickBar.Message.SlotsChanged"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_QuickBar_Message_ActiveIndexChanged, "Lyra.QuickBar.Message.ActiveIndexChanged"); + +ULyraQuickBarComponent::ULyraQuickBarComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetIsReplicatedByDefault(true); +} + +void ULyraQuickBarComponent::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, Slots); + DOREPLIFETIME(ThisClass, ActiveSlotIndex); +} + +void ULyraQuickBarComponent::BeginPlay() +{ + if (Slots.Num() < NumSlots) + { + Slots.AddDefaulted(NumSlots - Slots.Num()); + } + + Super::BeginPlay(); +} + +void ULyraQuickBarComponent::CycleActiveSlotForward() +{ + if (Slots.Num() < 2) + { + return; + } + + const int32 OldIndex = (ActiveSlotIndex < 0 ? Slots.Num()-1 : ActiveSlotIndex); + int32 NewIndex = ActiveSlotIndex; + do + { + NewIndex = (NewIndex + 1) % Slots.Num(); + if (Slots[NewIndex] != nullptr) + { + SetActiveSlotIndex(NewIndex); + return; + } + } while (NewIndex != OldIndex); +} + +void ULyraQuickBarComponent::CycleActiveSlotBackward() +{ + if (Slots.Num() < 2) + { + return; + } + + const int32 OldIndex = (ActiveSlotIndex < 0 ? Slots.Num()-1 : ActiveSlotIndex); + int32 NewIndex = ActiveSlotIndex; + do + { + NewIndex = (NewIndex - 1 + Slots.Num()) % Slots.Num(); + if (Slots[NewIndex] != nullptr) + { + SetActiveSlotIndex(NewIndex); + return; + } + } while (NewIndex != OldIndex); +} + +void ULyraQuickBarComponent::EquipItemInSlot() +{ + check(Slots.IsValidIndex(ActiveSlotIndex)); + check(EquippedItem == nullptr); + + if (ULyraInventoryItemInstance* SlotItem = Slots[ActiveSlotIndex]) + { + if (const UInventoryFragment_EquippableItem* EquipInfo = SlotItem->FindFragmentByClass()) + { + TSubclassOf EquipDef = EquipInfo->EquipmentDefinition; + if (EquipDef != nullptr) + { + if (ULyraEquipmentManagerComponent* EquipmentManager = FindEquipmentManager()) + { + EquippedItem = EquipmentManager->EquipItem(EquipDef); + if (EquippedItem != nullptr) + { + EquippedItem->SetInstigator(SlotItem); + } + } + } + } + } +} + +void ULyraQuickBarComponent::UnequipItemInSlot() +{ + if (ULyraEquipmentManagerComponent* EquipmentManager = FindEquipmentManager()) + { + if (EquippedItem != nullptr) + { + EquipmentManager->UnequipItem(EquippedItem); + EquippedItem = nullptr; + } + } +} + +ULyraEquipmentManagerComponent* ULyraQuickBarComponent::FindEquipmentManager() const +{ + if (AController* OwnerController = Cast(GetOwner())) + { + if (APawn* Pawn = OwnerController->GetPawn()) + { + return Pawn->FindComponentByClass(); + } + } + return nullptr; +} + +void ULyraQuickBarComponent::SetActiveSlotIndex_Implementation(int32 NewIndex) +{ + if (Slots.IsValidIndex(NewIndex) && (ActiveSlotIndex != NewIndex)) + { + UnequipItemInSlot(); + + ActiveSlotIndex = NewIndex; + + EquipItemInSlot(); + + OnRep_ActiveSlotIndex(); + } +} + +ULyraInventoryItemInstance* ULyraQuickBarComponent::GetActiveSlotItem() const +{ + return Slots.IsValidIndex(ActiveSlotIndex) ? Slots[ActiveSlotIndex] : nullptr; +} + +int32 ULyraQuickBarComponent::GetNextFreeItemSlot() const +{ + int32 SlotIndex = 0; + for (const TObjectPtr& ItemPtr : Slots) + { + if (ItemPtr == nullptr) + { + return SlotIndex; + } + ++SlotIndex; + } + + return INDEX_NONE; +} + +void ULyraQuickBarComponent::AddItemToSlot(int32 SlotIndex, ULyraInventoryItemInstance* Item) +{ + if (Slots.IsValidIndex(SlotIndex) && (Item != nullptr)) + { + if (Slots[SlotIndex] == nullptr) + { + Slots[SlotIndex] = Item; + OnRep_Slots(); + } + } +} + +ULyraInventoryItemInstance* ULyraQuickBarComponent::RemoveItemFromSlot(int32 SlotIndex) +{ + ULyraInventoryItemInstance* Result = nullptr; + + if (ActiveSlotIndex == SlotIndex) + { + UnequipItemInSlot(); + ActiveSlotIndex = -1; + } + + if (Slots.IsValidIndex(SlotIndex)) + { + Result = Slots[SlotIndex]; + + if (Result != nullptr) + { + Slots[SlotIndex] = nullptr; + OnRep_Slots(); + } + } + + return Result; +} + +void ULyraQuickBarComponent::OnRep_Slots() +{ + FLyraQuickBarSlotsChangedMessage Message; + Message.Owner = GetOwner(); + Message.Slots = Slots; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(this); + MessageSystem.BroadcastMessage(TAG_Lyra_QuickBar_Message_SlotsChanged, Message); +} + +void ULyraQuickBarComponent::OnRep_ActiveSlotIndex() +{ + FLyraQuickBarActiveIndexChangedMessage Message; + Message.Owner = GetOwner(); + Message.ActiveIndex = ActiveSlotIndex; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(this); + MessageSystem.BroadcastMessage(TAG_Lyra_QuickBar_Message_ActiveIndexChanged, Message); +} + diff --git a/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.h b/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..a08cc6924579da3d228d3cad2cdb41b2df2ce4b1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Equipment/LyraQuickBarComponent.h @@ -0,0 +1,107 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ControllerComponent.h" +#include "Inventory/LyraInventoryItemInstance.h" + +#include "LyraQuickBarComponent.generated.h" + +class AActor; +class ULyraEquipmentInstance; +class ULyraEquipmentManagerComponent; +class UObject; +struct FFrame; + +UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent)) +class ULyraQuickBarComponent : public UControllerComponent +{ + GENERATED_BODY() + +public: + ULyraQuickBarComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category="Lyra") + void CycleActiveSlotForward(); + + UFUNCTION(BlueprintCallable, Category="Lyra") + void CycleActiveSlotBackward(); + + UFUNCTION(Server, Reliable, BlueprintCallable, Category="Lyra") + void SetActiveSlotIndex(int32 NewIndex); + + UFUNCTION(BlueprintCallable, BlueprintPure=false) + TArray GetSlots() const + { + return Slots; + } + + UFUNCTION(BlueprintCallable, BlueprintPure=false) + int32 GetActiveSlotIndex() const { return ActiveSlotIndex; } + + UFUNCTION(BlueprintCallable, BlueprintPure = false) + ULyraInventoryItemInstance* GetActiveSlotItem() const; + + UFUNCTION(BlueprintCallable, BlueprintPure=false) + int32 GetNextFreeItemSlot() const; + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly) + void AddItemToSlot(int32 SlotIndex, ULyraInventoryItemInstance* Item); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly) + ULyraInventoryItemInstance* RemoveItemFromSlot(int32 SlotIndex); + + virtual void BeginPlay() override; + +private: + void UnequipItemInSlot(); + void EquipItemInSlot(); + + ULyraEquipmentManagerComponent* FindEquipmentManager() const; + +protected: + UPROPERTY() + int32 NumSlots = 3; + + UFUNCTION() + void OnRep_Slots(); + + UFUNCTION() + void OnRep_ActiveSlotIndex(); + +private: + UPROPERTY(ReplicatedUsing=OnRep_Slots) + TArray> Slots; + + UPROPERTY(ReplicatedUsing=OnRep_ActiveSlotIndex) + int32 ActiveSlotIndex = -1; + + UPROPERTY() + TObjectPtr EquippedItem; +}; + + +USTRUCT(BlueprintType) +struct FLyraQuickBarSlotsChangedMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, Category=Inventory) + TObjectPtr Owner = nullptr; + + UPROPERTY(BlueprintReadOnly, Category = Inventory) + TArray> Slots; +}; + + +USTRUCT(BlueprintType) +struct FLyraQuickBarActiveIndexChangedMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, Category=Inventory) + TObjectPtr Owner = nullptr; + + UPROPERTY(BlueprintReadOnly, Category=Inventory) + int32 ActiveIndex = 0; +}; diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.cpp b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.cpp new file mode 100644 index 0000000000000000000000000000000000000000..afb4c8895bde10dfeb8b2140bebacc18843a4bd5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.cpp @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "LyraContextEffectsInterface.h" + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.h b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.h new file mode 100644 index 0000000000000000000000000000000000000000..58560d0e77b8e00e48f67eef7acbbc424d33c8d9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsInterface.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/HitResult.h" +#include "GameplayTagContainer.h" +#include "UObject/Interface.h" + +#include "LyraContextEffectsInterface.generated.h" + +#define UE_API LYRAGAME_API + +class UAnimSequenceBase; +class UObject; +class USceneComponent; +struct FFrame; + +/** + * + */ +UENUM() +enum EEffectsContextMatchType: int +{ + ExactMatch, + BestMatch +}; + +/** + * + */ + UINTERFACE(MinimalAPI, Blueprintable) + class ULyraContextEffectsInterface : public UInterface + { + GENERATED_BODY() + + }; + + class ILyraContextEffectsInterface : public IInterface + { + GENERATED_BODY() + + public: + + /** */ + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + UE_API void AnimMotionEffect(const FName Bone + , const FGameplayTag MotionEffect + , USceneComponent* StaticMeshComponent + , const FVector LocationOffset + , const FRotator RotationOffset + , const UAnimSequenceBase* AnimationSequence + , const bool bHitSuccess + , const FHitResult HitResult + , FGameplayTagContainer Contexts + , FVector VFXScale = FVector(1) + , float AudioVolume = 1 + , float AudioPitch = 1); + }; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.cpp b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a47fdabad09a238b4af0e3b42c19af622e0de2aa --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.cpp @@ -0,0 +1,119 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h" + +#include "NiagaraSystem.h" +#include "Sound/SoundBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraContextEffectsLibrary) + + +void ULyraContextEffectsLibrary::GetEffects(const FGameplayTag Effect, const FGameplayTagContainer Context, + TArray& Sounds, TArray& NiagaraSystems) +{ + // Make sure Effect is valid and Library is loaded + if (Effect.IsValid() && Context.IsValid() && EffectsLoadState == EContextEffectsLibraryLoadState::Loaded) + { + // Loop through Context Effects + for (const auto& ActiveContextEffect : ActiveContextEffects) + { + // Make sure the Effect is an exact Tag Match and ensure the Context has all tags in the Effect (and neither or both are empty) + if (Effect.MatchesTagExact(ActiveContextEffect->EffectTag) + && Context.HasAllExact(ActiveContextEffect->Context) + && (ActiveContextEffect->Context.IsEmpty() == Context.IsEmpty())) + { + // Get all Matching Sounds and Niagara Systems + Sounds.Append(ActiveContextEffect->Sounds); + NiagaraSystems.Append(ActiveContextEffect->NiagaraSystems); + } + } + } +} + +void ULyraContextEffectsLibrary::LoadEffects() +{ + // Load Effects into Library if not currently loading + if (EffectsLoadState != EContextEffectsLibraryLoadState::Loading) + { + // Set load state to loading + EffectsLoadState = EContextEffectsLibraryLoadState::Loading; + + // Clear out any old Active Effects + ActiveContextEffects.Empty(); + + // Call internal loading function + LoadEffectsInternal(); + } +} + +EContextEffectsLibraryLoadState ULyraContextEffectsLibrary::GetContextEffectsLibraryLoadState() +{ + // Return current Load State + return EffectsLoadState; +} + +void ULyraContextEffectsLibrary::LoadEffectsInternal() +{ + // TODO Add Async Loading for Libraries + + // Copy data for async load + TArray LocalContextEffects = ContextEffects; + + // Prepare Active Context Effects Array + TArray ActiveContextEffectsArray; + + // Loop through Context Effects + for (const FLyraContextEffects& ContextEffect : LocalContextEffects) + { + // Make sure Tags are Valid + if (ContextEffect.EffectTag.IsValid() && ContextEffect.Context.IsValid()) + { + // Create new Active Context Effect + ULyraActiveContextEffects* NewActiveContextEffects = NewObject(this); + + // Pass relevant tag data + NewActiveContextEffects->EffectTag = ContextEffect.EffectTag; + NewActiveContextEffects->Context = ContextEffect.Context; + + // Try to load and add Effects to New Active Context Effects + for (const FSoftObjectPath& Effect : ContextEffect.Effects) + { + if (UObject* Object = Effect.TryLoad()) + { + if (Object->IsA(USoundBase::StaticClass())) + { + if (USoundBase* SoundBase = Cast(Object)) + { + NewActiveContextEffects->Sounds.Add(SoundBase); + } + } + else if (Object->IsA(UNiagaraSystem::StaticClass())) + { + if (UNiagaraSystem* NiagaraSystem = Cast(Object)) + { + NewActiveContextEffects->NiagaraSystems.Add(NiagaraSystem); + } + } + } + } + + // Add New Active Context to the Active Context Effects Array + ActiveContextEffectsArray.Add(NewActiveContextEffects); + } + } + + // TODO Call Load Complete after Async Load + // Mark loading complete + this->LyraContextEffectLibraryLoadingComplete(ActiveContextEffectsArray); +} + +void ULyraContextEffectsLibrary::LyraContextEffectLibraryLoadingComplete( + TArray LyraActiveContextEffects) +{ + // Flag data as loaded + EffectsLoadState = EContextEffectsLibraryLoadState::Loaded; + + // Append incoming Context Effects Array to current list of Active Context Effects + ActiveContextEffects.Append(LyraActiveContextEffects); +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.h b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.h new file mode 100644 index 0000000000000000000000000000000000000000..d522e84f79f3402c51a64209108443db95246793 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsLibrary.h @@ -0,0 +1,103 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "UObject/SoftObjectPath.h" +#include "UObject/WeakObjectPtr.h" + +#include "LyraContextEffectsLibrary.generated.h" + +#define UE_API LYRAGAME_API + +class UNiagaraSystem; +class USoundBase; +struct FFrame; + +/** + * + */ +UENUM() +enum class EContextEffectsLibraryLoadState : uint8 { + Unloaded = 0, + Loading = 1, + Loaded = 2 +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FLyraContextEffects +{ + GENERATED_BODY() + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FGameplayTag EffectTag; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FGameplayTagContainer Context; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowedClasses = "/Script/Engine.SoundBase, /Script/Niagara.NiagaraSystem")) + TArray Effects; + +}; + +/** + * + */ +UCLASS(MinimalAPI) +class ULyraActiveContextEffects : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(VisibleAnywhere) + FGameplayTag EffectTag; + + UPROPERTY(VisibleAnywhere) + FGameplayTagContainer Context; + + UPROPERTY(VisibleAnywhere) + TArray> Sounds; + + UPROPERTY(VisibleAnywhere) + TArray> NiagaraSystems; +}; + +DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraContextEffectLibraryLoadingComplete, TArray, LyraActiveContextEffects); + +/** + * + */ +UCLASS(MinimalAPI, BlueprintType) +class ULyraContextEffectsLibrary : public UObject +{ + GENERATED_BODY() + +public: + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TArray ContextEffects; + + UFUNCTION(BlueprintCallable) + UE_API void GetEffects(const FGameplayTag Effect, const FGameplayTagContainer Context, TArray& Sounds, TArray& NiagaraSystems); + + UFUNCTION(BlueprintCallable) + UE_API void LoadEffects(); + + UE_API EContextEffectsLibraryLoadState GetContextEffectsLibraryLoadState(); + +private: + void LoadEffectsInternal(); + + void LyraContextEffectLibraryLoadingComplete(TArray LyraActiveContextEffects); + + UPROPERTY(Transient) + TArray< TObjectPtr> ActiveContextEffects; + + UPROPERTY(Transient) + EContextEffectsLibraryLoadState EffectsLoadState = EContextEffectsLibraryLoadState::Unloaded; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.cpp b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3e02a7f1b2e967dc30cba4b54d3b4e65f80a2009 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.cpp @@ -0,0 +1,150 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "LyraContextEffectsSubsystem.h" + +#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h" +#include "Feedback/ContextEffects/LyraContextEffectsSubsystem.h" +#include "Kismet/GameplayStatics.h" +#include "NiagaraFunctionLibrary.h" +#include "NiagaraSystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraContextEffectsSubsystem) + +class AActor; +class UAudioComponent; +class UNiagaraSystem; +class USceneComponent; +class USoundBase; + +void ULyraContextEffectsSubsystem::SpawnContextEffects( + const AActor* SpawningActor + , USceneComponent* AttachToComponent + , const FName AttachPoint + , const FVector LocationOffset + , const FRotator RotationOffset + , FGameplayTag Effect + , FGameplayTagContainer Contexts + , TArray& AudioOut + , TArray& NiagaraOut + , FVector VFXScale + , float AudioVolume + , float AudioPitch) +{ + // First determine if this Actor has a matching Set of Libraries + if (TObjectPtr* EffectsLibrariesSetPtr = ActiveActorEffectsMap.Find(SpawningActor)) + { + // Validate the pointers from the Map Find + if (ULyraContextEffectsSet* EffectsLibraries = *EffectsLibrariesSetPtr) + { + // Prepare Arrays for Sounds and Niagara Systems + TArray TotalSounds; + TArray TotalNiagaraSystems; + + // Cycle through Effect Libraries + for (ULyraContextEffectsLibrary* EffectLibrary : EffectsLibraries->LyraContextEffectsLibraries) + { + // Check if the Effect Library is valid and data Loaded + if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Loaded) + { + // Set up local list of Sounds and Niagara Systems + TArray Sounds; + TArray NiagaraSystems; + + // Get Sounds and Niagara Systems + EffectLibrary->GetEffects(Effect, Contexts, Sounds, NiagaraSystems); + + // Append to accumulating array + TotalSounds.Append(Sounds); + TotalNiagaraSystems.Append(NiagaraSystems); + } + else if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Unloaded) + { + // Else load effects + EffectLibrary->LoadEffects(); + } + } + + // Cycle through found Sounds + for (USoundBase* Sound : TotalSounds) + { + // Spawn Sounds Attached, add Audio Component to List of ACs + UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAttached(Sound, AttachToComponent, AttachPoint, LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset, + false, AudioVolume, AudioPitch, 0.0f, nullptr, nullptr, true); + + AudioOut.Add(AudioComponent); + } + + // Cycle through found Niagara Systems + for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems) + { + // Spawn Niagara Systems Attached, add Niagara Component to List of NCs + UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, AttachToComponent, AttachPoint, LocationOffset, + RotationOffset, VFXScale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true); + + NiagaraOut.Add(NiagaraComponent); + } + } + } +} + +bool ULyraContextEffectsSubsystem::GetContextFromSurfaceType( + TEnumAsByte PhysicalSurface, FGameplayTag& Context) +{ + // Get Project Settings + if (const ULyraContextEffectsSettings* ProjectSettings = GetDefault()) + { + // Find which Gameplay Tag the Surface Type is mapped to + if (const FGameplayTag* GameplayTagPtr = ProjectSettings->SurfaceTypeToContextMap.Find(PhysicalSurface)) + { + Context = *GameplayTagPtr; + } + } + + // Return true if Context is Valid + return Context.IsValid(); +} + +void ULyraContextEffectsSubsystem::LoadAndAddContextEffectsLibraries(AActor* OwningActor, + TSet> ContextEffectsLibraries) +{ + // Early out if Owning Actor is invalid or if the associated Libraries is 0 (or less) + if (OwningActor == nullptr || ContextEffectsLibraries.Num() <= 0) + { + return; + } + + // Create new Context Effect Set + ULyraContextEffectsSet* EffectsLibrariesSet = NewObject(this); + + // Cycle through Libraries getting Soft Obj Refs + for (const TSoftObjectPtr& ContextEffectSoftObj : ContextEffectsLibraries) + { + // Load Library Assets from Soft Obj refs + // TODO Support Async Loading of Asset Data + if (ULyraContextEffectsLibrary* EffectsLibrary = ContextEffectSoftObj.LoadSynchronous()) + { + // Call load on valid Libraries + EffectsLibrary->LoadEffects(); + + // Add new library to Set + EffectsLibrariesSet->LyraContextEffectsLibraries.Add(EffectsLibrary); + } + } + + // Update Active Actor Effects Map + ActiveActorEffectsMap.Emplace(OwningActor, EffectsLibrariesSet); +} + +void ULyraContextEffectsSubsystem::UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor) +{ + // Early out if Owning Actor is invalid + if (OwningActor == nullptr) + { + return; + } + + // Remove ref from Active Actor/Effects Set Map + ActiveActorEffectsMap.Remove(OwningActor); +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.h b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..abb89a6303d9382669e0a9d63cee729a1e995b2a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectsSubsystem.h @@ -0,0 +1,96 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DeveloperSettings.h" +#include "GameplayTagContainer.h" +#include "Subsystems/WorldSubsystem.h" + +#include "LyraContextEffectsSubsystem.generated.h" + +#define UE_API LYRAGAME_API + +enum EPhysicalSurface : int; + +class AActor; +class UAudioComponent; +class ULyraContextEffectsLibrary; +class UNiagaraComponent; +class USceneComponent; +struct FFrame; +struct FGameplayTag; +struct FGameplayTagContainer; + +/** + * + */ +UCLASS(MinimalAPI, config = Game, defaultconfig, meta = (DisplayName = "LyraContextEffects")) +class ULyraContextEffectsSettings : public UDeveloperSettings +{ + GENERATED_BODY() + +public: + // + UPROPERTY(config, EditAnywhere) + TMap, FGameplayTag> SurfaceTypeToContextMap; +}; + +/** + * + */ +UCLASS(MinimalAPI) +class ULyraContextEffectsSet : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(Transient) + TSet> LyraContextEffectsLibraries; +}; + + +/** + * + */ +UCLASS(MinimalAPI) +class ULyraContextEffectsSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + /** */ + UFUNCTION(BlueprintCallable, Category = "ContextEffects") + UE_API void SpawnContextEffects( + const AActor* SpawningActor + , USceneComponent* AttachToComponent + , const FName AttachPoint + , const FVector LocationOffset + , const FRotator RotationOffset + , FGameplayTag Effect + , FGameplayTagContainer Contexts + , TArray& AudioOut + , TArray& NiagaraOut + , FVector VFXScale = FVector(1) + , float AudioVolume = 1 + , float AudioPitch = 1); + + /** */ + UFUNCTION(BlueprintCallable, Category = "ContextEffects") + UE_API bool GetContextFromSurfaceType(TEnumAsByte PhysicalSurface, FGameplayTag& Context); + + /** */ + UFUNCTION(BlueprintCallable, Category = "ContextEffects") + UE_API void LoadAndAddContextEffectsLibraries(AActor* OwningActor, TSet> ContextEffectsLibraries); + + /** */ + UFUNCTION(BlueprintCallable, Category = "ContextEffects") + UE_API void UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor); + +private: + + UPROPERTY(Transient) + TMap, TObjectPtr> ActiveActorEffectsMap; + +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.cpp b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.cpp new file mode 100644 index 0000000000000000000000000000000000000000..fce02efc01b0b74833e7459bfae9df138452aa92 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.cpp @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraDamagePopStyle.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDamagePopStyle) + +ULyraDamagePopStyle::ULyraDamagePopStyle() +{ + + +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.h b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.h new file mode 100644 index 0000000000000000000000000000000000000000..dae4ab4602f47f1abf2a3f18b9cc6f8f0055d580 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" +#include "GameplayTagContainer.h" + +#include "LyraDamagePopStyle.generated.h" + +class UObject; +class UStaticMesh; + +UCLASS() +class ULyraDamagePopStyle : public UDataAsset +{ + GENERATED_BODY() + +public: + + ULyraDamagePopStyle(); + + UPROPERTY(EditDefaultsOnly, Category="DamagePop") + FString DisplayText; + + UPROPERTY(EditDefaultsOnly, Category="DamagePop") + FGameplayTagQuery MatchPattern; + + UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor)) + FLinearColor Color; + + UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor)) + FLinearColor CriticalColor; + + UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideMesh)) + TObjectPtr TextMesh; + + UPROPERTY() + bool bOverrideColor = false; + + UPROPERTY() + bool bOverrideMesh = false; +}; diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyleNiagara.h b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyleNiagara.h new file mode 100644 index 0000000000000000000000000000000000000000..013db029e608412b3b05a98192b46d5c3fb6dd75 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyleNiagara.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "GameplayTagContainer.h" + +#include "LyraDamagePopStyleNiagara.generated.h" + +class UNiagaraSystem; + +/*PopStyle is used to define what Niagara asset should be used for the Damage System representation*/ +UCLASS() +class ULyraDamagePopStyleNiagara : public UDataAsset +{ + GENERATED_BODY() + +public: + + //Name of the Niagra Array to set the Damage informations + UPROPERTY(EditDefaultsOnly, Category="DamagePop") + FName NiagaraArrayName; + + //Niagara System used to display the damages + UPROPERTY(EditDefaultsOnly, Category="DamagePop") + TObjectPtr TextNiagara; +}; diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.cpp b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..13a404439e295a03d500c9d2ed549478f49eb993 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.cpp @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraNumberPopComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraNumberPopComponent) + +ULyraNumberPopComponent::ULyraNumberPopComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.h b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..65e3223e0a56c1caa2c657b32d68409ddc8dd37b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent.h @@ -0,0 +1,57 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ControllerComponent.h" +#include "GameplayTagContainer.h" + +#include "LyraNumberPopComponent.generated.h" + +class UObject; +struct FFrame; + +USTRUCT(BlueprintType) +struct FLyraNumberPopRequest +{ + GENERATED_BODY() + + // The world location to create the number pop at + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Lyra|Number Pops") + FVector WorldLocation; + + // Tags related to the source/cause of the number pop (for determining a style) + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Lyra|Number Pops") + FGameplayTagContainer SourceTags; + + // Tags related to the target of the number pop (for determining a style) + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Lyra|Number Pops") + FGameplayTagContainer TargetTags; + + // The number to display + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Lyra|Number Pops") + int32 NumberToDisplay = 0; + + // Whether the number is 'critical' or not (@TODO: move to a tag) + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Lyra|Number Pops") + bool bIsCriticalDamage = false; + + FLyraNumberPopRequest() + : WorldLocation(ForceInitToZero) + { + } +}; + + +UCLASS(Abstract) +class ULyraNumberPopComponent : public UControllerComponent +{ + GENERATED_BODY() + +public: + + ULyraNumberPopComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + /** Adds a damage number to the damage number list for visualization */ + UFUNCTION(BlueprintCallable, Category = Foo) + virtual void AddNumberPop(const FLyraNumberPopRequest& NewRequest) {} +}; diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.cpp b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bd26e8965d2cef28192510ec823e22f51145449f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.cpp @@ -0,0 +1,336 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraNumberPopComponent_MeshText.h" + +#include "Components/StaticMeshComponent.h" +#include "Engine/CollisionProfile.h" +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "Feedback/NumberPops/LyraNumberPopComponent.h" +#include "LyraDamagePopStyle.h" +#include "Materials/MaterialInstanceDynamic.h" +#include "TimerManager.h" +#include "UObject/Package.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraNumberPopComponent_MeshText) + +class UStaticMesh; + +ULyraNumberPopComponent_MeshText::ULyraNumberPopComponent_MeshText(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + ComponentLifespan = 1.f; + + SignDigitParameterName = FName(TEXT("+Or-")); + ColorParameterName = FName(TEXT("Color")); + AnimationLifespanParameterName = FName(TEXT("Animation Lifespan")); + IsCriticalHitParameterName = FName(TEXT("isCriticalHit?")); + MoveToCameraParameterName = FName(TEXT("MoveToCamera")); + PositionParameterNames = { TEXT("0a"), TEXT("1a"), TEXT("2a"), TEXT("3a"), TEXT("4a"), TEXT("5a"), TEXT("6a"), TEXT("7a"), TEXT("8a") }; + ScaleRotationAngleParameterNames = { TEXT("0b"), TEXT("1b"), TEXT("2b"), TEXT("3b"), TEXT("4b"), TEXT("5b"), TEXT("6b"), TEXT("7b"), TEXT("8b") }; + DurationParameterNames = { TEXT("0c"), TEXT("1c"), TEXT("2c"), TEXT("3c"), TEXT("4c"), TEXT("5c"), TEXT("6c"), TEXT("7c"), TEXT("8c") }; + + SpacingPercentageForOnes = 0.8f; + + + DistanceFromCameraBeforeDoublingSize = 1024.f; + CriticalHitSizeMultiplier = 1.7f; + + FontXSize = 10.920001f; + FontYSize = 21.0f; + + NumberOfNumberRotations = 1.f; +} + +void ULyraNumberPopComponent_MeshText::AddNumberPop(const FLyraNumberPopRequest& NewRequest) +{ + // Drop requests for remote players on the floor + // (this prevents multiple pops from showing up for the host of a listen server) + if (APlayerController* PC = GetController()) + { + if (!PC->IsLocalController()) + { + return; + } + } + + FTempNumberPopInfo PreparedNumberInfo; + + // Prepare the DamageNumberArray with the digits from the damage. + { + int32 LocalDamage = NewRequest.NumberToDisplay; + PreparedNumberInfo.DamageNumberArray.Empty(); + + if (LocalDamage == 0) + { + // We want to just show a zero + PreparedNumberInfo.DamageNumberArray.Insert(0, 0); + } + else + { + // Parse the base10 number into an array + while (LocalDamage > 0) + { + PreparedNumberInfo.DamageNumberArray.Insert(LocalDamage % 10, 0); + LocalDamage /= 10; + } + } + + // Insert a zero to reserve space for + or -. Used by the blueprint + PreparedNumberInfo.DamageNumberArray.Insert(0, 0); + } + + // Grab a component from the pool for this number or create one + { + UStaticMesh* MeshToUse = DetermineStaticMesh(NewRequest); + if (MeshToUse == nullptr) + { + return; + } + + FPooledNumberPopComponentList& ComponentPool = PooledComponentMap.FindOrAdd(MeshToUse); + + UStaticMeshComponent* ComponentToUse = nullptr; + if (ComponentPool.Components.Num() > 0) + { + ComponentToUse = ComponentPool.Components.Pop(); + } + else + { + ComponentToUse = NewObject(GetOwner()); + ComponentToUse->SetupAttachment(nullptr); + ComponentToUse->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName); + ComponentToUse->SetStaticMesh(MeshToUse); + + // Used to allow post-processes to opt out of affecting the number pop digits + ComponentToUse->SetRenderCustomDepth(true); + ComponentToUse->SetCustomDepthStencilValue(123); + + // The digits travel a great distance from their original bounds due to + // world position offset (WPO) animation in the material, so expand bounds + ComponentToUse->SetBoundsScale(2000.0f); + + // We'll be overriding values like the desired color and digits to use, so we need MIDs + for (int32 MatIdx = 0; MatIdx < ComponentToUse->GetNumMaterials(); ++MatIdx) + { + ComponentToUse->CreateDynamicMaterialInstance(MatIdx); + } + } + + // Register + check(ComponentToUse); + ComponentToUse->RegisterComponent(); + + // Add to the "live" list + UWorld* LocalWorld = GetWorld(); + check(LocalWorld); + LiveComponents.Emplace(ComponentToUse, &ComponentPool, LocalWorld->GetTimeSeconds() + ComponentLifespan); + + // Assign struct pointers + PreparedNumberInfo.StaticMeshComponent = ComponentToUse; + for (int32 MatIdx = 0; MatIdx < ComponentToUse->GetNumMaterials(); ++MatIdx) + { + UMaterialInstanceDynamic* NewMID = Cast(ComponentToUse->GetMaterial(MatIdx)); + PreparedNumberInfo.MeshMIDs.Add(NewMID); + } + + // Start the timer if it wasn't already running + if (!LocalWorld->GetTimerManager().IsTimerActive(ReleaseTimerHandle)) + { + LocalWorld->GetTimerManager().SetTimer(ReleaseTimerHandle, this, &ThisClass::ReleaseNextComponents, ComponentLifespan); + } + } + + // Determine the position + FTransform CameraTransform; + FVector NumberLocation(NewRequest.WorldLocation); + if (APlayerController* PC = GetController()) + { + if (APlayerCameraManager* PlayerCameraManager = PC->PlayerCameraManager) + { + CameraTransform = FTransform(PlayerCameraManager->GetCameraRotation(), PlayerCameraManager->GetCameraLocation()); + + FVector LocationOffset(ForceInitToZero); + + const float RandomMagnitude = 5.0f; //@TODO: Make this style driven + LocationOffset += FMath::RandPointInBox(FBox(FVector(-RandomMagnitude), FVector(RandomMagnitude))); + + NumberLocation += LocationOffset; + } + } + PreparedNumberInfo.StaticMeshComponent->SetWorldTransform(FTransform(CameraTransform.GetRotation(), NumberLocation)); + + // Now apply the material parameters to make the digits, etc... + SetMaterialParameters(NewRequest, PreparedNumberInfo, CameraTransform, NumberLocation); +} + +void ULyraNumberPopComponent_MeshText::ReleaseNextComponents() +{ + UWorld* LocalWorld = GetWorld(); + check(LocalWorld); + + const float CurrentTime = LocalWorld->GetTimeSeconds(); + + int32 NumReleased = 0; + for (const FLiveNumberPopEntry& LiveComp : LiveComponents) + { + if (CurrentTime >= LiveComp.ReleaseTime) + { + NumReleased++; + if (ensure(LiveComp.Component)) + { + LiveComp.Component->UnregisterComponent(); + + if (ensure(LiveComp.Pool)) + { + // Return this component to the pool + LiveComp.Pool->Components.Push(LiveComp.Component); + } + else + { + // No pool. Just remove it. + LiveComp.Component->SetFlags(RF_Transient); + LiveComp.Component->Rename(nullptr, GetTransientPackage(), RF_NoFlags); + } + } + } + else + { + // These are in chronological order so none of the other elements will be deleted + break; + } + } + + // Actually remove it from the live components array + LiveComponents.RemoveAt(0, NumReleased); + + // If we still have live components animating, set the timer to remove the next one + if (LiveComponents.Num() > 0) + { + const float TimeUntilNextRelease = LiveComponents[0].ReleaseTime - CurrentTime; + LocalWorld->GetTimerManager().SetTimer(ReleaseTimerHandle, this, &ThisClass::ReleaseNextComponents, TimeUntilNextRelease); + } +} + +FLinearColor ULyraNumberPopComponent_MeshText::DetermineColor(const FLyraNumberPopRequest& Request) const +{ + for (ULyraDamagePopStyle* Style : Styles) + { + if ((Style != nullptr) && Style->bOverrideColor) + { + if (Style->MatchPattern.Matches(Request.TargetTags)) + { + return Request.bIsCriticalDamage ? Style->CriticalColor : Style->Color; + } + } + } + + return FLinearColor::White; +} + +UStaticMesh* ULyraNumberPopComponent_MeshText::DetermineStaticMesh(const FLyraNumberPopRequest& Request) const +{ + for (ULyraDamagePopStyle* Style : Styles) + { + if ((Style != nullptr) && Style->bOverrideMesh) + { + if (Style->MatchPattern.Matches(Request.TargetTags)) + { + return Style->TextMesh; + } + } + } + + return nullptr; +} + +void ULyraNumberPopComponent_MeshText::SetMaterialParameters(const FLyraNumberPopRequest& Request, FTempNumberPopInfo& NewDamageNumberInfo, const FTransform& CameraTransform, const FVector& NumberLocation) +{ + UWorld* World = GetWorld(); + if (World && GEngine) + { + const float RealGameTime = World->GetRealTimeSeconds(); + + // Whether we should show a sign as the first digit, and if so which one + // (if bIsSignNegative is true, we show minus, false is plus) + const bool bShouldShowSign = false; + const bool bIsSignNegative = true; + + for (UMaterialInstanceDynamic* MeshMID : NewDamageNumberInfo.MeshMIDs) + { + MeshMID->SetScalarParameterValue(SignDigitParameterName, bIsSignNegative ? 0.5f : 0.0f); + MeshMID->SetVectorParameterValue(ColorParameterName, DetermineColor(Request)); + + // IF the damage number has more digits than we support + // THEN force the damage number to the highest number we can support + const int32 MaxSupportedDigits = FMath::Min(FMath::Min(PositionParameterNames.Num(), ScaleRotationAngleParameterNames.Num()), DurationParameterNames.Num()); + if (!ensure(NewDamageNumberInfo.DamageNumberArray.Num() <= MaxSupportedDigits)) + { + NewDamageNumberInfo.DamageNumberArray.SetNum(MaxSupportedDigits); + + // Set all number digits to 9 so we show the largest number we can + // Skip digit 0 because that digit is for the +/- sign + for (int32 DigitIndex = 1; DigitIndex < NewDamageNumberInfo.DamageNumberArray.Num(); ++DigitIndex) + { + NewDamageNumberInfo.DamageNumberArray[DigitIndex] = 9; + } + } + + MeshMID->SetScalarParameterValue(AnimationLifespanParameterName, ComponentLifespan); + MeshMID->SetScalarParameterValue(IsCriticalHitParameterName, Request.bIsCriticalDamage ? 1.f : 0.f); + + const int32 DamageNumberArrayLength = NewDamageNumberInfo.DamageNumberArray.Num(); + float OffsetAccumulatedValue = (DamageNumberArrayLength * -1.f) + (bShouldShowSign ? 0.f : -1.f); + + const int32 LastIndex = (DamageNumberArrayLength >= 4) ? DamageNumberArrayLength : 4; + + for (int32 NumberIndex = 0; NumberIndex < LastIndex; ++NumberIndex) + { + const float NumberYOffset = ((NumberIndex / FMath::Max(1, DamageNumberArrayLength - 1)) - 0.5f) * 2.f; + const FVector NumberOffset = FVector(0.f, NumberYOffset, 0.f); + const FVector CameraSpaceDirection = CameraTransform.TransformVectorNoScale(NumberOffset); + + const float SpacingForNumber = ((NumberIndex < DamageNumberArrayLength) && ((NewDamageNumberInfo.DamageNumberArray[NumberIndex] == 1) || ((NumberIndex > 0) && (NewDamageNumberInfo.DamageNumberArray[NumberIndex - 1] == 1)))) ? SpacingPercentageForOnes : 1.f; + OffsetAccumulatedValue += SpacingForNumber; + + FLinearColor RGBAPositionParameter(CameraSpaceDirection); + RGBAPositionParameter.A = OffsetAccumulatedValue; + + const FName PositionParameterName = PositionParameterNames[NumberIndex]; + MeshMID->SetVectorParameterValue(PositionParameterName, RGBAPositionParameter); + + const float DistanceFromCameraToNumber = (CameraTransform.GetLocation() - NumberLocation).Size(); + const float DistanceSpriteScale = DistanceFromCameraBeforeDoublingSize == 0.f ? 1.f : FMath::Clamp(DistanceFromCameraToNumber / DistanceFromCameraBeforeDoublingSize, 1.f, 1000000000.f); + + const float ScaleToZeroMultiplier = (NumberIndex < DamageNumberArrayLength) && (((NumberIndex == 0) && bShouldShowSign) || (NumberIndex != 0)) ? 1.f : 0.f; + + const float HitSizeMultiplier = Request.bIsCriticalDamage ? CriticalHitSizeMultiplier : 1.f; + const float FontSizeMultiplier = HitSizeMultiplier * DistanceSpriteScale * ScaleToZeroMultiplier; + + FLinearColor RGBAScaleRotationParameter; + RGBAScaleRotationParameter.R = FontXSize * FontSizeMultiplier; + RGBAScaleRotationParameter.G = FontYSize * FontSizeMultiplier; + RGBAScaleRotationParameter.B = NewDamageNumberInfo.DamageNumberArray[FMath::Min(DamageNumberArrayLength - 1, NumberIndex)]; + RGBAScaleRotationParameter.A = FMath::Sign(CameraSpaceDirection.X) * NumberOfNumberRotations; + + const FName ScaleRotationAngleParameterName = ScaleRotationAngleParameterNames[NumberIndex]; + MeshMID->SetVectorParameterValue(ScaleRotationAngleParameterName, RGBAScaleRotationParameter); + + FLinearColor RGBADurationParameter; + RGBADurationParameter.R = RealGameTime + ComponentLifespan; + RGBADurationParameter.G = FMath::FRand(); + + const FName DurationParameterName = DurationParameterNames[NumberIndex]; + MeshMID->SetVectorParameterValue(DurationParameterName, RGBADurationParameter); + } + + // Non-gameplay cameras while spectating have more cinematic values of aperture as default. + // This makes damage numbers very blurry as they are brought close to the camera, and away from the point of focus. + // Disable the shifting of numbers towards the camera here, if in a cinematic spectator camera. + //@TODO: Determine whether or not we are spectating + const bool bIsSpectating = false; + MeshMID->SetScalarParameterValue(MoveToCameraParameterName, bIsSpectating ? 0.0f : 1.0f); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.h b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.h new file mode 100644 index 0000000000000000000000000000000000000000..c1c83d153e52f88098c3909b46dad6e247649d92 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_MeshText.h @@ -0,0 +1,140 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraNumberPopComponent.h" + +#include "LyraNumberPopComponent_MeshText.generated.h" + +class ULyraDamagePopStyle; +class UMaterialInstanceDynamic; +class UObject; +class UStaticMesh; +class UStaticMeshComponent; + +USTRUCT() +struct FPooledNumberPopComponentList +{ + GENERATED_BODY() + + UPROPERTY(transient) + TArray> Components; +}; + +USTRUCT() +struct FLiveNumberPopEntry +{ + GENERATED_BODY() + + /** The component that is currently live */ + UPROPERTY(transient) + TObjectPtr Component = nullptr; + + /** The pool this component will go into when released */ + FPooledNumberPopComponentList* Pool = nullptr; + + /** The world time that this component will be released to the pool */ + float ReleaseTime = 0.0f; + + FLiveNumberPopEntry() + {} + + FLiveNumberPopEntry(UStaticMeshComponent* InComponent, FPooledNumberPopComponentList* InPool, float InReleaseTime) + : Component(InComponent), Pool(InPool), ReleaseTime(InReleaseTime) + {} +}; + +/** Struct that holds the info for a new damage number */ +struct FTempNumberPopInfo +{ + UStaticMeshComponent* StaticMeshComponent = nullptr; + + TArray MeshMIDs; + + TArray DamageNumberArray; +}; + + + + +UCLASS(Blueprintable) +class ULyraNumberPopComponent_MeshText : public ULyraNumberPopComponent +{ + GENERATED_BODY() + +public: + + ULyraNumberPopComponent_MeshText(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~ULyraNumberPopComponent interface + virtual void AddNumberPop(const FLyraNumberPopRequest& NewRequest) override; + //~End of ULyraNumberPopComponent interface + +protected: + void SetMaterialParameters(const FLyraNumberPopRequest& Request, FTempNumberPopInfo& NewDamageNumberInfo, const FTransform& CameraTransform, const FVector& NumberLocation); + + FLinearColor DetermineColor(const FLyraNumberPopRequest& Request) const; + UStaticMesh* DetermineStaticMesh(const FLyraNumberPopRequest& Request) const; + + + /** Releases components back to the pool that have exceeded their lifespan */ + void ReleaseNextComponents(); + + /** Style patterns to attempt to apply to the incoming number pops */ + UPROPERTY(EditDefaultsOnly, Category="Number Pop|Style") + TArray> Styles; + + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Number Pop|Style") + float ComponentLifespan; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Style") + float DistanceFromCameraBeforeDoublingSize; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Style") + float CriticalHitSizeMultiplier; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Font") + float FontXSize; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Font") + float FontYSize; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Font") + float SpacingPercentageForOnes; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Style") + float NumberOfNumberRotations; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + FName SignDigitParameterName; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + FName ColorParameterName; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + FName AnimationLifespanParameterName; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + FName IsCriticalHitParameterName; + + /** Damage numbers by default are given a depth close to the camera in the material to make sure they are never occluded. This can be toggled off here, should only be 0/1. */ + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + FName MoveToCameraParameterName; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + TArray PositionParameterNames; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + TArray ScaleRotationAngleParameterNames; + + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Material Bindings") + TArray DurationParameterNames; + + UPROPERTY(Transient) + TMap, FPooledNumberPopComponentList> PooledComponentMap; + + UPROPERTY(transient) + TArray LiveComponents; + + FTimerHandle ReleaseTimerHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.cpp b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2d779c1774c452c2180688b8e293659dbae2b2da --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.cpp @@ -0,0 +1,56 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraNumberPopComponent_NiagaraText.h" + +#include "Feedback/NumberPops/LyraNumberPopComponent.h" +#include "LyraDamagePopStyleNiagara.h" +#include "LyraLogChannels.h" +#include "NiagaraComponent.h" +#include "NiagaraDataInterfaceArrayFunctionLibrary.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraNumberPopComponent_NiagaraText) + +ULyraNumberPopComponent_NiagaraText::ULyraNumberPopComponent_NiagaraText(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + + +} + +void ULyraNumberPopComponent_NiagaraText::AddNumberPop(const FLyraNumberPopRequest& NewRequest) +{ + int32 LocalDamage = NewRequest.NumberToDisplay; + + //Change Damage to negative to differentiate Critial vs Normal hit + if (NewRequest.bIsCriticalDamage) + { + LocalDamage *= -1; + } + + //Add a NiagaraComponent if we don't already have one + if (!NiagaraComp) + { + NiagaraComp = NewObject(GetOwner()); + if (Style != nullptr) + { + NiagaraComp->SetAsset(Style->TextNiagara); + NiagaraComp->bAutoActivate = false; + + } + NiagaraComp->SetupAttachment(nullptr); + check(NiagaraComp); + NiagaraComp->RegisterComponent(); + } + + + NiagaraComp->Activate(false); + NiagaraComp->SetWorldLocation(NewRequest.WorldLocation); + + UE_LOG(LogLyra, Log, TEXT("DamageHit location : %s"), *(NewRequest.WorldLocation.ToString())); + //Add Damage information to the current Niagara list - Damage informations are packed inside a FVector4 where XYZ = Position, W = Damage + TArray DamageList = UNiagaraDataInterfaceArrayFunctionLibrary::GetNiagaraArrayVector4(NiagaraComp, Style->NiagaraArrayName); + DamageList.Add(FVector4(NewRequest.WorldLocation.X, NewRequest.WorldLocation.Y, NewRequest.WorldLocation.Z, LocalDamage)); + UNiagaraDataInterfaceArrayFunctionLibrary::SetNiagaraArrayVector4(NiagaraComp, Style->NiagaraArrayName, DamageList); + +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.h b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.h new file mode 100644 index 0000000000000000000000000000000000000000..be861336652372250e89409263b4ba84dbc774b8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/NumberPops/LyraNumberPopComponent_NiagaraText.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraNumberPopComponent.h" + +#include "LyraNumberPopComponent_NiagaraText.generated.h" + +class ULyraDamagePopStyleNiagara; +class UNiagaraComponent; +class UObject; + +UCLASS(Blueprintable) +class ULyraNumberPopComponent_NiagaraText : public ULyraNumberPopComponent +{ + GENERATED_BODY() + +public: + + ULyraNumberPopComponent_NiagaraText(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~ULyraNumberPopComponent interface + virtual void AddNumberPop(const FLyraNumberPopRequest& NewRequest) override; + //~End of ULyraNumberPopComponent interface + +protected: + + TArray DamageNumberArray; + + /** Style patterns to attempt to apply to the incoming number pops */ + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Style") + TObjectPtr Style; + + //Niagara Component used to display the damage + UPROPERTY(EditDefaultsOnly, Category = "Number Pop|Style") + TObjectPtr NiagaraComp; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1f177d3be8eff04bcc9e1998b126758b7c7d5433 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.cpp @@ -0,0 +1,300 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_AddAbilities.h" +#include "Engine/GameInstance.h" +#include "Components/GameFrameworkComponentManager.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Engine/World.h" +#include "Player/LyraPlayerState.h" //@TODO: For the fname +#include "GameFeatures/GameFeatureAction_WorldActionBase.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddAbilities) + +#define LOCTEXT_NAMESPACE "GameFeatures" + +////////////////////////////////////////////////////////////////////// +// 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); + } +} + +#if WITH_EDITOR +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& 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; +} +#endif + +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(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 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(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 SetType = Attributes.AttributeSetType.LoadSynchronous(); + if (SetType) + { + UAttributeSet* NewSet = NewObject(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(AbilitySystemComponent); + for (const TSoftObjectPtr& 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()) + { + for (UAttributeSet* AttribSetInstance : ActorExtensions->Attributes) + { + AbilitySystemComponent->RemoveSpawnedAttribute(AttribSetInstance); + } + + for (FGameplayAbilitySpecHandle AbilityHandle : ActorExtensions->Abilities) + { + AbilitySystemComponent->SetRemoveAbilityOnEnd(AbilityHandle); + } + + ULyraAbilitySystemComponent* LyraASC = CastChecked(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(GameInstance)) + { + TSharedPtr RequestHandle = ComponentMan->AddComponentRequest(AbilitiesEntry.ActorClass, ComponentType); + ActiveData.ComponentRequests.Add(RequestHandle); + } + + if (!Component) + { + Component = Actor->FindComponentByClass(ComponentType); + ensureAlways(Component); + } + } + + return Component; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.h new file mode 100644 index 0000000000000000000000000000000000000000..982dc676b6d3490d43a1439da540ef0b681593c3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddAbilities.h @@ -0,0 +1,127 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction_WorldActionBase.h" +#include "Abilities/GameplayAbility.h" +#include "AbilitySystem/LyraAbilitySet.h" + +#include "GameFeatureAction_AddAbilities.generated.h" + +struct FWorldContext; +class UInputAction; +class UAttributeSet; +class UDataTable; +struct FComponentRequestHandle; +class ULyraAbilitySet; + +USTRUCT(BlueprintType) +struct FLyraAbilityGrant +{ + GENERATED_BODY() + + // Type of ability to grant + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server")) + TSoftClassPtr AbilityType; + + // Input action to bind the ability to, if any (can be left unset) +// UPROPERTY(EditAnywhere, BlueprintReadOnly) +// TSoftObjectPtr InputAction; +}; + +USTRUCT(BlueprintType) +struct FLyraAttributeSetGrant +{ + GENERATED_BODY() + + // Ability set to grant + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server")) + TSoftClassPtr AttributeSetType; + + // Data table referent to initialize the attributes with, if any (can be left unset) + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server")) + TSoftObjectPtr InitializationData; +}; + +USTRUCT() +struct FGameFeatureAbilitiesEntry +{ + GENERATED_BODY() + + // The base actor class to add to + UPROPERTY(EditAnywhere, Category="Abilities") + TSoftClassPtr ActorClass; + + // List of abilities to grant to actors of the specified class + UPROPERTY(EditAnywhere, Category="Abilities") + TArray GrantedAbilities; + + // List of attribute sets to grant to actors of the specified class + UPROPERTY(EditAnywhere, Category="Attributes") + TArray GrantedAttributes; + + // List of ability sets to grant to actors of the specified class + UPROPERTY(EditAnywhere, Category="Attributes", meta=(AssetBundles="Client,Server")) + TArray> GrantedAbilitySets; +}; + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_AddAbilities + +/** + * GameFeatureAction responsible for granting abilities (and attributes) to actors of a specified type. + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Add Abilities")) +class UGameFeatureAction_AddAbilities final : public UGameFeatureAction_WorldActionBase +{ + GENERATED_BODY() + +public: + //~ Begin UGameFeatureAction interface + virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + //~ End UGameFeatureAction interface + + //~ Begin UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~ End UObject interface + + /** */ + UPROPERTY(EditAnywhere, Category="Abilities", meta=(TitleProperty="ActorClass", ShowOnlyInnerProperties)) + TArray AbilitiesList; + +private: + struct FActorExtensions + { + TArray Abilities; + TArray Attributes; + TArray AbilitySetHandles; + }; + + struct FPerContextData + { + TMap ActiveExtensions; + TArray> ComponentRequests; + }; + + TMap ContextData; + + //~ Begin UGameFeatureAction_WorldActionBase interface + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; + //~ End UGameFeatureAction_WorldActionBase interface + + void Reset(FPerContextData& ActiveData); + void HandleActorExtension(AActor* Actor, FName EventName, int32 EntryIndex, FGameFeatureStateChangeContext ChangeContext); + void AddActorAbilities(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData); + void RemoveActorAbilities(AActor* Actor, FPerContextData& ActiveData); + + template + ComponentType* FindOrAddComponentForActor(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData) + { + //@TODO: Just find, no add? + return Cast(FindOrAddComponentForActor(ComponentType::StaticClass(), Actor, AbilitiesEntry, ActiveData)); + } + UActorComponent* FindOrAddComponentForActor(UClass* ComponentType, AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData); +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3f761b8a4fb7fe754184d7a80baf378cee596963 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.cpp @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. +#include "GameFeatureAction_AddGameplayCuePath.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddGameplayCuePath) + +#define LOCTEXT_NAMESPACE "GameFeatures" + +UGameFeatureAction_AddGameplayCuePath::UGameFeatureAction_AddGameplayCuePath() +{ + // Add a default path that is commonly used + DirectoryPathsToAdd.Add(FDirectoryPath{ TEXT("/GameplayCues") }); +} + +#if WITH_EDITOR +EDataValidationResult UGameFeatureAction_AddGameplayCuePath::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = Super::IsDataValid(Context); + + for (const FDirectoryPath& Directory : DirectoryPathsToAdd) + { + if (Directory.Path.IsEmpty()) + { + const FText InvalidCuePathError = FText::Format(LOCTEXT("InvalidCuePathError", "'{0}' is not a valid path!"), FText::FromString(Directory.Path)); + Context.AddError(InvalidCuePathError); + Result = CombineDataValidationResults(Result, EDataValidationResult::Invalid); + } + } + + return CombineDataValidationResults(Result, EDataValidationResult::Valid); +} +#endif // WITH_EDITOR + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.h new file mode 100644 index 0000000000000000000000000000000000000000..c06957bc1b33cccfe65735f2f8b686d21468ea6b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddGameplayCuePath.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction.h" +#include "UObject/SoftObjectPath.h" +#include "GameFeatureAction_AddGameplayCuePath.generated.h" + +/** + * GameFeatureAction responsible for adding gameplay cue paths to the gameplay cue manager. + * + * @see UAbilitySystemGlobals::GameplayCueNotifyPaths + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Add Gameplay Cue Path")) +class UGameFeatureAction_AddGameplayCuePath final : public UGameFeatureAction +{ + GENERATED_BODY() + +public: + + UGameFeatureAction_AddGameplayCuePath(); + + //~UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~End of UObject interface + + const TArray& GetDirectoryPathsToAdd() const { return DirectoryPathsToAdd; } + +private: + /** List of paths to register to the gameplay cue manager. These are relative tot he game content directory */ + UPROPERTY(EditAnywhere, Category = "Game Feature | Gameplay Cues", meta = (RelativeToGameContentDir, LongPackageName)) + TArray DirectoryPathsToAdd; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.cpp new file mode 100644 index 0000000000000000000000000000000000000000..82fb9d4d628bf348a679859a263780bed38328f6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.cpp @@ -0,0 +1,175 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_AddInputBinding.h" +#include "Components/GameFrameworkComponentManager.h" +#include "Engine/GameInstance.h" +#include "GameFramework/PlayerController.h" +#include "Engine/World.h" +#include "GameFramework/Pawn.h" +#include "EnhancedInputSubsystems.h" +#include "Engine/LocalPlayer.h" +#include "Character/LyraHeroComponent.h" +#include "GameFeatures/GameFeatureAction_WorldActionBase.h" +#include "Input/LyraInputConfig.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddInputBinding) + +#define LOCTEXT_NAMESPACE "GameFeatures" + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_AddInputBinding + +void UGameFeatureAction_AddInputBinding::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) +{ + FPerContextData& ActiveData = ContextData.FindOrAdd(Context); + if (!ensure(ActiveData.ExtensionRequestHandles.IsEmpty()) || + !ensure(ActiveData.PawnsAddedTo.IsEmpty())) + { + Reset(ActiveData); + } + Super::OnGameFeatureActivating(Context); +} + +void UGameFeatureAction_AddInputBinding::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + Super::OnGameFeatureDeactivating(Context); + FPerContextData* ActiveData = ContextData.Find(Context); + + if (ensure(ActiveData)) + { + Reset(*ActiveData); + } +} + +#if WITH_EDITOR +EDataValidationResult UGameFeatureAction_AddInputBinding::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + int32 Index = 0; + + for (const TSoftObjectPtr& Entry : InputConfigs) + { + if (Entry.IsNull()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("NullInputConfig", "Null InputConfig at index {0}."), Index)); + } + ++Index; + } + + return Result; +} +#endif + +void UGameFeatureAction_AddInputBinding::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* ComponentManager = UGameInstance::GetSubsystem(GameInstance)) + { + UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = + UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(this, &ThisClass::HandlePawnExtension, ChangeContext); + TSharedPtr ExtensionRequestHandle = + ComponentManager->AddExtensionHandler(APawn::StaticClass(), AddAbilitiesDelegate); + + ActiveData.ExtensionRequestHandles.Add(ExtensionRequestHandle); + } + } +} + +void UGameFeatureAction_AddInputBinding::Reset(FPerContextData& ActiveData) +{ + ActiveData.ExtensionRequestHandles.Empty(); + + while (!ActiveData.PawnsAddedTo.IsEmpty()) + { + TWeakObjectPtr PawnPtr = ActiveData.PawnsAddedTo.Top(); + if (PawnPtr.IsValid()) + { + RemoveInputMapping(PawnPtr.Get(), ActiveData); + } + else + { + ActiveData.PawnsAddedTo.Pop(); + } + } +} + +void UGameFeatureAction_AddInputBinding::HandlePawnExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext) +{ + APawn* AsPawn = CastChecked(Actor); + FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); + + if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) + { + RemoveInputMapping(AsPawn, ActiveData); + } + else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ULyraHeroComponent::NAME_BindInputsNow)) + { + AddInputMappingForPlayer(AsPawn, ActiveData); + } +} + +void UGameFeatureAction_AddInputBinding::AddInputMappingForPlayer(APawn* Pawn, FPerContextData& ActiveData) +{ + APlayerController* PlayerController = Cast(Pawn->GetController()); + + if (ULocalPlayer* LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr) + { + if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) + { + ULyraHeroComponent* HeroComponent = Pawn->FindComponentByClass(); + if (HeroComponent && HeroComponent->IsReadyToBindInputs()) + { + for (const TSoftObjectPtr& Entry : InputConfigs) + { + if (const ULyraInputConfig* BindSet = Entry.Get()) + { + HeroComponent->AddAdditionalInputConfig(BindSet); + } + } + } + ActiveData.PawnsAddedTo.AddUnique(Pawn); + } + else + { + UE_LOG(LogGameFeatures, Error, TEXT("Failed to find `UEnhancedInputLocalPlayerSubsystem` for local player. Input mappings will not be added. Make sure you're set to use the EnhancedInput system via config file.")); + } + } +} + +void UGameFeatureAction_AddInputBinding::RemoveInputMapping(APawn* Pawn, FPerContextData& ActiveData) +{ + APlayerController* PlayerController = Cast(Pawn->GetController()); + + if (ULocalPlayer* LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr) + { + if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) + { + if (ULyraHeroComponent* HeroComponent = Pawn->FindComponentByClass()) + { + for (const TSoftObjectPtr& Entry : InputConfigs) + { + if (const ULyraInputConfig* InputConfig = Entry.Get()) + { + HeroComponent->RemoveAdditionalInputConfig(InputConfig); + } + } + } + } + } + + ActiveData.PawnsAddedTo.Remove(Pawn); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.h new file mode 100644 index 0000000000000000000000000000000000000000..be276e6fea3a5bd1f8c95171939df9968851c7bb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputBinding.h @@ -0,0 +1,59 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction_WorldActionBase.h" +#include "UObject/SoftObjectPtr.h" +#include "GameFeatureAction_AddInputBinding.generated.h" + +class AActor; +class UInputMappingContext; +class UPlayer; +class APlayerController; +struct FComponentRequestHandle; +class ULyraInputConfig; + +/** + * Adds InputMappingContext to local players' EnhancedInput system. + * Expects that local players are set up to use the EnhancedInput system. + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Add Input Binds")) +class UGameFeatureAction_AddInputBinding final : public UGameFeatureAction_WorldActionBase +{ + GENERATED_BODY() + +public: + //~ Begin UGameFeatureAction interface + virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + //~ End UGameFeatureAction interface + + //~ Begin UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~ End UObject interface + + UPROPERTY(EditAnywhere, Category="Input", meta=(AssetBundles="Client,Server")) + TArray> InputConfigs; + +private: + struct FPerContextData + { + TArray> ExtensionRequestHandles; + TArray> PawnsAddedTo; + }; + + TMap ContextData; + + //~ Begin UGameFeatureAction_WorldActionBase interface + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; + //~ End UGameFeatureAction_WorldActionBase interface + + void Reset(FPerContextData& ActiveData); + void HandlePawnExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext); + void AddInputMappingForPlayer(APawn* Pawn, FPerContextData& ActiveData); + void RemoveInputMapping(APawn* Pawn, FPerContextData& ActiveData); + + +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9923eef7511158233bc5f2dd2b49697dcfe7f780 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.cpp @@ -0,0 +1,286 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_AddInputContextMapping.h" +#include "Components/GameFrameworkComponentManager.h" +#include "Engine/GameInstance.h" +#include "GameFramework/PlayerController.h" +#include "Engine/LocalPlayer.h" +#include "Engine/World.h" +#include "EnhancedInputSubsystems.h" +#include "GameFeatures/GameFeatureAction_WorldActionBase.h" +#include "InputMappingContext.h" +#include "Character/LyraHeroComponent.h" +#include "UserSettings/EnhancedInputUserSettings.h" +#include "System/LyraAssetManager.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddInputContextMapping) + +#define LOCTEXT_NAMESPACE "GameFeatures" + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_AddInputContextMapping + +void UGameFeatureAction_AddInputContextMapping::OnGameFeatureRegistering() +{ + Super::OnGameFeatureRegistering(); + + RegisterInputMappingContexts(); +} + +void UGameFeatureAction_AddInputContextMapping::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) +{ + FPerContextData& ActiveData = ContextData.FindOrAdd(Context); + if (!ensure(ActiveData.ExtensionRequestHandles.IsEmpty()) || + !ensure(ActiveData.ControllersAddedTo.IsEmpty())) + { + Reset(ActiveData); + } + Super::OnGameFeatureActivating(Context); +} + +void UGameFeatureAction_AddInputContextMapping::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + Super::OnGameFeatureDeactivating(Context); + + FPerContextData* ActiveData = ContextData.Find(Context); + if (ensure(ActiveData)) + { + Reset(*ActiveData); + } +} + +void UGameFeatureAction_AddInputContextMapping::OnGameFeatureUnregistering() +{ + Super::OnGameFeatureUnregistering(); + + UnregisterInputMappingContexts(); +} + +void UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContexts() +{ + RegisterInputContextMappingsForGameInstanceHandle = FWorldDelegates::OnStartGameInstance.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::RegisterInputContextMappingsForGameInstance); + + const TIndirectArray& WorldContexts = GEngine->GetWorldContexts(); + for (TIndirectArray::TConstIterator WorldContextIterator = WorldContexts.CreateConstIterator(); WorldContextIterator; ++WorldContextIterator) + { + RegisterInputContextMappingsForGameInstance(WorldContextIterator->OwningGameInstance); + } +} + +void UGameFeatureAction_AddInputContextMapping::RegisterInputContextMappingsForGameInstance(UGameInstance* GameInstance) +{ + if (GameInstance != nullptr && !GameInstance->OnLocalPlayerAddedEvent.IsBoundToObject(this)) + { + GameInstance->OnLocalPlayerAddedEvent.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContextsForLocalPlayer); + GameInstance->OnLocalPlayerRemovedEvent.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContextsForLocalPlayer); + + for (TArray::TConstIterator LocalPlayerIterator = GameInstance->GetLocalPlayerIterator(); LocalPlayerIterator; ++LocalPlayerIterator) + { + RegisterInputMappingContextsForLocalPlayer(*LocalPlayerIterator); + } + } +} + +void UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer) +{ + if (ensure(LocalPlayer)) + { + ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); + + if (UEnhancedInputLocalPlayerSubsystem* EISubsystem = ULocalPlayer::GetSubsystem(LocalPlayer)) + { + if (UEnhancedInputUserSettings* Settings = EISubsystem->GetUserSettings()) + { + for (const FInputMappingContextAndPriority& Entry : InputMappings) + { + // Skip entries that don't want to be registered + if (!Entry.bRegisterWithSettings) + { + continue; + } + + // Register this IMC with the settings! + if (UInputMappingContext* IMC = AssetManager.GetAsset(Entry.InputMapping)) + { + Settings->RegisterInputMappingContext(IMC); + } + } + } + } + } +} + +void UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContexts() +{ + FWorldDelegates::OnStartGameInstance.Remove(RegisterInputContextMappingsForGameInstanceHandle); + RegisterInputContextMappingsForGameInstanceHandle.Reset(); + + const TIndirectArray& WorldContexts = GEngine->GetWorldContexts(); + for (TIndirectArray::TConstIterator WorldContextIterator = WorldContexts.CreateConstIterator(); WorldContextIterator; ++WorldContextIterator) + { + UnregisterInputContextMappingsForGameInstance(WorldContextIterator->OwningGameInstance); + } +} + +void UGameFeatureAction_AddInputContextMapping::UnregisterInputContextMappingsForGameInstance(UGameInstance* GameInstance) +{ + if (GameInstance != nullptr) + { + GameInstance->OnLocalPlayerAddedEvent.RemoveAll(this); + GameInstance->OnLocalPlayerRemovedEvent.RemoveAll(this); + + for (TArray::TConstIterator LocalPlayerIterator = GameInstance->GetLocalPlayerIterator(); LocalPlayerIterator; ++LocalPlayerIterator) + { + UnregisterInputMappingContextsForLocalPlayer(*LocalPlayerIterator); + } + } +} + +void UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer) +{ + if (ensure(LocalPlayer)) + { + if (UEnhancedInputLocalPlayerSubsystem* EISubsystem = ULocalPlayer::GetSubsystem(LocalPlayer)) + { + if (UEnhancedInputUserSettings* Settings = EISubsystem->GetUserSettings()) + { + for (const FInputMappingContextAndPriority& Entry : InputMappings) + { + // Skip entries that don't want to be registered + if (!Entry.bRegisterWithSettings) + { + continue; + } + + // Register this IMC with the settings! + if (UInputMappingContext* IMC = Entry.InputMapping.Get()) + { + Settings->UnregisterInputMappingContext(IMC); + } + } + } + } + } +} + + +#if WITH_EDITOR +EDataValidationResult UGameFeatureAction_AddInputContextMapping::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + int32 Index = 0; + + for (const FInputMappingContextAndPriority& Entry : InputMappings) + { + if (Entry.InputMapping.IsNull()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("NullInputMapping", "Null InputMapping at index {0}."), Index)); + } + ++Index; + } + + return Result; +} +#endif + +void UGameFeatureAction_AddInputContextMapping::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* ComponentManager = UGameInstance::GetSubsystem(GameInstance)) + { + UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = + UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(this, &ThisClass::HandleControllerExtension, ChangeContext); + TSharedPtr ExtensionRequestHandle = + ComponentManager->AddExtensionHandler(APlayerController::StaticClass(), AddAbilitiesDelegate); + + ActiveData.ExtensionRequestHandles.Add(ExtensionRequestHandle); + } + } +} + +void UGameFeatureAction_AddInputContextMapping::Reset(FPerContextData& ActiveData) +{ + ActiveData.ExtensionRequestHandles.Empty(); + + while (!ActiveData.ControllersAddedTo.IsEmpty()) + { + TWeakObjectPtr ControllerPtr = ActiveData.ControllersAddedTo.Top(); + if (ControllerPtr.IsValid()) + { + RemoveInputMapping(ControllerPtr.Get(), ActiveData); + } + else + { + ActiveData.ControllersAddedTo.Pop(); + } + } +} + +void UGameFeatureAction_AddInputContextMapping::HandleControllerExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext) +{ + APlayerController* AsController = CastChecked(Actor); + FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); + + // TODO Why does this code mix and match controllers and local players? ControllersAddedTo is never modified + if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) + { + RemoveInputMapping(AsController, ActiveData); + } + else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ULyraHeroComponent::NAME_BindInputsNow)) + { + AddInputMappingForPlayer(AsController->GetLocalPlayer(), ActiveData); + } +} + +void UGameFeatureAction_AddInputContextMapping::AddInputMappingForPlayer(UPlayer* Player, FPerContextData& ActiveData) +{ + if (ULocalPlayer* LocalPlayer = Cast(Player)) + { + if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) + { + for (const FInputMappingContextAndPriority& Entry : InputMappings) + { + if (const UInputMappingContext* IMC = Entry.InputMapping.Get()) + { + InputSystem->AddMappingContext(IMC, Entry.Priority); + } + } + } + else + { + UE_LOG(LogGameFeatures, Error, TEXT("Failed to find `UEnhancedInputLocalPlayerSubsystem` for local player. Input mappings will not be added. Make sure you're set to use the EnhancedInput system via config file.")); + } + } +} + +void UGameFeatureAction_AddInputContextMapping::RemoveInputMapping(APlayerController* PlayerController, FPerContextData& ActiveData) +{ + if (ULocalPlayer* LocalPlayer = PlayerController->GetLocalPlayer()) + { + if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) + { + for (const FInputMappingContextAndPriority& Entry : InputMappings) + { + if (const UInputMappingContext* IMC = Entry.InputMapping.Get()) + { + InputSystem->RemoveMappingContext(IMC); + } + } + } + } + + ActiveData.ControllersAddedTo.Remove(PlayerController); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.h new file mode 100644 index 0000000000000000000000000000000000000000..1d735f6dbde9bcc844ebfcf2d506ffe2e37dad70 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddInputContextMapping.h @@ -0,0 +1,96 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction_WorldActionBase.h" +#include "UObject/SoftObjectPtr.h" +#include "GameFeatureAction_AddInputContextMapping.generated.h" + +class AActor; +class UInputMappingContext; +class UPlayer; +class APlayerController; +struct FComponentRequestHandle; + +USTRUCT() +struct FInputMappingContextAndPriority +{ + GENERATED_BODY() + + UPROPERTY(EditAnywhere, Category="Input", meta=(AssetBundles="Client,Server")) + TSoftObjectPtr InputMapping; + + // Higher priority input mappings will be prioritized over mappings with a lower priority. + UPROPERTY(EditAnywhere, Category="Input") + int32 Priority = 0; + + /** If true, then this mapping context will be registered with the settings when this game feature action is registered. */ + UPROPERTY(EditAnywhere, Category="Input") + bool bRegisterWithSettings = true; +}; + +/** + * Adds InputMappingContext to local players' EnhancedInput system. + * Expects that local players are set up to use the EnhancedInput system. + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Add Input Mapping")) +class UGameFeatureAction_AddInputContextMapping final : public UGameFeatureAction_WorldActionBase +{ + GENERATED_BODY() + +public: + //~UGameFeatureAction interface + virtual void OnGameFeatureRegistering() override; + virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + virtual void OnGameFeatureUnregistering() override; + //~End of UGameFeatureAction interface + + //~UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~End of UObject interface + + UPROPERTY(EditAnywhere, Category="Input") + TArray InputMappings; + +private: + struct FPerContextData + { + TArray> ExtensionRequestHandles; + TArray> ControllersAddedTo; + }; + + TMap ContextData; + + /** Delegate for when the game instance is changed to register IMC's */ + FDelegateHandle RegisterInputContextMappingsForGameInstanceHandle; + + /** Registers owned Input Mapping Contexts to the Input Registry Subsystem. Also binds onto the start of GameInstances and the adding/removal of Local Players. */ + void RegisterInputMappingContexts(); + + /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified GameInstance. This also gets called by a GameInstance Start. */ + void RegisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); + + /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is added. */ + void RegisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); + + /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem. Also unbinds from the start of GameInstances and the adding/removal of Local Players. */ + void UnregisterInputMappingContexts(); + + /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified GameInstance. */ + void UnregisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); + + /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is removed. */ + void UnregisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); + + //~UGameFeatureAction_WorldActionBase interface + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; + //~End of UGameFeatureAction_WorldActionBase interface + + void Reset(FPerContextData& ActiveData); + void HandleControllerExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext); + void AddInputMappingForPlayer(UPlayer* Player, FPerContextData& ActiveData); + void RemoveInputMapping(APlayerController* PlayerController, FPerContextData& ActiveData); +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..65e47dd4a95539729b4188f7554ff1ae02641323 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.cpp @@ -0,0 +1,193 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_AddWidget.h" +#include "Components/GameFrameworkComponentManager.h" +#include "Engine/GameInstance.h" +#include "GameFeatures/GameFeatureAction_WorldActionBase.h" +#include "GameFeaturesSubsystemSettings.h" +#include "CommonUIExtensions.h" +#include "UI/LyraHUD.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddWidget) + +#define LOCTEXT_NAMESPACE "LyraGameFeatures" + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_AddWidgets + +void UGameFeatureAction_AddWidgets::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + Super::OnGameFeatureDeactivating(Context); + + FPerContextData* ActiveData = ContextData.Find(Context); + if ensure(ActiveData) + { + Reset(*ActiveData); + } +} + +#if WITH_EDITORONLY_DATA +void UGameFeatureAction_AddWidgets::AddAdditionalAssetBundleData(FAssetBundleData& AssetBundleData) +{ + for (const FLyraHUDElementEntry& Entry : Widgets) + { + AssetBundleData.AddBundleAsset(UGameFeaturesSubsystemSettings::LoadStateClient, Entry.WidgetClass.ToSoftObjectPath().GetAssetPath()); + } +} +#endif + +#if WITH_EDITOR +EDataValidationResult UGameFeatureAction_AddWidgets::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + { + int32 EntryIndex = 0; + for (const FLyraHUDLayoutRequest& Entry : Layout) + { + if (Entry.LayoutClass.IsNull()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("LayoutHasNullClass", "Null WidgetClass at index {0} in Layout"), FText::AsNumber(EntryIndex))); + } + + if (!Entry.LayerID.IsValid()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("LayoutHasNoTag", "LayerID is not set at index {0} in Widgets"), FText::AsNumber(EntryIndex))); + } + + ++EntryIndex; + } + } + + { + int32 EntryIndex = 0; + for (const FLyraHUDElementEntry& Entry : Widgets) + { + if (Entry.WidgetClass.IsNull()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("EntryHasNullClass", "Null WidgetClass at index {0} in Widgets"), FText::AsNumber(EntryIndex))); + } + + if (!Entry.SlotID.IsValid()) + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("EntryHasNoTag", "SlotID is not set at index {0} in Widgets"), FText::AsNumber(EntryIndex))); + } + ++EntryIndex; + } + } + + return Result; +} +#endif + +void UGameFeatureAction_AddWidgets::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* ComponentManager = UGameInstance::GetSubsystem(GameInstance)) + { + TSoftClassPtr HUDActorClass = ALyraHUD::StaticClass(); + + TSharedPtr ExtensionRequestHandle = ComponentManager->AddExtensionHandler( + HUDActorClass, + UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(this, &ThisClass::HandleActorExtension, ChangeContext)); + ActiveData.ComponentRequests.Add(ExtensionRequestHandle); + } + } +} + +void UGameFeatureAction_AddWidgets::Reset(FPerContextData& ActiveData) +{ + ActiveData.ComponentRequests.Empty(); + + for (TPair& Pair : ActiveData.ActorData) + { + for (FUIExtensionHandle& Handle : Pair.Value.ExtensionHandles) + { + Handle.Unregister(); + } + } + ActiveData.ActorData.Empty(); +} + +void UGameFeatureAction_AddWidgets::HandleActorExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext) +{ + FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); + if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) + { + RemoveWidgets(Actor, ActiveData); + } + else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == UGameFrameworkComponentManager::NAME_GameActorReady)) + { + AddWidgets(Actor, ActiveData); + } +} + +void UGameFeatureAction_AddWidgets::AddWidgets(AActor* Actor, FPerContextData& ActiveData) +{ + ALyraHUD* HUD = CastChecked(Actor); + + if (!HUD->GetOwningPlayerController()) + { + return; + } + + if (ULocalPlayer* LocalPlayer = Cast(HUD->GetOwningPlayerController()->Player)) + { + FPerActorData& ActorData = ActiveData.ActorData.FindOrAdd(HUD); + + for (const FLyraHUDLayoutRequest& Entry : Layout) + { + if (TSubclassOf ConcreteWidgetClass = Entry.LayoutClass.Get()) + { + ActorData.LayoutsAdded.Add(UCommonUIExtensions::PushContentToLayer_ForPlayer(LocalPlayer, Entry.LayerID, ConcreteWidgetClass)); + } + } + + UUIExtensionSubsystem* ExtensionSubsystem = HUD->GetWorld()->GetSubsystem(); + for (const FLyraHUDElementEntry& Entry : Widgets) + { + ActorData.ExtensionHandles.Add(ExtensionSubsystem->RegisterExtensionAsWidgetForContext(Entry.SlotID, LocalPlayer, Entry.WidgetClass.Get(), -1)); + } + } +} + +void UGameFeatureAction_AddWidgets::RemoveWidgets(AActor* Actor, FPerContextData& ActiveData) +{ + ALyraHUD* HUD = CastChecked(Actor); + + // Only unregister if this is the same HUD actor that was registered, there can be multiple active at once on the client + FPerActorData* ActorData = ActiveData.ActorData.Find(HUD); + + if (ActorData) + { + for (TWeakObjectPtr& AddedLayout : ActorData->LayoutsAdded) + { + if (AddedLayout.IsValid()) + { + AddedLayout->DeactivateWidget(); + } + } + + for (FUIExtensionHandle& Handle : ActorData->ExtensionHandles) + { + Handle.Unregister(); + } + ActiveData.ActorData.Remove(HUD); + } +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..3aa44cd60b02cabf9c4d7bdd26cdd6231e90636b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_AddWidget.h @@ -0,0 +1,103 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "GameFeatureAction_WorldActionBase.h" +#include "UIExtensionSystem.h" + +#include "GameFeatureAction_AddWidget.generated.h" + +struct FWorldContext; +struct FComponentRequestHandle; + +USTRUCT() +struct FLyraHUDLayoutRequest +{ + GENERATED_BODY() + + // The layout widget to spawn + UPROPERTY(EditAnywhere, Category=UI, meta=(AssetBundles="Client")) + TSoftClassPtr LayoutClass; + + // The layer to insert the widget in + UPROPERTY(EditAnywhere, Category=UI, meta=(Categories="UI.Layer")) + FGameplayTag LayerID; +}; + + +USTRUCT() +struct FLyraHUDElementEntry +{ + GENERATED_BODY() + + // The widget to spawn + UPROPERTY(EditAnywhere, Category=UI, meta=(AssetBundles="Client")) + TSoftClassPtr WidgetClass; + + // The slot ID where we should place this widget + UPROPERTY(EditAnywhere, Category = UI) + FGameplayTag SlotID; +}; + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_AddWidget + +/** + * GameFeatureAction responsible for adding widgets. + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Add Widgets")) +class UGameFeatureAction_AddWidgets final : public UGameFeatureAction_WorldActionBase +{ + GENERATED_BODY() + +public: + //~ Begin UGameFeatureAction interface + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; +#if WITH_EDITORONLY_DATA + virtual void AddAdditionalAssetBundleData(FAssetBundleData& AssetBundleData) override; +#endif + //~ End UGameFeatureAction interface + + //~ Begin UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~ End UObject interface + +private: + // Layout to add to the HUD + UPROPERTY(EditAnywhere, Category=UI, meta=(TitleProperty="{LayerID} -> {LayoutClass}")) + TArray Layout; + + // Widgets to add to the HUD + UPROPERTY(EditAnywhere, Category=UI, meta=(TitleProperty="{SlotID} -> {WidgetClass}")) + TArray Widgets; + +private: + + struct FPerActorData + { + TArray> LayoutsAdded; + TArray ExtensionHandles; + }; + + struct FPerContextData + { + TArray> ComponentRequests; + TMap ActorData; + }; + + TMap ContextData; + + //~ Begin UGameFeatureAction_WorldActionBase interface + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; + //~ End UGameFeatureAction_WorldActionBase interface + + void Reset(FPerContextData& ActiveData); + + void HandleActorExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext); + + void AddWidgets(AActor* Actor, FPerContextData& ActiveData); + void RemoveWidgets(AActor* Actor, FPerContextData& ActiveData); +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.cpp new file mode 100644 index 0000000000000000000000000000000000000000..80fb134bee54992c47c1ffdaaa4ad05591cb7fa9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.cpp @@ -0,0 +1,78 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_SplitscreenConfig.h" + +#include "Engine/GameInstance.h" +#include "Engine/GameViewportClient.h" +#include "GameFeatures/GameFeatureAction_WorldActionBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_SplitscreenConfig) + +#define LOCTEXT_NAMESPACE "LyraGameFeatures" + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_SplitscreenConfig + +TMap UGameFeatureAction_SplitscreenConfig::GlobalDisableVotes; + +void UGameFeatureAction_SplitscreenConfig::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + Super::OnGameFeatureDeactivating(Context); + + for (int32 i = LocalDisableVotes.Num() - 1; i >= 0; i-- ) + { + FObjectKey ViewportKey = LocalDisableVotes[i]; + UGameViewportClient* GVP = Cast(ViewportKey.ResolveObjectPtr()); + const FWorldContext* WorldContext = GEngine->GetWorldContextFromGameViewport(GVP); + if (GVP && WorldContext) + { + if (!Context.ShouldApplyToWorldContext(*WorldContext)) + { + // Wrong context so ignore it, dead objects count as part of this context + continue; + } + } + + int32& VoteCount = GlobalDisableVotes[ViewportKey]; + if (VoteCount <= 1) + { + GlobalDisableVotes.Remove(ViewportKey); + + if (GVP && WorldContext) + { + GVP->SetForceDisableSplitscreen(false); + } + } + else + { + --VoteCount; + } + LocalDisableVotes.RemoveAt(i); + } +} + +void UGameFeatureAction_SplitscreenConfig::AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) +{ + if (bDisableSplitscreen) + { + if (UGameInstance* GameInstance = WorldContext.OwningGameInstance) + { + if (UGameViewportClient* VC = GameInstance->GetGameViewportClient()) + { + FObjectKey ViewportKey(VC); + + LocalDisableVotes.Add(ViewportKey); + + int32& VoteCount = GlobalDisableVotes.FindOrAdd(ViewportKey); + VoteCount++; + if (VoteCount == 1) + { + VC->SetForceDisableSplitscreen(true); + } + } + } + } +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.h new file mode 100644 index 0000000000000000000000000000000000000000..4a090c7df0fc1c6625ac0131dc19516c2c9a76b7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_SplitscreenConfig.h @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction_WorldActionBase.h" +#include "UObject/ObjectKey.h" + +#include "GameFeatureAction_SplitscreenConfig.generated.h" + +class UObject; +struct FGameFeatureDeactivatingContext; +struct FGameFeatureStateChangeContext; +struct FWorldContext; + +////////////////////////////////////////////////////////////////////// +// UGameFeatureAction_SplitscreenConfig + +/** + * GameFeatureAction responsible for configuring Splitscreen. + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Splitscreen Config")) +class UGameFeatureAction_SplitscreenConfig final : public UGameFeatureAction_WorldActionBase +{ + GENERATED_BODY() + +public: + //~ Begin UGameFeatureAction interface + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + //~ End UGameFeatureAction interface + + //~ Begin UGameFeatureAction_WorldActionBase interface + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; + //~ End UGameFeatureAction_WorldActionBase interface + +public: + UPROPERTY(EditAnywhere, Category=Action) + bool bDisableSplitscreen = true; + +private: + TArray LocalDisableVotes; + + static TMap GlobalDisableVotes; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..abe7c391bf8e11741c7895a7c30fbce5f104806c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.cpp @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatureAction_WorldActionBase.h" + +#include "Engine/GameInstance.h" +#include "Engine/World.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_WorldActionBase) + +void UGameFeatureAction_WorldActionBase::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) +{ + GameInstanceStartHandles.FindOrAdd(Context) = FWorldDelegates::OnStartGameInstance.AddUObject(this, + &UGameFeatureAction_WorldActionBase::HandleGameInstanceStart, FGameFeatureStateChangeContext(Context)); + + // Add to any worlds with associated game instances that have already been initialized + for (const FWorldContext& WorldContext : GEngine->GetWorldContexts()) + { + if (Context.ShouldApplyToWorldContext(WorldContext)) + { + AddToWorld(WorldContext, Context); + } + } +} + +void UGameFeatureAction_WorldActionBase::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + FDelegateHandle* FoundHandle = GameInstanceStartHandles.Find(Context); + if (ensure(FoundHandle)) + { + FWorldDelegates::OnStartGameInstance.Remove(*FoundHandle); + } + +} + +void UGameFeatureAction_WorldActionBase::HandleGameInstanceStart(UGameInstance* GameInstance, FGameFeatureStateChangeContext ChangeContext) +{ + if (FWorldContext* WorldContext = GameInstance->GetWorldContext()) + { + if (ChangeContext.ShouldApplyToWorldContext(*WorldContext)) + { + AddToWorld(*WorldContext, ChangeContext); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.h b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.h new file mode 100644 index 0000000000000000000000000000000000000000..c6205ba8f18cee500fe2068263bfc2f5c96b122f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/GameFeatureAction_WorldActionBase.h @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction.h" +#include "GameFeaturesSubsystem.h" + +#include "GameFeatureAction_WorldActionBase.generated.h" + +class FDelegateHandle; +class UGameInstance; +class UObject; +struct FGameFeatureActivatingContext; +struct FGameFeatureDeactivatingContext; +struct FGameFeatureStateChangeContext; +struct FWorldContext; + +/** + * Base class for GameFeatureActions that wish to do something world specific. + */ +UCLASS(Abstract) +class UGameFeatureAction_WorldActionBase : public UGameFeatureAction +{ + GENERATED_BODY() + +public: + //~ Begin UGameFeatureAction interface + virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + //~ End UGameFeatureAction interface + +private: + void HandleGameInstanceStart(UGameInstance* GameInstance, FGameFeatureStateChangeContext ChangeContext); + + /** Override with the action-specific logic */ + virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) PURE_VIRTUAL(UGameFeatureAction_WorldActionBase::AddToWorld,); + +private: + TMap GameInstanceStartHandles; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.cpp b/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.cpp new file mode 100644 index 0000000000000000000000000000000000000000..426290c1fc26e176e0350a668824579304eaa1e6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.cpp @@ -0,0 +1,159 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFeatures/LyraGameFeaturePolicy.h" + +#include "AbilitySystem/LyraGameplayCueManager.h" +#include "GameFeatureData.h" +#include "GameplayCueSet.h" + +ULyraGameFeaturePolicy::ULyraGameFeaturePolicy(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +ULyraGameFeaturePolicy& ULyraGameFeaturePolicy::Get() +{ + return UGameFeaturesSubsystem::Get().GetPolicy(); +} + +void ULyraGameFeaturePolicy::InitGameFeatureManager() +{ + Observers.Add(NewObject()); + Observers.Add(NewObject()); + + UGameFeaturesSubsystem& Subsystem = UGameFeaturesSubsystem::Get(); + for (UObject* Observer : Observers) + { + Subsystem.AddObserver(Observer); + } + + Super::InitGameFeatureManager(); +} + +void ULyraGameFeaturePolicy::ShutdownGameFeatureManager() +{ + Super::ShutdownGameFeatureManager(); + + UGameFeaturesSubsystem& Subsystem = UGameFeaturesSubsystem::Get(); + for (UObject* Observer : Observers) + { + Subsystem.RemoveObserver(Observer); + } + Observers.Empty(); +} + +TArray ULyraGameFeaturePolicy::GetPreloadAssetListForGameFeature(const UGameFeatureData* GameFeatureToLoad, bool bIncludeLoadedAssets) const +{ + return Super::GetPreloadAssetListForGameFeature(GameFeatureToLoad, bIncludeLoadedAssets); +} + +const TArray ULyraGameFeaturePolicy::GetPreloadBundleStateForGameFeature() const +{ + return Super::GetPreloadBundleStateForGameFeature(); +} + +void ULyraGameFeaturePolicy::GetGameFeatureLoadingMode(bool& bLoadClientData, bool& bLoadServerData) const +{ + // Editor will load both, this can cause hitching as the bundles are set to not preload in editor + bLoadClientData = !IsRunningDedicatedServer(); + bLoadServerData = !IsRunningClientOnly(); +} + +bool ULyraGameFeaturePolicy::IsPluginAllowed(const FString& PluginURL, FString* OutReason) const +{ + return Super::IsPluginAllowed(PluginURL, OutReason); +} + +////////////////////////////////////////////////////////////////////// +// + +#include "Hotfix/LyraHotfixManager.h" + +void ULyraGameFeature_HotfixManager::OnGameFeatureLoading(const UGameFeatureData* GameFeatureData, const FString& PluginURL) +{ + if (ULyraHotfixManager* HotfixManager = Cast(UOnlineHotfixManager::Get(nullptr))) + { + HotfixManager->RequestPatchAssetsFromIniFiles(); + } +} + +////////////////////////////////////////////////////////////////////// +// + +#include "AbilitySystemGlobals.h" +#include "GameFeatureAction_AddGameplayCuePath.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameFeaturePolicy) + +class FName; +struct FPrimaryAssetId; + +void ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureRegistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) +{ + TRACE_CPUPROFILER_EVENT_SCOPE(ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureRegistering); + + const FString PluginRootPath = TEXT("/") + PluginName; + for (const UGameFeatureAction* Action : GameFeatureData->GetActions()) + { + if (const UGameFeatureAction_AddGameplayCuePath* AddGameplayCueGFA = Cast(Action)) + { + const TArray& DirsToAdd = AddGameplayCueGFA->GetDirectoryPathsToAdd(); + + if (ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get()) + { + UGameplayCueSet* RuntimeGameplayCueSet = GCM->GetRuntimeCueSet(); + const int32 PreInitializeNumCues = RuntimeGameplayCueSet ? RuntimeGameplayCueSet->GameplayCueData.Num() : 0; + + for (const FDirectoryPath& Directory : DirsToAdd) + { + FString MutablePath = Directory.Path; + UGameFeaturesSubsystem::FixPluginPackagePath(MutablePath, PluginRootPath, false); + GCM->AddGameplayCueNotifyPath(MutablePath, /** bShouldRescanCueAssets = */ false); + } + + // Rebuild the runtime library with these new paths + if (!DirsToAdd.IsEmpty()) + { + GCM->InitializeRuntimeObjectLibrary(); + } + + const int32 PostInitializeNumCues = RuntimeGameplayCueSet ? RuntimeGameplayCueSet->GameplayCueData.Num() : 0; + if (PreInitializeNumCues != PostInitializeNumCues) + { + GCM->RefreshGameplayCuePrimaryAsset(); + } + } + } + } +} + +void ULyraGameFeature_AddGameplayCuePaths::OnGameFeatureUnregistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) +{ + const FString PluginRootPath = TEXT("/") + PluginName; + for (const UGameFeatureAction* Action : GameFeatureData->GetActions()) + { + if (const UGameFeatureAction_AddGameplayCuePath* AddGameplayCueGFA = Cast(Action)) + { + const TArray& DirsToAdd = AddGameplayCueGFA->GetDirectoryPathsToAdd(); + + if (UGameplayCueManager* GCM = UAbilitySystemGlobals::Get().GetGameplayCueManager()) + { + int32 NumRemoved = 0; + for (const FDirectoryPath& Directory : DirsToAdd) + { + FString MutablePath = Directory.Path; + UGameFeaturesSubsystem::FixPluginPackagePath(MutablePath, PluginRootPath, false); + NumRemoved += GCM->RemoveGameplayCueNotifyPath(MutablePath, /** bShouldRescanCueAssets = */ false); + } + + ensure(NumRemoved == DirsToAdd.Num()); + + // Rebuild the runtime library only if there is a need to + if (NumRemoved > 0) + { + GCM->InitializeRuntimeObjectLibrary(); + } + } + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.h b/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.h new file mode 100644 index 0000000000000000000000000000000000000000..5f8ddc61000c06eb51a48e771351f52ded90c547 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameFeatures/LyraGameFeaturePolicy.h @@ -0,0 +1,63 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureStateChangeObserver.h" +#include "GameFeaturesProjectPolicies.h" + +#include "LyraGameFeaturePolicy.generated.h" + +class FName; +class UGameFeatureData; +struct FPrimaryAssetId; + +/** + * Manager to keep track of the state machines that bring a game feature plugin into memory and active + * This class discovers plugins either that are built-in and distributed with the game or are reported externally (i.e. by a web service or other endpoint) + */ +UCLASS(MinimalAPI, Config = Game) +class ULyraGameFeaturePolicy : public UDefaultGameFeaturesProjectPolicies +{ + GENERATED_BODY() + +public: + LYRAGAME_API static ULyraGameFeaturePolicy& Get(); + + ULyraGameFeaturePolicy(const FObjectInitializer& ObjectInitializer); + + //~UGameFeaturesProjectPolicies interface + virtual void InitGameFeatureManager() override; + virtual void ShutdownGameFeatureManager() override; + virtual TArray GetPreloadAssetListForGameFeature(const UGameFeatureData* GameFeatureToLoad, bool bIncludeLoadedAssets = false) const override; + virtual bool IsPluginAllowed(const FString& PluginURL, FString* OutReason) const override; + virtual const TArray GetPreloadBundleStateForGameFeature() const override; + virtual void GetGameFeatureLoadingMode(bool& bLoadClientData, bool& bLoadServerData) const override; + //~End of UGameFeaturesProjectPolicies interface + +private: + UPROPERTY(Transient) + TArray> Observers; +}; + + + +// checked +UCLASS() +class ULyraGameFeature_HotfixManager : public UObject, public IGameFeatureStateChangeObserver +{ + GENERATED_BODY() + +public: + virtual void OnGameFeatureLoading(const UGameFeatureData* GameFeatureData, const FString& PluginURL) override; +}; + +// checked +UCLASS() +class ULyraGameFeature_AddGameplayCuePaths : public UObject, public IGameFeatureStateChangeObserver +{ + GENERATED_BODY() + +public: + virtual void OnGameFeatureRegistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) override; + virtual void OnGameFeatureUnregistering(const UGameFeatureData* GameFeatureData, const FString& PluginName, const FString& PluginURL) override; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.cpp b/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6c7949d0c0eab4554c1220b632944715c29059b4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.cpp @@ -0,0 +1,95 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameModes/AsyncAction_ExperienceReady.h" + +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "TimerManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ExperienceReady) + +UAsyncAction_ExperienceReady::UAsyncAction_ExperienceReady(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_ExperienceReady* UAsyncAction_ExperienceReady::WaitForExperienceReady(UObject* InWorldContextObject) +{ + UAsyncAction_ExperienceReady* Action = nullptr; + + if (UWorld* World = GEngine->GetWorldFromContextObject(InWorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) + { + Action = NewObject(); + Action->WorldPtr = World; + Action->RegisterWithGameInstance(World); + } + + return Action; +} + +void UAsyncAction_ExperienceReady::Activate() +{ + if (UWorld* World = WorldPtr.Get()) + { + if (AGameStateBase* GameState = World->GetGameState()) + { + Step2_ListenToExperienceLoading(GameState); + } + else + { + World->GameStateSetEvent.AddUObject(this, &ThisClass::Step1_HandleGameStateSet); + } + } + else + { + // No world so we'll never finish naturally + SetReadyToDestroy(); + } +} + +void UAsyncAction_ExperienceReady::Step1_HandleGameStateSet(AGameStateBase* GameState) +{ + if (UWorld* World = WorldPtr.Get()) + { + World->GameStateSetEvent.RemoveAll(this); + } + + Step2_ListenToExperienceLoading(GameState); +} + +void UAsyncAction_ExperienceReady::Step2_ListenToExperienceLoading(AGameStateBase* GameState) +{ + check(GameState); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + + if (ExperienceComponent->IsExperienceLoaded()) + { + UWorld* World = GameState->GetWorld(); + check(World); + + // The experience happened to be already loaded, but still delay a frame to + // make sure people don't write stuff that relies on this always being true + //@TODO: Consider not delaying for dynamically spawned stuff / any time after the loading screen has dropped? + //@TODO: Maybe just inject a random 0-1s delay in the experience load itself? + World->GetTimerManager().SetTimerForNextTick(FTimerDelegate::CreateUObject(this, &ThisClass::Step4_BroadcastReady)); + } + else + { + ExperienceComponent->CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::Step3_HandleExperienceLoaded)); + } +} + +void UAsyncAction_ExperienceReady::Step3_HandleExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience) +{ + Step4_BroadcastReady(); +} + +void UAsyncAction_ExperienceReady::Step4_BroadcastReady() +{ + OnReady.Broadcast(); + + SetReadyToDestroy(); +} + diff --git a/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.h b/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.h new file mode 100644 index 0000000000000000000000000000000000000000..e2618b148e37223b72b25a8f054de5464aebfa9e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/AsyncAction_ExperienceReady.h @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintAsyncActionBase.h" + +#include "AsyncAction_ExperienceReady.generated.h" + +class AGameStateBase; +class ULyraExperienceDefinition; +class UWorld; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FExperienceReadyAsyncDelegate); + +/** + * Asynchronously waits for the game state to be ready and valid and then calls the OnReady event. Will call OnReady + * immediately if the game state is valid already. + */ +UCLASS() +class UAsyncAction_ExperienceReady : public UBlueprintAsyncActionBase +{ + GENERATED_UCLASS_BODY() + +public: + // Waits for the experience to be determined and loaded + UFUNCTION(BlueprintCallable, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true")) + static UAsyncAction_ExperienceReady* WaitForExperienceReady(UObject* WorldContextObject); + + virtual void Activate() override; + +public: + + // Called when the experience has been determined and is ready/loaded + UPROPERTY(BlueprintAssignable) + FExperienceReadyAsyncDelegate OnReady; + +private: + void Step1_HandleGameStateSet(AGameStateBase* GameState); + void Step2_ListenToExperienceLoading(AGameStateBase* GameState); + void Step3_HandleExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience); + void Step4_BroadcastReady(); + + TWeakObjectPtr WorldPtr; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b25123c800af51c8259493337439d6e8bcae2a7a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.cpp @@ -0,0 +1,182 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraBotCreationComponent.h" +#include "LyraGameMode.h" +#include "Engine/World.h" +#include "GameFramework/PlayerState.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "Development/LyraDeveloperSettings.h" +#include "Character/LyraPawnExtensionComponent.h" +#include "AIController.h" +#include "Kismet/GameplayStatics.h" +#include "Character/LyraHealthComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraBotCreationComponent) + +ULyraBotCreationComponent::ULyraBotCreationComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraBotCreationComponent::BeginPlay() +{ + Super::BeginPlay(); + + // Listen for the experience load to complete + AGameStateBase* GameState = GetGameStateChecked(); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + ExperienceComponent->CallOrRegister_OnExperienceLoaded_LowPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); +} + +void ULyraBotCreationComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience) +{ +#if WITH_SERVER_CODE + if (HasAuthority()) + { + ServerCreateBots(); + } +#endif +} + +#if WITH_SERVER_CODE + +void ULyraBotCreationComponent::ServerCreateBots_Implementation() +{ + if (BotControllerClass == nullptr) + { + return; + } + + RemainingBotNames = RandomBotNames; + + // Determine how many bots to spawn + int32 EffectiveBotCount = NumBotsToCreate; + + // Give the developer settings a chance to override it + if (GIsEditor) + { + const ULyraDeveloperSettings* DeveloperSettings = GetDefault(); + + if (DeveloperSettings->bOverrideBotCount) + { + EffectiveBotCount = DeveloperSettings->OverrideNumPlayerBotsToSpawn; + } + } + + // Give the URL a chance to override it + if (AGameModeBase* GameModeBase = GetGameMode()) + { + EffectiveBotCount = UGameplayStatics::GetIntOption(GameModeBase->OptionsString, TEXT("NumBots"), EffectiveBotCount); + } + + // Create them + for (int32 Count = 0; Count < EffectiveBotCount; ++Count) + { + SpawnOneBot(); + } +} + +FString ULyraBotCreationComponent::CreateBotName(int32 PlayerIndex) +{ + FString Result; + if (RemainingBotNames.Num() > 0) + { + const int32 NameIndex = FMath::RandRange(0, RemainingBotNames.Num() - 1); + Result = RemainingBotNames[NameIndex]; + RemainingBotNames.RemoveAtSwap(NameIndex); + } + else + { + //@TODO: PlayerId is only being initialized for players right now + PlayerIndex = FMath::RandRange(260, 260+100); + Result = FString::Printf(TEXT("Tinplate %d"), PlayerIndex); + } + return Result; +} + +void ULyraBotCreationComponent::SpawnOneBot() +{ + FActorSpawnParameters SpawnInfo; + SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + SpawnInfo.OverrideLevel = GetComponentLevel(); + SpawnInfo.ObjectFlags |= RF_Transient; + AAIController* NewController = GetWorld()->SpawnActor(BotControllerClass, FVector::ZeroVector, FRotator::ZeroRotator, SpawnInfo); + + if (NewController != nullptr) + { + ALyraGameMode* GameMode = GetGameMode(); + check(GameMode); + + if (NewController->PlayerState != nullptr) + { + NewController->PlayerState->SetPlayerName(CreateBotName(NewController->PlayerState->GetPlayerId())); + } + + GameMode->GenericPlayerInitialization(NewController); + GameMode->RestartPlayer(NewController); + + if (NewController->GetPawn() != nullptr) + { + if (ULyraPawnExtensionComponent* PawnExtComponent = NewController->GetPawn()->FindComponentByClass()) + { + PawnExtComponent->CheckDefaultInitialization(); + } + } + + SpawnedBotList.Add(NewController); + } +} + +void ULyraBotCreationComponent::RemoveOneBot() +{ + if (SpawnedBotList.Num() > 0) + { + // Right now this removes a random bot as they're all the same; could prefer to remove one + // that's high skill or low skill or etc... depending on why you are removing one + const int32 BotToRemoveIndex = FMath::RandRange(0, SpawnedBotList.Num() - 1); + + AAIController* BotToRemove = SpawnedBotList[BotToRemoveIndex]; + SpawnedBotList.RemoveAtSwap(BotToRemoveIndex); + + if (BotToRemove) + { + // If we can find a health component, self-destruct it, otherwise just destroy the actor + if (APawn* ControlledPawn = BotToRemove->GetPawn()) + { + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(ControlledPawn)) + { + // Note, right now this doesn't work quite as desired: as soon as the player state goes away when + // the controller is destroyed, the abilities like the death animation will be interrupted immediately + HealthComponent->DamageSelfDestruct(); + } + else + { + ControlledPawn->Destroy(); + } + } + + // Destroy the controller (will cause it to Logout, etc...) + BotToRemove->Destroy(); + } + } +} + +#else // !WITH_SERVER_CODE + +void ULyraBotCreationComponent::ServerCreateBots_Implementation() +{ + ensureMsgf(0, TEXT("Bot functions do not exist in LyraClient!")); +} + +void ULyraBotCreationComponent::SpawnOneBot() +{ + ensureMsgf(0, TEXT("Bot functions do not exist in LyraClient!")); +} + +void ULyraBotCreationComponent::RemoveOneBot() +{ + ensureMsgf(0, TEXT("Bot functions do not exist in LyraClient!")); +} + +#endif diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..98f930d548071a7fa4f5c5b3adc96af9e11a041b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraBotCreationComponent.h @@ -0,0 +1,63 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/GameStateComponent.h" + +#include "LyraBotCreationComponent.generated.h" + +class ULyraExperienceDefinition; +class ULyraPawnData; +class AAIController; + +UCLASS(Blueprintable, Abstract) +class ULyraBotCreationComponent : public UGameStateComponent +{ + GENERATED_BODY() + +public: + ULyraBotCreationComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~UActorComponent interface + virtual void BeginPlay() override; + //~End of UActorComponent interface + +private: + void OnExperienceLoaded(const ULyraExperienceDefinition* Experience); + +protected: + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Gameplay) + int32 NumBotsToCreate = 5; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Gameplay) + TSubclassOf BotControllerClass; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Gameplay) + TArray RandomBotNames; + + TArray RemainingBotNames; + +protected: + UPROPERTY(Transient) + TArray> SpawnedBotList; + + /** Always creates a single bot */ + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Gameplay) + virtual void SpawnOneBot(); + + /** Deletes the last created bot if possible */ + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Gameplay) + virtual void RemoveOneBot(); + + /** Spawns bots up to NumBotsToCreate */ + UFUNCTION(BlueprintNativeEvent, BlueprintAuthorityOnly, Category=Gameplay) + void ServerCreateBots(); + +#if WITH_SERVER_CODE +public: + void Cheat_AddBot() { SpawnOneBot(); } + void Cheat_RemoveBot() { RemoveOneBot(); } + + FString CreateBotName(int32 PlayerIndex); +#endif +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ea3fdac88daf09128828681054325033e8c38b9e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.cpp @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraExperienceActionSet.h" +#include "GameFeatureAction.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraExperienceActionSet) + +#define LOCTEXT_NAMESPACE "LyraSystem" + +ULyraExperienceActionSet::ULyraExperienceActionSet() +{ +} + +#if WITH_EDITOR +EDataValidationResult ULyraExperienceActionSet::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + int32 EntryIndex = 0; + for (const UGameFeatureAction* Action : Actions) + { + if (Action) + { + EDataValidationResult ChildResult = Action->IsDataValid(Context); + Result = CombineDataValidationResults(Result, ChildResult); + } + else + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("ActionEntryIsNull", "Null entry at index {0} in Actions"), FText::AsNumber(EntryIndex))); + } + + ++EntryIndex; + } + + return Result; +} +#endif + +#if WITH_EDITORONLY_DATA +void ULyraExperienceActionSet::UpdateAssetBundleData() +{ + Super::UpdateAssetBundleData(); + + for (UGameFeatureAction* Action : Actions) + { + if (Action) + { + Action->AddAdditionalAssetBundleData(AssetBundleData); + } + } +} +#endif // WITH_EDITORONLY_DATA + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.h new file mode 100644 index 0000000000000000000000000000000000000000..c08fbc16b59a0f8993e8455239f653cf2bd7fc32 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceActionSet.h @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" +#include "LyraExperienceActionSet.generated.h" + +class UGameFeatureAction; + +/** + * Definition of a set of actions to perform as part of entering an experience + */ +UCLASS(BlueprintType, NotBlueprintable) +class ULyraExperienceActionSet : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + ULyraExperienceActionSet(); + + //~UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~End of UObject interface + + //~UPrimaryDataAsset interface +#if WITH_EDITORONLY_DATA + virtual void UpdateAssetBundleData() override; +#endif + //~End of UPrimaryDataAsset interface + +public: + // List of actions to perform as this experience is loaded/activated/deactivated/unloaded + UPROPERTY(EditAnywhere, Instanced, Category="Actions to Perform") + TArray> Actions; + + // List of Game Feature Plugins this experience wants to have active + UPROPERTY(EditAnywhere, Category="Feature Dependencies") + TArray GameFeaturesToEnable; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f83e3466feecb262ddf7bf9e7893cec621b888b6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.cpp @@ -0,0 +1,82 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraExperienceDefinition.h" +#include "GameFeatureAction.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraExperienceDefinition) + +#define LOCTEXT_NAMESPACE "LyraSystem" + +ULyraExperienceDefinition::ULyraExperienceDefinition() +{ +} + +#if WITH_EDITOR +EDataValidationResult ULyraExperienceDefinition::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); + + int32 EntryIndex = 0; + for (const UGameFeatureAction* Action : Actions) + { + if (Action) + { + EDataValidationResult ChildResult = Action->IsDataValid(Context); + Result = CombineDataValidationResults(Result, ChildResult); + } + else + { + Result = EDataValidationResult::Invalid; + Context.AddError(FText::Format(LOCTEXT("ActionEntryIsNull", "Null entry at index {0} in Actions"), FText::AsNumber(EntryIndex))); + } + + ++EntryIndex; + } + + // Make sure users didn't subclass from a BP of this (it's fine and expected to subclass once in BP, just not twice) + if (!GetClass()->IsNative()) + { + const UClass* ParentClass = GetClass()->GetSuperClass(); + + // Find the native parent + const UClass* FirstNativeParent = ParentClass; + while ((FirstNativeParent != nullptr) && !FirstNativeParent->IsNative()) + { + FirstNativeParent = FirstNativeParent->GetSuperClass(); + } + + if (FirstNativeParent != ParentClass) + { + Context.AddError(FText::Format(LOCTEXT("ExperienceInheritenceIsUnsupported", "Blueprint subclasses of Blueprint experiences is not currently supported (use composition via ActionSets instead). Parent class was {0} but should be {1}."), + FText::AsCultureInvariant(GetPathNameSafe(ParentClass)), + FText::AsCultureInvariant(GetPathNameSafe(FirstNativeParent)) + )); + Result = EDataValidationResult::Invalid; + } + } + + return Result; +} +#endif + +#if WITH_EDITORONLY_DATA +void ULyraExperienceDefinition::UpdateAssetBundleData() +{ + Super::UpdateAssetBundleData(); + + for (UGameFeatureAction* Action : Actions) + { + if (Action) + { + Action->AddAdditionalAssetBundleData(AssetBundleData); + } + } +} +#endif // WITH_EDITORONLY_DATA + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.h new file mode 100644 index 0000000000000000000000000000000000000000..8c2f78d0ca6afa0d12a6405247a743c117e66d0c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceDefinition.h @@ -0,0 +1,52 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" +#include "LyraExperienceDefinition.generated.h" + +class UGameFeatureAction; +class ULyraPawnData; +class ULyraExperienceActionSet; + +/** + * Definition of an experience + */ +UCLASS(BlueprintType, Const) +class ULyraExperienceDefinition : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + ULyraExperienceDefinition(); + + //~UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~End of UObject interface + + //~UPrimaryDataAsset interface +#if WITH_EDITORONLY_DATA + virtual void UpdateAssetBundleData() override; +#endif + //~End of UPrimaryDataAsset interface + +public: + // List of Game Feature Plugins this experience wants to have active + UPROPERTY(EditDefaultsOnly, Category = Gameplay) + TArray GameFeaturesToEnable; + + /** The default pawn class to spawn for players */ + //@TODO: Make soft? + UPROPERTY(EditDefaultsOnly, Category=Gameplay) + TObjectPtr DefaultPawnData; + + // List of actions to perform as this experience is loaded/activated/deactivated/unloaded + UPROPERTY(EditDefaultsOnly, Instanced, Category="Actions") + TArray> Actions; + + // List of additional action sets to compose into this experience + UPROPERTY(EditDefaultsOnly, Category=Gameplay) + TArray> ActionSets; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2ac84304d5d848ac6a6a91c4788c56014af5572d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraExperienceManager.h" +#include "GameModes/LyraExperienceManager.h" +#include "Engine/Engine.h" +#include "Subsystems/SubsystemCollection.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraExperienceManager) + +#if WITH_EDITOR + +void ULyraExperienceManager::OnPlayInEditorBegun() +{ + ensure(GameFeaturePluginRequestCountMap.IsEmpty()); + GameFeaturePluginRequestCountMap.Empty(); +} + +void ULyraExperienceManager::NotifyOfPluginActivation(const FString PluginURL) +{ + if (GIsEditor) + { + ULyraExperienceManager* ExperienceManagerSubsystem = GEngine->GetEngineSubsystem(); + check(ExperienceManagerSubsystem); + + // Track the number of requesters who activate this plugin. Multiple load/activation requests are always allowed because concurrent requests are handled. + int32& Count = ExperienceManagerSubsystem->GameFeaturePluginRequestCountMap.FindOrAdd(PluginURL); + ++Count; + } +} + +bool ULyraExperienceManager::RequestToDeactivatePlugin(const FString PluginURL) +{ + if (GIsEditor) + { + ULyraExperienceManager* ExperienceManagerSubsystem = GEngine->GetEngineSubsystem(); + check(ExperienceManagerSubsystem); + + // Only let the last requester to get this far deactivate the plugin + int32& Count = ExperienceManagerSubsystem->GameFeaturePluginRequestCountMap.FindChecked(PluginURL); + --Count; + + if (Count == 0) + { + ExperienceManagerSubsystem->GameFeaturePluginRequestCountMap.Remove(PluginURL); + return true; + } + + return false; + } + + return true; +} + +#endif diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.h new file mode 100644 index 0000000000000000000000000000000000000000..31b95ffd79f49477be3cda9b9ceee9fda89dc6af --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManager.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/EngineSubsystem.h" +#include "LyraExperienceManager.generated.h" + +/** + * Manager for experiences - primarily for arbitration between multiple PIE sessions + */ +UCLASS(MinimalAPI) +class ULyraExperienceManager : public UEngineSubsystem +{ + GENERATED_BODY() + +public: +#if WITH_EDITOR + LYRAGAME_API void OnPlayInEditorBegun(); + + static void NotifyOfPluginActivation(const FString PluginURL); + static bool RequestToDeactivatePlugin(const FString PluginURL); +#else + static void NotifyOfPluginActivation(const FString PluginURL) {} + static bool RequestToDeactivatePlugin(const FString PluginURL) { return true; } +#endif + +private: + // The map of requests to active count for a given game feature plugin + // (to allow first in, last out activation management during PIE) + TMap GameFeaturePluginRequestCountMap; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d37666403b2977773615ac245a00073cb8d2f7cb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.cpp @@ -0,0 +1,467 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraExperienceManagerComponent.h" +#include "Engine/World.h" +#include "Net/UnrealNetwork.h" +#include "LyraExperienceDefinition.h" +#include "LyraExperienceActionSet.h" +#include "LyraExperienceManager.h" +#include "GameFeaturesSubsystem.h" +#include "System/LyraAssetManager.h" +#include "GameFeatureAction.h" +#include "GameFeaturesSubsystemSettings.h" +#include "TimerManager.h" +#include "Settings/LyraSettingsLocal.h" +#include "LyraLogChannels.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraExperienceManagerComponent) + +//@TODO: Async load the experience definition itself +//@TODO: Handle failures explicitly (go into a 'completed but failed' state rather than check()-ing) +//@TODO: Do the action phases at the appropriate times instead of all at once +//@TODO: Support deactivating an experience and do the unloading actions +//@TODO: Think about what deactivation/cleanup means for preloaded assets +//@TODO: Handle deactivating game features, right now we 'leak' them enabled +// (for a client moving from experience to experience we actually want to diff the requirements and only unload some, not unload everything for them to just be immediately reloaded) +//@TODO: Handle both built-in and URL-based plugins (search for colon?) + +namespace LyraConsoleVariables +{ + static float ExperienceLoadRandomDelayMin = 0.0f; + static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayMin( + TEXT("lyra.chaos.ExperienceDelayLoad.MinSecs"), + ExperienceLoadRandomDelayMin, + TEXT("This value (in seconds) will be added as a delay of load completion of the experience (along with the random value lyra.chaos.ExperienceDelayLoad.RandomSecs)"), + ECVF_Default); + + static float ExperienceLoadRandomDelayRange = 0.0f; + static FAutoConsoleVariableRef CVarExperienceLoadRandomDelayRange( + TEXT("lyra.chaos.ExperienceDelayLoad.RandomSecs"), + ExperienceLoadRandomDelayRange, + TEXT("A random amount of time between 0 and this value (in seconds) will be added as a delay of load completion of the experience (along with the fixed value lyra.chaos.ExperienceDelayLoad.MinSecs)"), + ECVF_Default); + + float GetExperienceLoadDelayDuration() + { + return FMath::Max(0.0f, ExperienceLoadRandomDelayMin + FMath::FRand() * ExperienceLoadRandomDelayRange); + } +} + +ULyraExperienceManagerComponent::ULyraExperienceManagerComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetIsReplicatedByDefault(true); +} + +void ULyraExperienceManagerComponent::SetCurrentExperience(FPrimaryAssetId ExperienceId) +{ + ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); + FSoftObjectPath AssetPath = AssetManager.GetPrimaryAssetPath(ExperienceId); + TSubclassOf AssetClass = Cast(AssetPath.TryLoad()); + check(AssetClass); + const ULyraExperienceDefinition* Experience = GetDefault(AssetClass); + + check(Experience != nullptr); + check(CurrentExperience == nullptr); + CurrentExperience = Experience; + StartExperienceLoad(); +} + +void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate) +{ + if (IsExperienceLoaded()) + { + Delegate.Execute(CurrentExperience); + } + else + { + OnExperienceLoaded_HighPriority.Add(MoveTemp(Delegate)); + } +} + +void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate&& Delegate) +{ + if (IsExperienceLoaded()) + { + Delegate.Execute(CurrentExperience); + } + else + { + OnExperienceLoaded.Add(MoveTemp(Delegate)); + } +} + +void ULyraExperienceManagerComponent::CallOrRegister_OnExperienceLoaded_LowPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate) +{ + if (IsExperienceLoaded()) + { + Delegate.Execute(CurrentExperience); + } + else + { + OnExperienceLoaded_LowPriority.Add(MoveTemp(Delegate)); + } +} + +const ULyraExperienceDefinition* ULyraExperienceManagerComponent::GetCurrentExperienceChecked() const +{ + check(LoadState == ELyraExperienceLoadState::Loaded); + check(CurrentExperience != nullptr); + return CurrentExperience; +} + +bool ULyraExperienceManagerComponent::IsExperienceLoaded() const +{ + return (LoadState == ELyraExperienceLoadState::Loaded) && (CurrentExperience != nullptr); +} + +void ULyraExperienceManagerComponent::OnRep_CurrentExperience() +{ + StartExperienceLoad(); +} + +void ULyraExperienceManagerComponent::StartExperienceLoad() +{ + check(CurrentExperience != nullptr); + check(LoadState == ELyraExperienceLoadState::Unloaded); + + UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: StartExperienceLoad(CurrentExperience = %s, %s)"), + *CurrentExperience->GetPrimaryAssetId().ToString(), + *GetClientServerContextString(this)); + + LoadState = ELyraExperienceLoadState::Loading; + + ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); + + TSet BundleAssetList; + TSet RawAssetList; + + BundleAssetList.Add(CurrentExperience->GetPrimaryAssetId()); + for (const TObjectPtr& ActionSet : CurrentExperience->ActionSets) + { + if (ActionSet != nullptr) + { + BundleAssetList.Add(ActionSet->GetPrimaryAssetId()); + } + } + + // Load assets associated with the experience + + TArray BundlesToLoad; + BundlesToLoad.Add(FLyraBundles::Equipped); + + //@TODO: Centralize this client/server stuff into the LyraAssetManager + const ENetMode OwnerNetMode = GetOwner()->GetNetMode(); + const bool bLoadClient = GIsEditor || (OwnerNetMode != NM_DedicatedServer); + const bool bLoadServer = GIsEditor || (OwnerNetMode != NM_Client); + if (bLoadClient) + { + BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateClient); + } + if (bLoadServer) + { + BundlesToLoad.Add(UGameFeaturesSubsystemSettings::LoadStateServer); + } + + TSharedPtr BundleLoadHandle = nullptr; + if (BundleAssetList.Num() > 0) + { + BundleLoadHandle = AssetManager.ChangeBundleStateForPrimaryAssets(BundleAssetList.Array(), BundlesToLoad, {}, false, FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority); + } + + TSharedPtr RawLoadHandle = nullptr; + if (RawAssetList.Num() > 0) + { + RawLoadHandle = AssetManager.LoadAssetList(RawAssetList.Array(), FStreamableDelegate(), FStreamableManager::AsyncLoadHighPriority, TEXT("StartExperienceLoad()")); + } + + // If both async loads are running, combine them + TSharedPtr Handle = nullptr; + if (BundleLoadHandle.IsValid() && RawLoadHandle.IsValid()) + { + Handle = AssetManager.GetStreamableManager().CreateCombinedHandle({ BundleLoadHandle, RawLoadHandle }); + } + else + { + Handle = BundleLoadHandle.IsValid() ? BundleLoadHandle : RawLoadHandle; + } + + FStreamableDelegate OnAssetsLoadedDelegate = FStreamableDelegate::CreateUObject(this, &ThisClass::OnExperienceLoadComplete); + if (!Handle.IsValid() || Handle->HasLoadCompleted()) + { + // Assets were already loaded, call the delegate now + FStreamableHandle::ExecuteDelegate(OnAssetsLoadedDelegate); + } + else + { + Handle->BindCompleteDelegate(OnAssetsLoadedDelegate); + + Handle->BindCancelDelegate(FStreamableDelegate::CreateLambda([OnAssetsLoadedDelegate]() + { + OnAssetsLoadedDelegate.ExecuteIfBound(); + })); + } + + // This set of assets gets preloaded, but we don't block the start of the experience based on it + TSet PreloadAssetList; + //@TODO: Determine assets to preload (but not blocking-ly) + if (PreloadAssetList.Num() > 0) + { + AssetManager.ChangeBundleStateForPrimaryAssets(PreloadAssetList.Array(), BundlesToLoad, {}); + } +} + +void ULyraExperienceManagerComponent::OnExperienceLoadComplete() +{ + check(LoadState == ELyraExperienceLoadState::Loading); + check(CurrentExperience != nullptr); + + UE_LOG(LogLyraExperience, Log, TEXT("EXPERIENCE: OnExperienceLoadComplete(CurrentExperience = %s, %s)"), + *CurrentExperience->GetPrimaryAssetId().ToString(), + *GetClientServerContextString(this)); + + // find the URLs for our GameFeaturePlugins - filtering out dupes and ones that don't have a valid mapping + GameFeaturePluginURLs.Reset(); + + auto CollectGameFeaturePluginURLs = [This=this](const UPrimaryDataAsset* Context, const TArray& FeaturePluginList) + { + for (const FString& PluginName : FeaturePluginList) + { + FString PluginURL; + if (UGameFeaturesSubsystem::Get().GetPluginURLByName(PluginName, /*out*/ PluginURL)) + { + This->GameFeaturePluginURLs.AddUnique(PluginURL); + } + else + { + ensureMsgf(false, TEXT("OnExperienceLoadComplete failed to find plugin URL from PluginName %s for experience %s - fix data, ignoring for this run"), *PluginName, *Context->GetPrimaryAssetId().ToString()); + } + } + + // // Add in our extra plugin + // if (!CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent.IsEmpty()) + // { + // FString PluginURL; + // if (UGameFeaturesSubsystem::Get().GetPluginURLByName(CurrentPlaylistData->GameFeaturePluginToActivateUntilDownloadedContentIsPresent, PluginURL)) + // { + // GameFeaturePluginURLs.AddUnique(PluginURL); + // } + // } + }; + + CollectGameFeaturePluginURLs(CurrentExperience, CurrentExperience->GameFeaturesToEnable); + for (const TObjectPtr& ActionSet : CurrentExperience->ActionSets) + { + if (ActionSet != nullptr) + { + CollectGameFeaturePluginURLs(ActionSet, ActionSet->GameFeaturesToEnable); + } + } + + // Load and activate the features + NumGameFeaturePluginsLoading = GameFeaturePluginURLs.Num(); + if (NumGameFeaturePluginsLoading > 0) + { + LoadState = ELyraExperienceLoadState::LoadingGameFeatures; + for (const FString& PluginURL : GameFeaturePluginURLs) + { + ULyraExperienceManager::NotifyOfPluginActivation(PluginURL); + UGameFeaturesSubsystem::Get().LoadAndActivateGameFeaturePlugin(PluginURL, FGameFeaturePluginLoadComplete::CreateUObject(this, &ThisClass::OnGameFeaturePluginLoadComplete)); + } + } + else + { + OnExperienceFullLoadCompleted(); + } +} + +void ULyraExperienceManagerComponent::OnGameFeaturePluginLoadComplete(const UE::GameFeatures::FResult& Result) +{ + // decrement the number of plugins that are loading + NumGameFeaturePluginsLoading--; + + if (NumGameFeaturePluginsLoading == 0) + { + OnExperienceFullLoadCompleted(); + } +} + +void ULyraExperienceManagerComponent::OnExperienceFullLoadCompleted() +{ + check(LoadState != ELyraExperienceLoadState::Loaded); + + // Insert a random delay for testing (if configured) + if (LoadState != ELyraExperienceLoadState::LoadingChaosTestingDelay) + { + const float DelaySecs = LyraConsoleVariables::GetExperienceLoadDelayDuration(); + if (DelaySecs > 0.0f) + { + FTimerHandle DummyHandle; + + LoadState = ELyraExperienceLoadState::LoadingChaosTestingDelay; + GetWorld()->GetTimerManager().SetTimer(DummyHandle, this, &ThisClass::OnExperienceFullLoadCompleted, DelaySecs, /*bLooping=*/ false); + + return; + } + } + + LoadState = ELyraExperienceLoadState::ExecutingActions; + + // Execute the actions + FGameFeatureActivatingContext Context; + + // Only apply to our specific world context if set + const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld()); + if (ExistingWorldContext) + { + Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle); + } + + auto ActivateListOfActions = [&Context](const TArray& ActionList) + { + for (UGameFeatureAction* Action : ActionList) + { + if (Action != nullptr) + { + //@TODO: The fact that these don't take a world are potentially problematic in client-server PIE + // The current behavior matches systems like gameplay tags where loading and registering apply to the entire process, + // but actually applying the results to actors is restricted to a specific world + Action->OnGameFeatureRegistering(); + Action->OnGameFeatureLoading(); + Action->OnGameFeatureActivating(Context); + } + } + }; + + ActivateListOfActions(CurrentExperience->Actions); + for (const TObjectPtr& ActionSet : CurrentExperience->ActionSets) + { + if (ActionSet != nullptr) + { + ActivateListOfActions(ActionSet->Actions); + } + } + + LoadState = ELyraExperienceLoadState::Loaded; + + OnExperienceLoaded_HighPriority.Broadcast(CurrentExperience); + OnExperienceLoaded_HighPriority.Clear(); + + OnExperienceLoaded.Broadcast(CurrentExperience); + OnExperienceLoaded.Clear(); + + OnExperienceLoaded_LowPriority.Broadcast(CurrentExperience); + OnExperienceLoaded_LowPriority.Clear(); + + // Apply any necessary scalability settings +#if !UE_SERVER + ULyraSettingsLocal::Get()->OnExperienceLoaded(); +#endif +} + +void ULyraExperienceManagerComponent::OnActionDeactivationCompleted() +{ + check(IsInGameThread()); + ++NumObservedPausers; + + if (NumObservedPausers == NumExpectedPausers) + { + OnAllActionsDeactivated(); + } +} + +void ULyraExperienceManagerComponent::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, CurrentExperience); +} + +void ULyraExperienceManagerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + + // deactivate any features this experience loaded + //@TODO: This should be handled FILO as well + for (const FString& PluginURL : GameFeaturePluginURLs) + { + if (ULyraExperienceManager::RequestToDeactivatePlugin(PluginURL)) + { + UGameFeaturesSubsystem::Get().DeactivateGameFeaturePlugin(PluginURL); + } + } + + //@TODO: Ensure proper handling of a partially-loaded state too + if (LoadState == ELyraExperienceLoadState::Loaded) + { + LoadState = ELyraExperienceLoadState::Deactivating; + + // Make sure we won't complete the transition prematurely if someone registers as a pauser but fires immediately + NumExpectedPausers = INDEX_NONE; + NumObservedPausers = 0; + + // Deactivate and unload the actions + FGameFeatureDeactivatingContext Context(TEXT(""), [this](FStringView) { this->OnActionDeactivationCompleted(); }); + + const FWorldContext* ExistingWorldContext = GEngine->GetWorldContextFromWorld(GetWorld()); + if (ExistingWorldContext) + { + Context.SetRequiredWorldContextHandle(ExistingWorldContext->ContextHandle); + } + + auto DeactivateListOfActions = [&Context](const TArray& ActionList) + { + for (UGameFeatureAction* Action : ActionList) + { + if (Action) + { + Action->OnGameFeatureDeactivating(Context); + Action->OnGameFeatureUnregistering(); + } + } + }; + + DeactivateListOfActions(CurrentExperience->Actions); + for (const TObjectPtr& ActionSet : CurrentExperience->ActionSets) + { + if (ActionSet != nullptr) + { + DeactivateListOfActions(ActionSet->Actions); + } + } + + NumExpectedPausers = Context.GetNumPausers(); + + if (NumExpectedPausers > 0) + { + UE_LOG(LogLyraExperience, Error, TEXT("Actions that have asynchronous deactivation aren't fully supported yet in Lyra experiences")); + } + + if (NumExpectedPausers == NumObservedPausers) + { + OnAllActionsDeactivated(); + } + } +} + +bool ULyraExperienceManagerComponent::ShouldShowLoadingScreen(FString& OutReason) const +{ + if (LoadState != ELyraExperienceLoadState::Loaded) + { + OutReason = TEXT("Experience still loading"); + return true; + } + else + { + return false; + } +} + +void ULyraExperienceManagerComponent::OnAllActionsDeactivated() +{ + //@TODO: We actually only deactivated and didn't fully unload... + LoadState = ELyraExperienceLoadState::Unloaded; + CurrentExperience = nullptr; + //@TODO: GEngine->ForceGarbageCollection(true); +} + diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..ff05c0e383564456bfcac55e476fb4852a33d9e2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraExperienceManagerComponent.h @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/GameStateComponent.h" +#include "LoadingProcessInterface.h" + +#include "LyraExperienceManagerComponent.generated.h" + +#define UE_API LYRAGAME_API + +namespace UE::GameFeatures { struct FResult; } + +class ULyraExperienceDefinition; + +DECLARE_MULTICAST_DELEGATE_OneParam(FOnLyraExperienceLoaded, const ULyraExperienceDefinition* /*Experience*/); + +enum class ELyraExperienceLoadState +{ + Unloaded, + Loading, + LoadingGameFeatures, + LoadingChaosTestingDelay, + ExecutingActions, + Loaded, + Deactivating +}; + +UCLASS(MinimalAPI) +class ULyraExperienceManagerComponent final : public UGameStateComponent, public ILoadingProcessInterface +{ + GENERATED_BODY() + +public: + + UE_API ULyraExperienceManagerComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~UActorComponent interface + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~End of UActorComponent interface + + //~ILoadingProcessInterface interface + UE_API virtual bool ShouldShowLoadingScreen(FString& OutReason) const override; + //~End of ILoadingProcessInterface + + // Tries to set the current experience, either a UI or gameplay one + UE_API void SetCurrentExperience(FPrimaryAssetId ExperienceId); + + // Ensures the delegate is called once the experience has been loaded, + // before others are called. + // However, if the experience has already loaded, calls the delegate immediately. + UE_API void CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate); + + // Ensures the delegate is called once the experience has been loaded + // If the experience has already loaded, calls the delegate immediately + UE_API void CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate&& Delegate); + + // Ensures the delegate is called once the experience has been loaded + // If the experience has already loaded, calls the delegate immediately + UE_API void CallOrRegister_OnExperienceLoaded_LowPriority(FOnLyraExperienceLoaded::FDelegate&& Delegate); + + // This returns the current experience if it is fully loaded, asserting otherwise + // (i.e., if you called it too soon) + UE_API const ULyraExperienceDefinition* GetCurrentExperienceChecked() const; + + // Returns true if the experience is fully loaded + UE_API bool IsExperienceLoaded() const; + +private: + UFUNCTION() + void OnRep_CurrentExperience(); + + void StartExperienceLoad(); + void OnExperienceLoadComplete(); + void OnGameFeaturePluginLoadComplete(const UE::GameFeatures::FResult& Result); + void OnExperienceFullLoadCompleted(); + + void OnActionDeactivationCompleted(); + void OnAllActionsDeactivated(); + +private: + UPROPERTY(ReplicatedUsing=OnRep_CurrentExperience) + TObjectPtr CurrentExperience; + + ELyraExperienceLoadState LoadState = ELyraExperienceLoadState::Unloaded; + + int32 NumGameFeaturePluginsLoading = 0; + TArray GameFeaturePluginURLs; + + int32 NumObservedPausers = 0; + int32 NumExpectedPausers = 0; + + /** + * Delegate called when the experience has finished loading just before others + * (e.g., subsystems that set up for regular gameplay) + */ + FOnLyraExperienceLoaded OnExperienceLoaded_HighPriority; + + /** Delegate called when the experience has finished loading */ + FOnLyraExperienceLoaded OnExperienceLoaded; + + /** Delegate called when the experience has finished loading */ + FOnLyraExperienceLoaded OnExperienceLoaded_LowPriority; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a9270d5b15ae27bf8674ef26020f808d7d564da5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.cpp @@ -0,0 +1,522 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameMode.h" +#include "AssetRegistry/AssetData.h" +#include "Engine/GameInstance.h" +#include "Engine/World.h" +#include "LyraLogChannels.h" +#include "Misc/CommandLine.h" +#include "System/LyraAssetManager.h" +#include "LyraGameState.h" +#include "System/LyraGameSession.h" +#include "Player/LyraPlayerController.h" +#include "Player/LyraPlayerBotController.h" +#include "Player/LyraPlayerState.h" +#include "Character/LyraCharacter.h" +#include "UI/LyraHUD.h" +#include "Character/LyraPawnExtensionComponent.h" +#include "Character/LyraPawnData.h" +#include "GameModes/LyraWorldSettings.h" +#include "GameModes/LyraExperienceDefinition.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "GameModes/LyraUserFacingExperienceDefinition.h" +#include "Kismet/GameplayStatics.h" +#include "Development/LyraDeveloperSettings.h" +#include "Player/LyraPlayerSpawningManagerComponent.h" +#include "CommonUserSubsystem.h" +#include "CommonSessionSubsystem.h" +#include "TimerManager.h" +#include "GameMapsSettings.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameMode) + +ALyraGameMode::ALyraGameMode(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + GameStateClass = ALyraGameState::StaticClass(); + GameSessionClass = ALyraGameSession::StaticClass(); + PlayerControllerClass = ALyraPlayerController::StaticClass(); + ReplaySpectatorPlayerControllerClass = ALyraReplayPlayerController::StaticClass(); + PlayerStateClass = ALyraPlayerState::StaticClass(); + DefaultPawnClass = ALyraCharacter::StaticClass(); + HUDClass = ALyraHUD::StaticClass(); +} + +const ULyraPawnData* ALyraGameMode::GetPawnDataForController(const AController* InController) const +{ + // See if pawn data is already set on the player state + if (InController != nullptr) + { + if (const ALyraPlayerState* LyraPS = InController->GetPlayerState()) + { + if (const ULyraPawnData* PawnData = LyraPS->GetPawnData()) + { + return PawnData; + } + } + } + + // If not, fall back to the the default for the current experience + check(GameState); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + + if (ExperienceComponent->IsExperienceLoaded()) + { + const ULyraExperienceDefinition* Experience = ExperienceComponent->GetCurrentExperienceChecked(); + if (Experience->DefaultPawnData != nullptr) + { + return Experience->DefaultPawnData; + } + + // Experience is loaded and there's still no pawn data, fall back to the default for now + return ULyraAssetManager::Get().GetDefaultPawnData(); + } + + // Experience not loaded yet, so there is no pawn data to be had + return nullptr; +} + +void ALyraGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) +{ + Super::InitGame(MapName, Options, ErrorMessage); + + // Wait for the next frame to give time to initialize startup settings + GetWorld()->GetTimerManager().SetTimerForNextTick(this, &ThisClass::HandleMatchAssignmentIfNotExpectingOne); +} + +void ALyraGameMode::HandleMatchAssignmentIfNotExpectingOne() +{ + FPrimaryAssetId ExperienceId; + FString ExperienceIdSource; + + // Precedence order (highest wins) + // - Matchmaking assignment (if present) + // - URL Options override + // - Developer Settings (PIE only) + // - Command Line override + // - World Settings + // - Dedicated server + // - Default experience + + UWorld* World = GetWorld(); + + if (!ExperienceId.IsValid() && UGameplayStatics::HasOption(OptionsString, TEXT("Experience"))) + { + const FString ExperienceFromOptions = UGameplayStatics::ParseOption(OptionsString, TEXT("Experience")); + ExperienceId = FPrimaryAssetId(FPrimaryAssetType(ULyraExperienceDefinition::StaticClass()->GetFName()), FName(*ExperienceFromOptions)); + ExperienceIdSource = TEXT("OptionsString"); + } + + if (!ExperienceId.IsValid() && World->IsPlayInEditor()) + { + ExperienceId = GetDefault()->ExperienceOverride; + ExperienceIdSource = TEXT("DeveloperSettings"); + } + + // see if the command line wants to set the experience + if (!ExperienceId.IsValid()) + { + FString ExperienceFromCommandLine; + if (FParse::Value(FCommandLine::Get(), TEXT("Experience="), ExperienceFromCommandLine)) + { + ExperienceId = FPrimaryAssetId::ParseTypeAndName(ExperienceFromCommandLine); + if (!ExperienceId.PrimaryAssetType.IsValid()) + { + ExperienceId = FPrimaryAssetId(FPrimaryAssetType(ULyraExperienceDefinition::StaticClass()->GetFName()), FName(*ExperienceFromCommandLine)); + } + ExperienceIdSource = TEXT("CommandLine"); + } + } + + // see if the world settings has a default experience + if (!ExperienceId.IsValid()) + { + if (ALyraWorldSettings* TypedWorldSettings = Cast(GetWorldSettings())) + { + ExperienceId = TypedWorldSettings->GetDefaultGameplayExperience(); + ExperienceIdSource = TEXT("WorldSettings"); + } + } + + ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); + FAssetData Dummy; + if (ExperienceId.IsValid() && !AssetManager.GetPrimaryAssetData(ExperienceId, /*out*/ Dummy)) + { + UE_LOG(LogLyraExperience, Error, TEXT("EXPERIENCE: Wanted to use %s but couldn't find it, falling back to the default)"), *ExperienceId.ToString()); + ExperienceId = FPrimaryAssetId(); + } + + // Final fallback to the default experience + if (!ExperienceId.IsValid()) + { + if (TryDedicatedServerLogin()) + { + // This will start to host as a dedicated server + return; + } + + //@TODO: Pull this from a config setting or something + ExperienceId = FPrimaryAssetId(FPrimaryAssetType("LyraExperienceDefinition"), FName("B_LyraDefaultExperience")); + ExperienceIdSource = TEXT("Default"); + } + + OnMatchAssignmentGiven(ExperienceId, ExperienceIdSource); +} + +bool ALyraGameMode::TryDedicatedServerLogin() +{ + // Some basic code to register as an active dedicated server, this would be heavily modified by the game + FString DefaultMap = UGameMapsSettings::GetGameDefaultMap(); + UWorld* World = GetWorld(); + UGameInstance* GameInstance = GetGameInstance(); + if (GameInstance && World && World->GetNetMode() == NM_DedicatedServer && World->URL.Map == DefaultMap) + { + // Only register if this is the default map on a dedicated server + UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem(); + + // Dedicated servers may need to do an online login + UserSubsystem->OnUserInitializeComplete.AddDynamic(this, &ALyraGameMode::OnUserInitializedForDedicatedServer); + + // There are no local users on dedicated server, but index 0 means the default platform user which is handled by the online login code + if (!UserSubsystem->TryToLoginForOnlinePlay(0)) + { + OnUserInitializedForDedicatedServer(nullptr, false, FText(), ECommonUserPrivilege::CanPlayOnline, ECommonUserOnlineContext::Default); + } + + return true; + } + + return false; +} + +void ALyraGameMode::HostDedicatedServerMatch(ECommonSessionOnlineMode OnlineMode) +{ + FPrimaryAssetType UserExperienceType = ULyraUserFacingExperienceDefinition::StaticClass()->GetFName(); + + // Figure out what UserFacingExperience to load + FPrimaryAssetId UserExperienceId; + FString UserExperienceFromCommandLine; + if (FParse::Value(FCommandLine::Get(), TEXT("UserExperience="), UserExperienceFromCommandLine) || + FParse::Value(FCommandLine::Get(), TEXT("Playlist="), UserExperienceFromCommandLine)) + { + UserExperienceId = FPrimaryAssetId::ParseTypeAndName(UserExperienceFromCommandLine); + if (!UserExperienceId.PrimaryAssetType.IsValid()) + { + UserExperienceId = FPrimaryAssetId(FPrimaryAssetType(UserExperienceType), FName(*UserExperienceFromCommandLine)); + } + } + + // Search for the matching experience, it's fine to force load them because we're in dedicated server startup + ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); + TSharedPtr Handle = AssetManager.LoadPrimaryAssetsWithType(UserExperienceType); + if (ensure(Handle.IsValid())) + { + Handle->WaitUntilComplete(); + } + + TArray UserExperiences; + AssetManager.GetPrimaryAssetObjectList(UserExperienceType, UserExperiences); + ULyraUserFacingExperienceDefinition* FoundExperience = nullptr; + ULyraUserFacingExperienceDefinition* DefaultExperience = nullptr; + + for (UObject* Object : UserExperiences) + { + ULyraUserFacingExperienceDefinition* UserExperience = Cast(Object); + if (ensure(UserExperience)) + { + if (UserExperience->GetPrimaryAssetId() == UserExperienceId) + { + FoundExperience = UserExperience; + break; + } + + if (UserExperience->bIsDefaultExperience && DefaultExperience == nullptr) + { + DefaultExperience = UserExperience; + } + } + } + + if (FoundExperience == nullptr) + { + FoundExperience = DefaultExperience; + } + + UGameInstance* GameInstance = GetGameInstance(); + if (ensure(FoundExperience && GameInstance)) + { + // Actually host the game + UCommonSession_HostSessionRequest* HostRequest = FoundExperience->CreateHostingRequest(this); + if (ensure(HostRequest)) + { + HostRequest->OnlineMode = OnlineMode; + + // TODO override other parameters? + + UCommonSessionSubsystem* SessionSubsystem = GameInstance->GetSubsystem(); + SessionSubsystem->HostSession(nullptr, HostRequest); + + // This will handle the map travel + } + } + +} + +void ALyraGameMode::OnUserInitializedForDedicatedServer(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) +{ + UGameInstance* GameInstance = GetGameInstance(); + if (GameInstance) + { + // Unbind + UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem(); + UserSubsystem->OnUserInitializeComplete.RemoveDynamic(this, &ALyraGameMode::OnUserInitializedForDedicatedServer); + + // Dedicated servers do not require user login, but some online subsystems may expect it + if (bSuccess && ensure(UserInfo)) + { + UE_LOG(LogLyraExperience, Log, TEXT("Dedicated server user login succeeded for id %s, starting online server"), *UserInfo->GetNetId().ToString()); + } + else + { + UE_LOG(LogLyraExperience, Log, TEXT("Dedicated server user login unsuccessful, starting online server as login is not required")); + } + + HostDedicatedServerMatch(ECommonSessionOnlineMode::Online); + } +} + +void ALyraGameMode::OnMatchAssignmentGiven(FPrimaryAssetId ExperienceId, const FString& ExperienceIdSource) +{ + if (ExperienceId.IsValid()) + { + UE_LOG(LogLyraExperience, Log, TEXT("Identified experience %s (Source: %s)"), *ExperienceId.ToString(), *ExperienceIdSource); + + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + ExperienceComponent->SetCurrentExperience(ExperienceId); + } + else + { + UE_LOG(LogLyraExperience, Error, TEXT("Failed to identify experience, loading screen will stay up forever")); + } +} + +void ALyraGameMode::OnExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience) +{ + // Spawn any players that are already attached + //@TODO: Here we're handling only *player* controllers, but in GetDefaultPawnClassForController_Implementation we skipped all controllers + // GetDefaultPawnClassForController_Implementation might only be getting called for players anyways + for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator) + { + APlayerController* PC = Cast(*Iterator); + if ((PC != nullptr) && (PC->GetPawn() == nullptr)) + { + if (PlayerCanRestart(PC)) + { + RestartPlayer(PC); + } + } + } +} + +bool ALyraGameMode::IsExperienceLoaded() const +{ + check(GameState); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + + return ExperienceComponent->IsExperienceLoaded(); +} + +UClass* ALyraGameMode::GetDefaultPawnClassForController_Implementation(AController* InController) +{ + if (const ULyraPawnData* PawnData = GetPawnDataForController(InController)) + { + if (PawnData->PawnClass) + { + return PawnData->PawnClass; + } + } + + return Super::GetDefaultPawnClassForController_Implementation(InController); +} + +APawn* ALyraGameMode::SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform) +{ + FActorSpawnParameters SpawnInfo; + SpawnInfo.Instigator = GetInstigator(); + SpawnInfo.ObjectFlags |= RF_Transient; // Never save the default player pawns into a map. + SpawnInfo.bDeferConstruction = true; + + if (UClass* PawnClass = GetDefaultPawnClassForController(NewPlayer)) + { + if (APawn* SpawnedPawn = GetWorld()->SpawnActor(PawnClass, SpawnTransform, SpawnInfo)) + { + if (ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(SpawnedPawn)) + { + if (const ULyraPawnData* PawnData = GetPawnDataForController(NewPlayer)) + { + PawnExtComp->SetPawnData(PawnData); + } + else + { + UE_LOG(LogLyra, Error, TEXT("Game mode was unable to set PawnData on the spawned pawn [%s]."), *GetNameSafe(SpawnedPawn)); + } + } + + SpawnedPawn->FinishSpawning(SpawnTransform); + + return SpawnedPawn; + } + else + { + UE_LOG(LogLyra, Error, TEXT("Game mode was unable to spawn Pawn of class [%s] at [%s]."), *GetNameSafe(PawnClass), *SpawnTransform.ToHumanReadableString()); + } + } + else + { + UE_LOG(LogLyra, Error, TEXT("Game mode was unable to spawn Pawn due to NULL pawn class.")); + } + + return nullptr; +} + +bool ALyraGameMode::ShouldSpawnAtStartSpot(AController* Player) +{ + // We never want to use the start spot, always use the spawn management component. + return false; +} + +void ALyraGameMode::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) +{ + // Delay starting new players until the experience has been loaded + // (players who log in prior to that will be started by OnExperienceLoaded) + if (IsExperienceLoaded()) + { + Super::HandleStartingNewPlayer_Implementation(NewPlayer); + } +} + +AActor* ALyraGameMode::ChoosePlayerStart_Implementation(AController* Player) +{ + if (ULyraPlayerSpawningManagerComponent* PlayerSpawningComponent = GameState->FindComponentByClass()) + { + return PlayerSpawningComponent->ChoosePlayerStart(Player); + } + + return Super::ChoosePlayerStart_Implementation(Player); +} + +void ALyraGameMode::FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) +{ + if (ULyraPlayerSpawningManagerComponent* PlayerSpawningComponent = GameState->FindComponentByClass()) + { + PlayerSpawningComponent->FinishRestartPlayer(NewPlayer, StartRotation); + } + + Super::FinishRestartPlayer(NewPlayer, StartRotation); +} + +bool ALyraGameMode::PlayerCanRestart_Implementation(APlayerController* Player) +{ + return ControllerCanRestart(Player); +} + +bool ALyraGameMode::ControllerCanRestart(AController* Controller) +{ + if (APlayerController* PC = Cast(Controller)) + { + if (!Super::PlayerCanRestart_Implementation(PC)) + { + return false; + } + } + else + { + // Bot version of Super::PlayerCanRestart_Implementation + if ((Controller == nullptr) || Controller->IsPendingKillPending()) + { + return false; + } + } + + if (ULyraPlayerSpawningManagerComponent* PlayerSpawningComponent = GameState->FindComponentByClass()) + { + return PlayerSpawningComponent->ControllerCanRestart(Controller); + } + + return true; +} + +void ALyraGameMode::InitGameState() +{ + Super::InitGameState(); + + // Listen for the experience load to complete + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + ExperienceComponent->CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); +} + +void ALyraGameMode::GenericPlayerInitialization(AController* NewPlayer) +{ + Super::GenericPlayerInitialization(NewPlayer); + + OnGameModePlayerInitialized.Broadcast(this, NewPlayer); +} + +void ALyraGameMode::RequestPlayerRestartNextFrame(AController* Controller, bool bForceReset) +{ + if (bForceReset && (Controller != nullptr)) + { + Controller->Reset(); + } + + if (APlayerController* PC = Cast(Controller)) + { + GetWorldTimerManager().SetTimerForNextTick(PC, &APlayerController::ServerRestartPlayer_Implementation); + } + else if (ALyraPlayerBotController* BotController = Cast(Controller)) + { + GetWorldTimerManager().SetTimerForNextTick(BotController, &ALyraPlayerBotController::ServerRestartController); + } +} + +bool ALyraGameMode::UpdatePlayerStartSpot(AController* Player, const FString& Portal, FString& OutErrorMessage) +{ + // Do nothing, we'll wait until PostLogin when we try to spawn the player for real. + // Doing anything right now is no good, systems like team assignment haven't even occurred yet. + return true; +} + +void ALyraGameMode::FailedToRestartPlayer(AController* NewPlayer) +{ + Super::FailedToRestartPlayer(NewPlayer); + + // If we tried to spawn a pawn and it failed, lets try again *note* check if there's actually a pawn class + // before we try this forever. + if (UClass* PawnClass = GetDefaultPawnClassForController(NewPlayer)) + { + if (APlayerController* NewPC = Cast(NewPlayer)) + { + // If it's a player don't loop forever, maybe something changed and they can no longer restart if so stop trying. + if (PlayerCanRestart(NewPC)) + { + RequestPlayerRestartNextFrame(NewPlayer, false); + } + else + { + UE_LOG(LogLyra, Verbose, TEXT("FailedToRestartPlayer(%s) and PlayerCanRestart returned false, so we're not going to try again."), *GetPathNameSafe(NewPlayer)); + } + } + else + { + RequestPlayerRestartNextFrame(NewPlayer, false); + } + } + else + { + UE_LOG(LogLyra, Verbose, TEXT("FailedToRestartPlayer(%s) but there's no pawn class so giving up."), *GetPathNameSafe(NewPlayer)); + } +} diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.h new file mode 100644 index 0000000000000000000000000000000000000000..a6f39b8465319036eba7a5e00849ff43d4787bfa --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameMode.h @@ -0,0 +1,89 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ModularGameMode.h" + +#include "LyraGameMode.generated.h" + +#define UE_API LYRAGAME_API + +class AActor; +class AController; +class AGameModeBase; +class APawn; +class APlayerController; +class UClass; +class ULyraExperienceDefinition; +class ULyraPawnData; +class UObject; +struct FFrame; +struct FPrimaryAssetId; +enum class ECommonSessionOnlineMode : uint8; + +/** + * Post login event, triggered when a player or bot joins the game as well as after seamless and non seamless travel + * + * This is called after the player has finished initialization + */ +DECLARE_MULTICAST_DELEGATE_TwoParams(FOnLyraGameModePlayerInitialized, AGameModeBase* /*GameMode*/, AController* /*NewPlayer*/); + +/** + * ALyraGameMode + * + * The base game mode class used by this project. + */ +UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base game mode class used by this project.")) +class ALyraGameMode : public AModularGameModeBase +{ + GENERATED_BODY() + +public: + + UE_API ALyraGameMode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") + UE_API const ULyraPawnData* GetPawnDataForController(const AController* InController) const; + + //~AGameModeBase interface + UE_API virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage) override; + UE_API virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController) override; + UE_API virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, const FTransform& SpawnTransform) override; + UE_API virtual bool ShouldSpawnAtStartSpot(AController* Player) override; + UE_API virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer) override; + UE_API virtual AActor* ChoosePlayerStart_Implementation(AController* Player) override; + UE_API virtual void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) override; + UE_API virtual bool PlayerCanRestart_Implementation(APlayerController* Player) override; + UE_API virtual void InitGameState() override; + UE_API virtual bool UpdatePlayerStartSpot(AController* Player, const FString& Portal, FString& OutErrorMessage) override; + UE_API virtual void GenericPlayerInitialization(AController* NewPlayer) override; + UE_API virtual void FailedToRestartPlayer(AController* NewPlayer) override; + //~End of AGameModeBase interface + + // Restart (respawn) the specified player or bot next frame + // - If bForceReset is true, the controller will be reset this frame (abandoning the currently possessed pawn, if any) + UFUNCTION(BlueprintCallable) + UE_API void RequestPlayerRestartNextFrame(AController* Controller, bool bForceReset = false); + + // Agnostic version of PlayerCanRestart that can be used for both player bots and players + UE_API virtual bool ControllerCanRestart(AController* Controller); + + // Delegate called on player initialization, described above + FOnLyraGameModePlayerInitialized OnGameModePlayerInitialized; + +protected: + UE_API void OnExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience); + UE_API bool IsExperienceLoaded() const; + + UE_API void OnMatchAssignmentGiven(FPrimaryAssetId ExperienceId, const FString& ExperienceIdSource); + + UE_API void HandleMatchAssignmentIfNotExpectingOne(); + + UE_API bool TryDedicatedServerLogin(); + UE_API void HostDedicatedServerMatch(ECommonSessionOnlineMode OnlineMode); + + UFUNCTION() + UE_API void OnUserInitializedForDedicatedServer(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.cpp new file mode 100644 index 0000000000000000000000000000000000000000..89f0ca7e7a441428121a026dc46b03821f4b05f2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.cpp @@ -0,0 +1,145 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameState.h" + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Async/TaskGraphInterfaces.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "Messages/LyraVerbMessage.h" +#include "Player/LyraPlayerState.h" +#include "LyraLogChannels.h" +#include "Net/UnrealNetwork.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameState) + +class APlayerState; +class FLifetimeProperty; + +extern ENGINE_API float GAverageFPS; + + +ALyraGameState::ALyraGameState(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PrimaryActorTick.bCanEverTick = true; + PrimaryActorTick.bStartWithTickEnabled = true; + + AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject(this, TEXT("AbilitySystemComponent")); + AbilitySystemComponent->SetIsReplicated(true); + AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed); + + ExperienceManagerComponent = CreateDefaultSubobject(TEXT("ExperienceManagerComponent")); + + ServerFPS = 0.0f; +} + +void ALyraGameState::PreInitializeComponents() +{ + Super::PreInitializeComponents(); +} + +void ALyraGameState::PostInitializeComponents() +{ + Super::PostInitializeComponents(); + + check(AbilitySystemComponent); + AbilitySystemComponent->InitAbilityActorInfo(/*Owner=*/ this, /*Avatar=*/ this); +} + +UAbilitySystemComponent* ALyraGameState::GetAbilitySystemComponent() const +{ + return AbilitySystemComponent; +} + +void ALyraGameState::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); +} + +void ALyraGameState::AddPlayerState(APlayerState* PlayerState) +{ + Super::AddPlayerState(PlayerState); +} + +void ALyraGameState::RemovePlayerState(APlayerState* PlayerState) +{ + //@TODO: This isn't getting called right now (only the 'rich' AGameMode uses it, not AGameModeBase) + // Need to at least comment the engine code, and possibly move things around + Super::RemovePlayerState(PlayerState); +} + +void ALyraGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) +{ + // Remove inactive and bots + for (int32 i = PlayerArray.Num() - 1; i >= 0; i--) + { + APlayerState* PlayerState = PlayerArray[i]; + if (PlayerState && (PlayerState->IsABot() || PlayerState->IsInactive())) + { + RemovePlayerState(PlayerState); + } + } +} + +void ALyraGameState::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, ServerFPS); + DOREPLIFETIME_CONDITION(ThisClass, RecorderPlayerState, COND_ReplayOnly); +} + +void ALyraGameState::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (GetLocalRole() == ROLE_Authority) + { + ServerFPS = GAverageFPS; + } +} + +void ALyraGameState::MulticastMessageToClients_Implementation(const FLyraVerbMessage Message) +{ + if (GetNetMode() == NM_Client) + { + UGameplayMessageSubsystem::Get(this).BroadcastMessage(Message.Verb, Message); + } +} + +void ALyraGameState::MulticastReliableMessageToClients_Implementation(const FLyraVerbMessage Message) +{ + MulticastMessageToClients_Implementation(Message); +} + +float ALyraGameState::GetServerFPS() const +{ + return ServerFPS; +} + +void ALyraGameState::SetRecorderPlayerState(APlayerState* NewPlayerState) +{ + if (RecorderPlayerState == nullptr) + { + // Set it and call the rep callback so it can do any record-time setup + RecorderPlayerState = NewPlayerState; + OnRep_RecorderPlayerState(); + } + else + { + UE_LOG(LogLyra, Warning, TEXT("SetRecorderPlayerState was called on %s but should only be called once per game on the primary user"), *GetName()); + } +} + +APlayerState* ALyraGameState::GetRecorderPlayerState() const +{ + // TODO: Maybe auto select it if null? + + return RecorderPlayerState; +} + +void ALyraGameState::OnRep_RecorderPlayerState() +{ + OnRecorderPlayerStateChangedEvent.Broadcast(RecorderPlayerState); +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.h new file mode 100644 index 0000000000000000000000000000000000000000..ccb3e5772f4a6e62f08e5e117ccb00487230f248 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraGameState.h @@ -0,0 +1,102 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystemInterface.h" +#include "ModularGameState.h" + +#include "LyraGameState.generated.h" + +#define UE_API LYRAGAME_API + +struct FLyraVerbMessage; + +class APlayerState; +class UAbilitySystemComponent; +class ULyraAbilitySystemComponent; +class ULyraExperienceManagerComponent; +class UObject; +struct FFrame; + +/** + * ALyraGameState + * + * The base game state class used by this project. + */ +UCLASS(MinimalAPI, Config = Game) +class ALyraGameState : public AModularGameStateBase, public IAbilitySystemInterface +{ + GENERATED_BODY() + +public: + + UE_API ALyraGameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void PostInitializeComponents() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + UE_API virtual void Tick(float DeltaSeconds) override; + //~End of AActor interface + + //~AGameStateBase interface + UE_API virtual void AddPlayerState(APlayerState* PlayerState) override; + UE_API virtual void RemovePlayerState(APlayerState* PlayerState) override; + UE_API virtual void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) override; + //~End of AGameStateBase interface + + //~IAbilitySystemInterface + UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; + //~End of IAbilitySystemInterface + + // Gets the ability system component used for game wide things + UFUNCTION(BlueprintCallable, Category = "Lyra|GameState") + ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; } + + // Send a message that all clients will (probably) get + // (use only for client notifications like eliminations, server join messages, etc... that can handle being lost) + UFUNCTION(NetMulticast, Unreliable, BlueprintCallable, Category = "Lyra|GameState") + UE_API void MulticastMessageToClients(const FLyraVerbMessage Message); + + // Send a message that all clients will be guaranteed to get + // (use only for client notifications that cannot handle being lost) + UFUNCTION(NetMulticast, Reliable, BlueprintCallable, Category = "Lyra|GameState") + UE_API void MulticastReliableMessageToClients(const FLyraVerbMessage Message); + + // Gets the server's FPS, replicated to clients + UE_API float GetServerFPS() const; + + // Indicate the local player state is recording a replay + UE_API void SetRecorderPlayerState(APlayerState* NewPlayerState); + + // Gets the player state that recorded the replay, if valid + UE_API APlayerState* GetRecorderPlayerState() const; + + // Delegate called when the replay player state changes + DECLARE_MULTICAST_DELEGATE_OneParam(FOnRecorderPlayerStateChanged, APlayerState*); + FOnRecorderPlayerStateChanged OnRecorderPlayerStateChangedEvent; + +private: + // Handles loading and managing the current gameplay experience + UPROPERTY() + TObjectPtr ExperienceManagerComponent; + + // The ability system component subobject for game-wide things (primarily gameplay cues) + UPROPERTY(VisibleAnywhere, Category = "Lyra|GameState") + TObjectPtr AbilitySystemComponent; + +protected: + UPROPERTY(Replicated) + float ServerFPS; + + // The player state that recorded a replay, it is used to select the right pawn to follow + // This is only set in replay streams and is not replicated normally + UPROPERTY(Transient, ReplicatedUsing = OnRep_RecorderPlayerState) + TObjectPtr RecorderPlayerState; + + UFUNCTION() + UE_API void OnRep_RecorderPlayerState(); + +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.cpp new file mode 100644 index 0000000000000000000000000000000000000000..978908f31ebc84a396e2d0c972086d19920adb49 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.cpp @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraUserFacingExperienceDefinition.h" +#include "CommonSessionSubsystem.h" +#include "Containers/UnrealString.h" +#include "UObject/NameTypes.h" +#include "Engine/GameInstance.h" +#include "Engine/Engine.h" +#include "Replays/LyraReplaySubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUserFacingExperienceDefinition) + +UCommonSession_HostSessionRequest* ULyraUserFacingExperienceDefinition::CreateHostingRequest(const UObject* WorldContextObject) const +{ + const FString ExperienceName = ExperienceID.PrimaryAssetName.ToString(); + const FString UserFacingExperienceName = GetPrimaryAssetId().PrimaryAssetName.ToString(); + + UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull); + UGameInstance* GameInstance = World ? World->GetGameInstance() : nullptr; + UCommonSession_HostSessionRequest* Result = nullptr; + + if (UCommonSessionSubsystem* Subsystem = GameInstance ? GameInstance->GetSubsystem() : nullptr) + { + Result = Subsystem->CreateOnlineHostSessionRequest(); + } + + if (!Result) + { + // Couldn't use the subsystem so create one + Result = NewObject(); + Result->OnlineMode = ECommonSessionOnlineMode::Online; + Result->bUseLobbies = true; + Result->bUseLobbiesVoiceChat = false; + // We always enable presence on this session because it is the primary session used for matchmaking. For online systems that care about presence, only the primary session should have presence enabled + Result->bUsePresence = !IsRunningDedicatedServer(); + } + Result->MapID = MapID; + Result->ModeNameForAdvertisement = UserFacingExperienceName; + Result->ExtraArgs = ExtraArgs; + Result->ExtraArgs.Add(TEXT("Experience"), ExperienceName); + Result->MaxPlayerCount = MaxPlayerCount; + + if (ULyraReplaySubsystem::DoesPlatformSupportReplays()) + { + if (bRecordReplay) + { + Result->ExtraArgs.Add(TEXT("DemoRec"), FString()); + } + } + + return Result; +} + diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.h new file mode 100644 index 0000000000000000000000000000000000000000..c03e0a7ca0b91260e5ce518bc85b0ccfef5d4745 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraUserFacingExperienceDefinition.h @@ -0,0 +1,75 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "LyraUserFacingExperienceDefinition.generated.h" + +class FString; +class UCommonSession_HostSessionRequest; +class UObject; +class UTexture2D; +class UUserWidget; +struct FFrame; + +/** Description of settings used to display experiences in the UI and start a new session */ +UCLASS(BlueprintType) +class ULyraUserFacingExperienceDefinition : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + /** The specific map to load */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience, meta=(AllowedTypes="Map")) + FPrimaryAssetId MapID; + + /** The gameplay experience to load */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience, meta=(AllowedTypes="LyraExperienceDefinition")) + FPrimaryAssetId ExperienceID; + + /** Extra arguments passed as URL options to the game */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + TMap ExtraArgs; + + /** Primary title in the UI */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + FText TileTitle; + + /** Secondary title */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + FText TileSubTitle; + + /** Full description */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + FText TileDescription; + + /** Icon used in the UI */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + TObjectPtr TileIcon; + + /** The loading screen widget to show when loading into (or back out of) a given experience */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=LoadingScreen) + TSoftClassPtr LoadingScreenWidget; + + /** If true, this is a default experience that should be used for quick play and given priority in the UI */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + bool bIsDefaultExperience = false; + + /** If true, this will show up in the experiences list in the front-end */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + bool bShowInFrontEnd = true; + + /** If true, a replay will be recorded of the game */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + bool bRecordReplay = false; + + /** Max number of players for this session */ + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience) + int32 MaxPlayerCount = 16; + +public: + /** Create a request object that is used to actually start a session with these settings */ + UFUNCTION(BlueprintCallable, BlueprintPure=false, meta = (WorldContext = "WorldContextObject")) + UCommonSession_HostSessionRequest* CreateHostingRequest(const UObject* WorldContextObject) const; +}; diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.cpp b/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.cpp new file mode 100644 index 0000000000000000000000000000000000000000..55f187a56dc65c2c848688e65de6df072a1fe9cc --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWorldSettings.h" +#include "GameFramework/PlayerStart.h" +#include "EngineUtils.h" +#include "Misc/UObjectToken.h" +#include "Logging/MessageLog.h" +#include "LyraLogChannels.h" +#include "Engine/AssetManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWorldSettings) + +ALyraWorldSettings::ALyraWorldSettings(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +FPrimaryAssetId ALyraWorldSettings::GetDefaultGameplayExperience() const +{ + FPrimaryAssetId Result; + if (!DefaultGameplayExperience.IsNull()) + { + Result = UAssetManager::Get().GetPrimaryAssetIdForPath(DefaultGameplayExperience.ToSoftObjectPath()); + + if (!Result.IsValid()) + { + UE_LOG(LogLyraExperience, Error, TEXT("%s.DefaultGameplayExperience is %s but that failed to resolve into an asset ID (you might need to add a path to the Asset Rules in your game feature plugin or project settings"), + *GetPathNameSafe(this), *DefaultGameplayExperience.ToString()); + } + } + return Result; +} + +#if WITH_EDITOR +void ALyraWorldSettings::CheckForErrors() +{ + Super::CheckForErrors(); + + FMessageLog MapCheck("MapCheck"); + + for (TActorIterator PlayerStartIt(GetWorld()); PlayerStartIt; ++PlayerStartIt) + { + APlayerStart* PlayerStart = *PlayerStartIt; + if (IsValid(PlayerStart) && PlayerStart->GetClass() == APlayerStart::StaticClass()) + { + MapCheck.Warning() + ->AddToken(FUObjectToken::Create(PlayerStart)) + ->AddToken(FTextToken::Create(FText::FromString("is a normal APlayerStart, replace with ALyraPlayerStart."))); + } + } + + //@TODO: Make sure the soft object path is something that can actually be turned into a primary asset ID (e.g., is not pointing to an experience in an unscanned directory) +} +#endif diff --git a/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.h b/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.h new file mode 100644 index 0000000000000000000000000000000000000000..9764e44fe0903f0155ce0da41614d710a29dbbf4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/GameModes/LyraWorldSettings.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/WorldSettings.h" +#include "LyraWorldSettings.generated.h" + +#define UE_API LYRAGAME_API + +class ULyraExperienceDefinition; + +/** + * The default world settings object, used primarily to set the default gameplay experience to use when playing on this map + */ +UCLASS(MinimalAPI) +class ALyraWorldSettings : public AWorldSettings +{ + GENERATED_BODY() + +public: + + UE_API ALyraWorldSettings(const FObjectInitializer& ObjectInitializer); + +#if WITH_EDITOR + UE_API virtual void CheckForErrors() override; +#endif + +public: + // Returns the default experience to use when a server opens this map if it is not overridden by the user-facing experience + UE_API FPrimaryAssetId GetDefaultGameplayExperience() const; + +protected: + // The default experience to use when a server opens this map if it is not overridden by the user-facing experience + UPROPERTY(EditDefaultsOnly, Category=GameMode) + TSoftClassPtr DefaultGameplayExperience; + +public: + +#if WITH_EDITORONLY_DATA + // Is this level part of a front-end or other standalone experience? + // When set, the net mode will be forced to Standalone when you hit Play in the editor + UPROPERTY(EditDefaultsOnly, Category=PIE) + bool ForceStandaloneNetMode = false; +#endif +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.cpp b/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9b52487bbebfe9fed4d130d2a8312e63478a6b87 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.cpp @@ -0,0 +1,214 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraHotfixManager.h" +#include "UObject/UObjectIterator.h" +#include "Engine/NetDriver.h" +#include "DeviceProfiles/DeviceProfileManager.h" +#include "DeviceProfiles/DeviceProfile.h" +#include "Settings/LyraSettingsLocal.h" +#include "HAL/MemoryMisc.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHotfixManager) + +int32 ULyraHotfixManager::GameHotfixCounter = 0; + +ULyraHotfixManager::ULyraHotfixManager() +{ +#if !UE_BUILD_SHIPPING + OnScreenMessageHandle = FCoreDelegates::OnGetOnScreenMessages.AddUObject(this, &ULyraHotfixManager::GetOnScreenMessages); +#endif // !UE_BUILD_SHIPPING + + HotfixCompleteDelegateHandle = AddOnHotfixCompleteDelegate_Handle(FOnHotfixCompleteDelegate::CreateUObject(this, &ThisClass::OnHotfixCompleted)); +} + +void ULyraHotfixManager::Init() +{ + Super::Init(); +} + +void ULyraHotfixManager::OnHotfixCompleted(EHotfixResult HotfixResult) +{ + // Reload DDoS detection config for all live Net Drivers (mirrors RepGraph code) + for (TObjectIterator It; It; ++It) + { + if (It->IsServer()) + { + UE_LOG(LogHotfixManager, Log, TEXT("Reloading DDoS detection settings for NetDriver: %s"), *It->GetName()); + + It->DDoS.InitConfig(); + } + } + + if (bHasPendingDeviceProfileHotfix) + { + UE_LOG(LogHotfixManager, Log, TEXT("Re-applying Hotfixed DeviceProfile")); + + bHasPendingDeviceProfileHotfix = false; + UDeviceProfileManager::Get().ReapplyDeviceProfile(); + + ULyraSettingsLocal* GameSettings = ULyraSettingsLocal::Get(); + GameSettings->OnHotfixDeviceProfileApplied(); + } + +#if ENABLE_SHARED_MEMORY_TRACKER + FSharedMemoryTracker::PrintMemoryDiff(TEXT("Hotfix Complete")); +#endif +} + +ULyraHotfixManager::~ULyraHotfixManager() +{ + ClearOnHotfixCompleteDelegate_Handle(HotfixCompleteDelegateHandle); + +#if !UE_BUILD_SHIPPING + FCoreDelegates::OnGetOnScreenMessages.Remove(OnScreenMessageHandle); +#endif // !UE_BUILD_SHIPPING +} + +bool ULyraHotfixManager::WantsHotfixProcessing(const FCloudFileHeader& FileHeader) +{ + bool bWantsProcessing = Super::WantsHotfixProcessing(FileHeader); + if (!bWantsProcessing) + { + FString SupportedFiles[] = { + TEXT("AssetMigrations.ini") + }; + + for (FString SupportedFile : SupportedFiles) + { +#if !UE_BUILD_SHIPPING + if (!DebugPrefix.IsEmpty()) + { + SupportedFile = DebugPrefix + SupportedFile; + } +#endif + if (SupportedFile == FileHeader.FileName) + { + bWantsProcessing = true; + break; + } + } + } + return bWantsProcessing; +} + +bool ULyraHotfixManager::HotfixIniFile(const FString& FileName, const FString& IniData) +{ + if (!bHasPendingDeviceProfileHotfix && FileName.EndsWith(TEXT("DEVICEPROFILES.INI"), ESearchCase::IgnoreCase)) + { + FConfigFile DeviceProfileHotfixConfig; + DeviceProfileHotfixConfig.CombineFromBuffer(IniData, FileName); + TSet Keys; + for (const auto& DPSection : AsConst(DeviceProfileHotfixConfig)) + { + FString DeviceProfileName, DeviceProfileClass; + if (DPSection.Key.Split(TEXT(" "), &DeviceProfileName, &DeviceProfileClass) && DeviceProfileClass == *UDeviceProfile::StaticClass()->GetName()) + { + Keys.Add(DeviceProfileName); + } + } + + // Check if any of the hotfixed device profiles are referenced by the currently active profile(s): + bHasPendingDeviceProfileHotfix = UDeviceProfileManager::Get().DoActiveProfilesReference(Keys); + UE_LOG(LogHotfixManager, Log, TEXT("Active device profile was referenced by hotfix = %d"), (uint32)bHasPendingDeviceProfileHotfix); + } + + return Super::HotfixIniFile(FileName, IniData); +} + +bool ULyraHotfixManager::ApplyHotfixProcessing(const FCloudFileHeader& FileHeader) +{ + // This allows json files to be downloaded automatically + const FString Extension = FPaths::GetExtension(FileHeader.FileName); + if (Extension == TEXT("json")) + { + return true; + } + + const bool bResult = Super::ApplyHotfixProcessing(FileHeader); + if (bResult && FileHeader.FileName.EndsWith(TEXT("GAME.INI"), ESearchCase::IgnoreCase)) + { + GameHotfixCounter++; + + if (bHasPendingGameHotfix) + { + bHasPendingGameHotfix = false; + OnPendingGameHotfixChanged.Broadcast(bHasPendingGameHotfix); + } + } + + return bResult; +} + +bool ULyraHotfixManager::ShouldWarnAboutMissingWhenPatchingFromIni(const FString& AssetPath) const +{ + return AssetPath.StartsWith(TEXT("/Engine/")) || AssetPath.StartsWith(TEXT("/Game/")); +} + +void ULyraHotfixManager::PatchAssetsFromIniFiles() +{ +#if ENABLE_SHARED_MEMORY_TRACKER + FSharedMemoryTracker::PrintMemoryDiff(TEXT("Start - PatchAssetsFromIniFiles")); +#endif + + Super::PatchAssetsFromIniFiles(); + +#if ENABLE_SHARED_MEMORY_TRACKER + FSharedMemoryTracker::PrintMemoryDiff(TEXT("End - PatchAssetsFromIniFiles")); +#endif +} + +void ULyraHotfixManager::OnHotfixAvailablityCheck(const TArray& PendingChangedFiles, const TArray& PendingRemoveFiles) +{ + bool bNewPendingGameHotfix = false; + for (int32 Idx = 0; Idx < PendingChangedFiles.Num(); Idx++) + { + if (PendingChangedFiles[Idx].FileName.EndsWith(TEXT("GAME.INI"), ESearchCase::IgnoreCase)) + { + bNewPendingGameHotfix = true; + break; + } + } + + if (bNewPendingGameHotfix && !bHasPendingGameHotfix) + { + bHasPendingGameHotfix = true; + OnPendingGameHotfixChanged.Broadcast(bHasPendingGameHotfix); + } +} + +#if !UE_BUILD_SHIPPING +void ULyraHotfixManager::GetOnScreenMessages(TMultiMap& OutMessages) +{ + // TODO Any messages/errors. +} +#endif // !UE_BUILD_SHIPPING + +void ULyraHotfixManager::RequestPatchAssetsFromIniFiles() +{ + if (!RequestPatchAssetsHandle.IsValid()) + { + RequestPatchAssetsHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) { + RequestPatchAssetsHandle.Reset(); + UE_LOG(LogHotfixManager, Display, TEXT("Hotfix manager re-calling PatchAssetsFromIniFiles due to new plugins")); + PatchAssetsFromIniFiles(); + return false; + })); + } +} + +void ULyraHotfixManager::StartHotfixProcess() +{ + if (GIsEditor) + { + UE_LOG(LogHotfixManager, Display, TEXT("Hotfixing skipped in development mode.")); + TriggerHotfixComplete(EHotfixResult::SuccessNoChange); + return; + } + +#if ENABLE_SHARED_MEMORY_TRACKER + FSharedMemoryTracker::PrintMemoryDiff(TEXT("StartHotfixProcess")); +#endif + + Super::StartHotfixProcess(); +} + diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.h b/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.h new file mode 100644 index 0000000000000000000000000000000000000000..2bbbf0271b0564507e89df41e2e69add40e43263 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraHotfixManager.h @@ -0,0 +1,68 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "OnlineHotfixManager.h" +#include "Misc/CoreDelegates.h" +#include "Containers/Ticker.h" +#include "LyraHotfixManager.generated.h" + +UCLASS() +class ULyraHotfixManager : public UOnlineHotfixManager +{ + GENERATED_BODY() + +public: + DECLARE_MULTICAST_DELEGATE_OneParam(FOnPendingGameHotfix, bool); + FOnPendingGameHotfix OnPendingGameHotfixChanged; + + ULyraHotfixManager(); + virtual ~ULyraHotfixManager(); + + void RequestPatchAssetsFromIniFiles(); + +protected: + void OnHotfixCompleted(EHotfixResult HotfixResult); + + virtual FString GetCachedDirectory() override + { + return FPaths::ProjectPersistentDownloadDir() / TEXT("Hotfix/"); + } + + virtual void StartHotfixProcess() override; + + virtual bool WantsHotfixProcessing(const struct FCloudFileHeader& FileHeader) override; + virtual bool ApplyHotfixProcessing(const struct FCloudFileHeader& FileHeader) override; + virtual bool ShouldWarnAboutMissingWhenPatchingFromIni(const FString& AssetPath) const override; + virtual void PatchAssetsFromIniFiles() override; + + virtual void OnHotfixAvailablityCheck(const TArray& PendingChangedFiles, const TArray& PendingRemoveFiles) override; + + virtual bool HotfixIniFile(const FString& FileName, const FString& IniData) override; + +private: +#if !UE_BUILD_SHIPPING + // Error reporting + FDelegateHandle OnScreenMessageHandle; + void GetOnScreenMessages(TMultiMap& OutMessages); +#endif // !UE_BUILD_SHIPPING + +private: + /** get the current game instance */ + template + T* GetGameInstance() const + { + return GetTypedOuter(); + } + + void Init() override; + +private: + FTSTicker::FDelegateHandle RequestPatchAssetsHandle; + FDelegateHandle HotfixCompleteDelegateHandle; + + bool bHasPendingGameHotfix = false; + bool bHasPendingDeviceProfileHotfix = false; + + static int32 GameHotfixCounter; +}; diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.cpp b/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d42d235468669736f3e0e5be76f2d9311d34f4fb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.cpp @@ -0,0 +1,23 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraRuntimeOptions.h" + +#include "UObject/Class.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraRuntimeOptions) + +ULyraRuntimeOptions::ULyraRuntimeOptions() +{ + OptionCommandPrefix = TEXT("ro"); +} + +ULyraRuntimeOptions* ULyraRuntimeOptions::GetRuntimeOptions() +{ + return GetMutableDefault(); +} + +const ULyraRuntimeOptions& ULyraRuntimeOptions::Get() +{ + const ULyraRuntimeOptions& RuntimeOptions = *GetDefault(); + return RuntimeOptions; +} diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.h b/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.h new file mode 100644 index 0000000000000000000000000000000000000000..852571089acda354b7172329722e45111e0fc519 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraRuntimeOptions.h @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/RuntimeOptionsBase.h" + +#include "LyraRuntimeOptions.generated.h" + +#define UE_API LYRAGAME_API + +class UObject; +struct FFrame; + +/** + * ULyraRuntimeOptions: Supports checking at runtime whether features are enabled/disabled, changing + * configuration parameters, console cheats, startup commands. + * + * Add a new Property that *defaults* (either naturally or in the constructor) to the desired + * normal state. (e.g. bDisableSomething). If you ever need to suddenly disable that thing in the + * live game, you'll be able to. + * + * For testing you can run with -ro.bDisableSomething=true to override the defaults. This is only + * available in non-shipping builds. + * + * Variables are registered with the console under the 'ro' namespace. E.g. ro.bDisableSomething + */ +UCLASS(MinimalAPI, config = RuntimeOptions, BlueprintType) +class ULyraRuntimeOptions : public URuntimeOptionsBase +{ + GENERATED_BODY() + +public: + static UE_API const ULyraRuntimeOptions& Get(); + + UE_API ULyraRuntimeOptions(); + + UFUNCTION(BlueprintPure, Category = Options) + static UE_API ULyraRuntimeOptions* GetRuntimeOptions(); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.cpp b/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5fb3b57a911496d8406a7e245ba290531ea2b4f1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.cpp @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTextHotfixConfig.h" +#include "Internationalization/PolyglotTextData.h" +#include "Internationalization/TextLocalizationManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTextHotfixConfig) + +ULyraTextHotfixConfig::ULyraTextHotfixConfig(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraTextHotfixConfig::ApplyTextReplacements() const +{ + FTextLocalizationManager::Get().RegisterPolyglotTextData(TextReplacements); +} + +void ULyraTextHotfixConfig::PostInitProperties() +{ + Super::PostInitProperties(); + ApplyTextReplacements(); +} + +void ULyraTextHotfixConfig::PostReloadConfig(FProperty* PropertyThatWasLoaded) +{ + Super::PostReloadConfig(PropertyThatWasLoaded); + ApplyTextReplacements(); +} + +#if WITH_EDITOR +void ULyraTextHotfixConfig::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + ApplyTextReplacements(); +} +#endif + diff --git a/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.h b/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.h new file mode 100644 index 0000000000000000000000000000000000000000..414c3d8abb604c8044b1b75d1188025f3400adb4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Hotfix/LyraTextHotfixConfig.h @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DeveloperSettings.h" +#include "LyraTextHotfixConfig.generated.h" + +struct FPolyglotTextData; +struct FPropertyChangedEvent; + +/** + * This class allows hotfixing individual FText values anywhere + */ + +UCLASS(config=Game, defaultconfig) +class ULyraTextHotfixConfig : public UDeveloperSettings +{ + GENERATED_BODY() + +public: + ULyraTextHotfixConfig(const FObjectInitializer& ObjectInitializer); + + // UObject interface + virtual void PostInitProperties() override; + virtual void PostReloadConfig(FProperty* PropertyThatWasLoaded) override; +#if WITH_EDITOR + virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; +#endif + // End of UObject interface + +private: + void ApplyTextReplacements() const; + +private: + // The list of FText values to hotfix + UPROPERTY(Config, EditAnywhere) + TArray TextReplacements; +}; diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.cpp new file mode 100644 index 0000000000000000000000000000000000000000..59de1619f873241b76952befe13eeb24adb601fb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.cpp @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAimSensitivityData.h" + +#include "Settings/LyraSettingsShared.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAimSensitivityData) + +ULyraAimSensitivityData::ULyraAimSensitivityData(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SensitivityMap = + { + { ELyraGamepadSensitivity::Slow, 0.5f }, + { ELyraGamepadSensitivity::SlowPlus, 0.75f }, + { ELyraGamepadSensitivity::SlowPlusPlus, 0.9f }, + { ELyraGamepadSensitivity::Normal, 1.0f }, + { ELyraGamepadSensitivity::NormalPlus, 1.1f }, + { ELyraGamepadSensitivity::NormalPlusPlus,1.25f }, + { ELyraGamepadSensitivity::Fast, 1.5f }, + { ELyraGamepadSensitivity::FastPlus, 1.75f }, + { ELyraGamepadSensitivity::FastPlusPlus, 2.0f }, + { ELyraGamepadSensitivity::Insane, 2.5f }, + }; +} + +const float ULyraAimSensitivityData::SensitivtyEnumToFloat(const ELyraGamepadSensitivity InSensitivity) const +{ + if (const float* Sens = SensitivityMap.Find(InSensitivity)) + { + return *Sens; + } + + return 1.0f; +} + diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.h b/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.h new file mode 100644 index 0000000000000000000000000000000000000000..e16daf8542a93029ac76856e19a8194b61330da4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraAimSensitivityData.h @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "LyraAimSensitivityData.generated.h" + +#define UE_API LYRAGAME_API + +enum class ELyraGamepadSensitivity : uint8; + +class UObject; + +/** Defines a set of gamepad sensitivity to a float value. */ +UCLASS(MinimalAPI, BlueprintType, Const, Meta = (DisplayName = "Lyra Aim Sensitivity Data", ShortTooltip = "Data asset used to define a map of Gamepad Sensitivty to a float value.")) +class ULyraAimSensitivityData : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UE_API ULyraAimSensitivityData(const FObjectInitializer& ObjectInitializer); + + UE_API const float SensitivtyEnumToFloat(const ELyraGamepadSensitivity InSensitivity) const; + +protected: + /** Map of SensitivityMap settings to their corresponding float */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TMap SensitivityMap; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2af1e675bfb10f49cd36b0c0e29dd3be5271037f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.cpp @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInputComponent.h" + +#include "EnhancedInputSubsystems.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInputComponent) + +class ULyraInputConfig; + +ULyraInputComponent::ULyraInputComponent(const FObjectInitializer& ObjectInitializer) +{ +} + +void ULyraInputComponent::AddInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const +{ + check(InputConfig); + check(InputSubsystem); + + // Here you can handle any custom logic to add something from your input config if required +} + +void ULyraInputComponent::RemoveInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const +{ + check(InputConfig); + check(InputSubsystem); + + // Here you can handle any custom logic to remove input mappings that you may have added above +} + +void ULyraInputComponent::RemoveBinds(TArray& BindHandles) +{ + for (uint32 Handle : BindHandles) + { + RemoveBindingByHandle(Handle); + } + BindHandles.Reset(); +} diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.h b/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..353396e7321a89b3600c758476bce3775dd67e5c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputComponent.h @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EnhancedInputComponent.h" +#include "LyraInputConfig.h" + +#include "LyraInputComponent.generated.h" + +class UEnhancedInputLocalPlayerSubsystem; +class UInputAction; +class UObject; + + +/** + * ULyraInputComponent + * + * Component used to manage input mappings and bindings using an input config data asset. + */ +UCLASS(Config = Input) +class ULyraInputComponent : public UEnhancedInputComponent +{ + GENERATED_BODY() + +public: + + ULyraInputComponent(const FObjectInitializer& ObjectInitializer); + + void AddInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const; + void RemoveInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const; + + template + void BindNativeAction(const ULyraInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent, UserClass* Object, FuncType Func, bool bLogIfNotFound); + + template + void BindAbilityActions(const ULyraInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc, TArray& BindHandles); + + void RemoveBinds(TArray& BindHandles); +}; + + +template +void ULyraInputComponent::BindNativeAction(const ULyraInputConfig* InputConfig, const FGameplayTag& InputTag, ETriggerEvent TriggerEvent, UserClass* Object, FuncType Func, bool bLogIfNotFound) +{ + check(InputConfig); + if (const UInputAction* IA = InputConfig->FindNativeInputActionForTag(InputTag, bLogIfNotFound)) + { + BindAction(IA, TriggerEvent, Object, Func); + } +} + +template +void ULyraInputComponent::BindAbilityActions(const ULyraInputConfig* InputConfig, UserClass* Object, PressedFuncType PressedFunc, ReleasedFuncType ReleasedFunc, TArray& BindHandles) +{ + check(InputConfig); + + for (const FLyraInputAction& Action : InputConfig->AbilityInputActions) + { + if (Action.InputAction && Action.InputTag.IsValid()) + { + if (PressedFunc) + { + BindHandles.Add(BindAction(Action.InputAction, ETriggerEvent::Triggered, Object, PressedFunc, Action.InputTag).GetHandle()); + } + + if (ReleasedFunc) + { + BindHandles.Add(BindAction(Action.InputAction, ETriggerEvent::Completed, Object, ReleasedFunc, Action.InputTag).GetHandle()); + } + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.cpp new file mode 100644 index 0000000000000000000000000000000000000000..42595815b7c088ad94718a9ba89f73a729d9727d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.cpp @@ -0,0 +1,48 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInputConfig.h" + +#include "LyraLogChannels.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInputConfig) + + +ULyraInputConfig::ULyraInputConfig(const FObjectInitializer& ObjectInitializer) +{ +} + +const UInputAction* ULyraInputConfig::FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound) const +{ + for (const FLyraInputAction& Action : NativeInputActions) + { + if (Action.InputAction && (Action.InputTag == InputTag)) + { + return Action.InputAction; + } + } + + if (bLogNotFound) + { + UE_LOG(LogLyra, Error, TEXT("Can't find NativeInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); + } + + return nullptr; +} + +const UInputAction* ULyraInputConfig::FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound) const +{ + for (const FLyraInputAction& Action : AbilityInputActions) + { + if (Action.InputAction && (Action.InputTag == InputTag)) + { + return Action.InputAction; + } + } + + if (bLogNotFound) + { + UE_LOG(LogLyra, Error, TEXT("Can't find AbilityInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); + } + + return nullptr; +} diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.h b/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.h new file mode 100644 index 0000000000000000000000000000000000000000..9cbb06df89bdd152ed946c6c4696e59d13c00871 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.h @@ -0,0 +1,61 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" +#include "GameplayTagContainer.h" + +#include "LyraInputConfig.generated.h" + +class UInputAction; +class UObject; +struct FFrame; + +/** + * FLyraInputAction + * + * Struct used to map a input action to a gameplay input tag. + */ +USTRUCT(BlueprintType) +struct FLyraInputAction +{ + GENERATED_BODY() + +public: + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + TObjectPtr InputAction = nullptr; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag")) + FGameplayTag InputTag; +}; + +/** + * ULyraInputConfig + * + * Non-mutable data asset that contains input configuration properties. + */ +UCLASS(BlueprintType, Const) +class ULyraInputConfig : public UDataAsset +{ + GENERATED_BODY() + +public: + + ULyraInputConfig(const FObjectInitializer& ObjectInitializer); + + UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") + const UInputAction* FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") + const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const; + +public: + // List of input actions used by the owner. These input actions are mapped to a gameplay tag and must be manually bound. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction")) + TArray NativeInputActions; + + // List of input actions used by the owner. These input actions are mapped to a gameplay tag and are automatically bound to abilities with matching input tags. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction")) + TArray AbilityInputActions; +}; diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.cpp new file mode 100644 index 0000000000000000000000000000000000000000..27387c34870be326bb11b6cb77cfaaff068612ca --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.cpp @@ -0,0 +1,200 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInputModifiers.h" + +#include "EnhancedPlayerInput.h" +#include "GameFramework/PlayerController.h" +#include "Input/LyraAimSensitivityData.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraSettingsShared.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInputModifiers) + +DEFINE_LOG_CATEGORY_STATIC(LogLyraInputModifiers, Log, All); + +////////////////////////////////////////////////////////////////////// +// LyraInputModifiersHelpers + +namespace LyraInputModifiersHelpers +{ + /** Returns the owning LyraLocalPlayer of an Enhanced Player Input pointer */ + static ULyraLocalPlayer* GetLocalPlayer(const UEnhancedPlayerInput* PlayerInput) + { + if (PlayerInput) + { + if (APlayerController* PC = Cast(PlayerInput->GetOuter())) + { + return Cast(PC->GetLocalPlayer()); + } + } + return nullptr; + } + +} + +////////////////////////////////////////////////////////////////////// +// ULyraSettingBasedScalar + +FInputActionValue ULyraSettingBasedScalar::ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) +{ + if (ensureMsgf(CurrentValue.GetValueType() != EInputActionValueType::Boolean, TEXT("Setting Based Scalar modifier doesn't support boolean values."))) + { + if (ULyraLocalPlayer* LocalPlayer = LyraInputModifiersHelpers::GetLocalPlayer(PlayerInput)) + { + const UClass* SettingsClass = ULyraSettingsShared::StaticClass(); + ULyraSettingsShared* SharedSettings = LocalPlayer->GetSharedSettings(); + + const bool bHasCachedProperty = PropertyCache.Num() == 3; + + const FProperty* XAxisValue = bHasCachedProperty ? PropertyCache[0] : SettingsClass->FindPropertyByName(XAxisScalarSettingName); + const FProperty* YAxisValue = bHasCachedProperty ? PropertyCache[1] : SettingsClass->FindPropertyByName(YAxisScalarSettingName); + const FProperty* ZAxisValue = bHasCachedProperty ? PropertyCache[2] : SettingsClass->FindPropertyByName(ZAxisScalarSettingName); + + if (PropertyCache.IsEmpty()) + { + PropertyCache.Emplace(XAxisValue); + PropertyCache.Emplace(YAxisValue); + PropertyCache.Emplace(ZAxisValue); + } + + FVector ScalarToUse = FVector(1.0, 1.0, 1.0); + + switch (CurrentValue.GetValueType()) + { + case EInputActionValueType::Axis3D: + ScalarToUse.Z = ZAxisValue ? *ZAxisValue->ContainerPtrToValuePtr(SharedSettings) : 1.0; + //[[fallthrough]]; + case EInputActionValueType::Axis2D: + ScalarToUse.Y = YAxisValue ? *YAxisValue->ContainerPtrToValuePtr(SharedSettings) : 1.0; + //[[fallthrough]]; + case EInputActionValueType::Axis1D: + ScalarToUse.X = XAxisValue ? *XAxisValue->ContainerPtrToValuePtr(SharedSettings) : 1.0; + break; + } + + ScalarToUse.X = FMath::Clamp(ScalarToUse.X, MinValueClamp.X, MaxValueClamp.X); + ScalarToUse.Y = FMath::Clamp(ScalarToUse.Y, MinValueClamp.Y, MaxValueClamp.Y); + ScalarToUse.Z = FMath::Clamp(ScalarToUse.Z, MinValueClamp.Z, MaxValueClamp.Z); + + return CurrentValue.Get() * ScalarToUse; + } + } + + return CurrentValue; +} + +////////////////////////////////////////////////////////////////////// +// ULyraInputModifierDeadZone + +FInputActionValue ULyraInputModifierDeadZone::ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) +{ + EInputActionValueType ValueType = CurrentValue.GetValueType(); + ULyraLocalPlayer* LocalPlayer = LyraInputModifiersHelpers::GetLocalPlayer(PlayerInput); + if (ValueType == EInputActionValueType::Boolean || !LocalPlayer) + { + return CurrentValue; + } + + ULyraSettingsShared* Settings = LocalPlayer->GetSharedSettings(); + ensure(Settings); + + float LowerThreshold = + (DeadzoneStick == EDeadzoneStick::MoveStick) ? + Settings->GetGamepadMoveStickDeadZone() : + Settings->GetGamepadLookStickDeadZone(); + + LowerThreshold = FMath::Clamp(LowerThreshold, 0.0f, 1.0f); + + auto DeadZoneLambda = [LowerThreshold, this](const float AxisVal) + { + // We need to translate and scale the input to the +/- 1 range after removing the dead zone. + return FMath::Min(1.f, (FMath::Max(0.f, FMath::Abs(AxisVal) - LowerThreshold) / (UpperThreshold - LowerThreshold))) * FMath::Sign(AxisVal); + }; + + FVector NewValue = CurrentValue.Get(); + switch (Type) + { + case EDeadZoneType::Axial: + NewValue.X = DeadZoneLambda(NewValue.X); + NewValue.Y = DeadZoneLambda(NewValue.Y); + NewValue.Z = DeadZoneLambda(NewValue.Z); + break; + case EDeadZoneType::Radial: + if (ValueType == EInputActionValueType::Axis3D) + { + NewValue = NewValue.GetSafeNormal() * DeadZoneLambda(NewValue.Size()); + } + else if (ValueType == EInputActionValueType::Axis2D) + { + NewValue = NewValue.GetSafeNormal2D() * DeadZoneLambda(NewValue.Size2D()); + } + else + { + NewValue.X = DeadZoneLambda(NewValue.X); + } + break; + } + + return NewValue; +} + +FLinearColor ULyraInputModifierDeadZone::GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const +{ + // Taken from UInputModifierDeadZone::GetVisualizationColor_Implementation + if (FinalValue.GetValueType() == EInputActionValueType::Boolean || FinalValue.GetValueType() == EInputActionValueType::Axis1D) + { + return FLinearColor(FinalValue.Get() == 0.f ? 1.f : 0.f, 0.f, 0.f); + } + return FLinearColor((FinalValue.Get().X == 0.f ? 0.5f : 0.f) + (FinalValue.Get().Y == 0.f ? 0.5f : 0.f), 0.f, 0.f); +} + +////////////////////////////////////////////////////////////////////// +// ULyraInputModifierGamepadSensitivity + +FInputActionValue ULyraInputModifierGamepadSensitivity::ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) +{ + // You can't scale a boolean action type + ULyraLocalPlayer* LocalPlayer = LyraInputModifiersHelpers::GetLocalPlayer(PlayerInput); + if (CurrentValue.GetValueType() == EInputActionValueType::Boolean || !LocalPlayer || !SensitivityLevelTable) + { + return CurrentValue; + } + + ULyraSettingsShared* Settings = LocalPlayer->GetSharedSettings(); + ensure(Settings); + + const ELyraGamepadSensitivity Sensitivity = (TargetingType == ELyraTargetingType::Normal) ? Settings->GetGamepadLookSensitivityPreset() : Settings->GetGamepadTargetingSensitivityPreset(); + + const float Scalar = SensitivityLevelTable->SensitivtyEnumToFloat(Sensitivity); + + return CurrentValue.Get() * Scalar; +} + +////////////////////////////////////////////////////////////////////// +// ULyraInputModifierAimInversion + +FInputActionValue ULyraInputModifierAimInversion::ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) +{ + ULyraLocalPlayer* LocalPlayer = LyraInputModifiersHelpers::GetLocalPlayer(PlayerInput); + if (!LocalPlayer) + { + return CurrentValue; + } + + ULyraSettingsShared* Settings = LocalPlayer->GetSharedSettings(); + ensure(Settings); + + FVector NewValue = CurrentValue.Get(); + + if (Settings->GetInvertVerticalAxis()) + { + NewValue.Y *= -1.0f; + } + + if (Settings->GetInvertHorizontalAxis()) + { + NewValue.X *= -1.0f; + } + + return NewValue; +} diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.h b/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.h new file mode 100644 index 0000000000000000000000000000000000000000..6e7e4b8f9481f21a902c4651602c8c4e98dcdab1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputModifiers.h @@ -0,0 +1,132 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "InputModifiers.h" + +#include "UObject/UnrealType.h" +#include "LyraInputModifiers.generated.h" + +struct FInputActionValue; + +class FProperty; +class UEnhancedPlayerInput; +class ULyraAimSensitivityData; +class UObject; + +/** +* Scales input basedon a double property in the SharedUserSettings +*/ +UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Setting Based Scalar")) +class ULyraSettingBasedScalar : public UInputModifier +{ + GENERATED_BODY() + +public: + + /** Name of the property that will be used to clamp the X Axis of this value */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) + FName XAxisScalarSettingName = NAME_None; + + /** Name of the property that will be used to clamp the Y Axis of this value */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) + FName YAxisScalarSettingName = NAME_None; + + /** Name of the property that will be used to clamp the Z Axis of this value */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) + FName ZAxisScalarSettingName = NAME_None; + + /** Set the maximium value of this setting on each axis. */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) + FVector MaxValueClamp = FVector(10.0, 10.0, 10.0); + + /** Set the minimum value of this setting on each axis. */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) + FVector MinValueClamp = FVector::ZeroVector; + +protected: + virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; + + /** FProperty Cache that will be populated with any found FProperty's on the settings class so that we don't need to look them up each frame */ + TArray PropertyCache; +}; + +/** Represents which stick that this deadzone is for, either the move or the look stick */ +UENUM() +enum class EDeadzoneStick : uint8 +{ + /** Deadzone for the movement stick */ + MoveStick = 0, + + /** Deadzone for the looking stick */ + LookStick = 1, +}; + +/** + * This is a deadzone input modifier that will have it's thresholds driven by what is in the Lyra Shared game settings. + */ +UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Settings Driven Dead Zone")) +class ULyraInputModifierDeadZone : public UInputModifier +{ + GENERATED_BODY() + +public: + + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) + EDeadZoneType Type = EDeadZoneType::Radial; + + // Threshold above which input is clamped to 1 + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) + float UpperThreshold = 1.0f; + + /** Which stick this deadzone is for. This controls which setting will be used when calculating the deadzone */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) + EDeadzoneStick DeadzoneStick = EDeadzoneStick::MoveStick; + +protected: + virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; + + // Visualize as black when unmodified. Red when blocked (with differing intensities to indicate axes) + // Mirrors visualization in https://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php. + virtual FLinearColor GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const override; +}; + +/** The type of targeting sensitity that should be considered */ +UENUM() +enum class ELyraTargetingType : uint8 +{ + /** Sensitivity to be applied why normally looking around */ + Normal = 0, + + /** The sensitivity that should be applied while Aiming Down Sights */ + ADS = 1, +}; + +/** Applies a scalar modifier based on the current gamepad settings in Lyra Shared game settings. */ +UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Gamepad Sensitivity")) +class ULyraInputModifierGamepadSensitivity : public UInputModifier +{ + GENERATED_BODY() +public: + + /** The type of targeting to use for this Sensitivity */ + UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) + ELyraTargetingType TargetingType = ELyraTargetingType::Normal; + + /** Asset that gives us access to the float scalar value being used for sensitivty */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server")) + TObjectPtr SensitivityLevelTable; + +protected: + virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; +}; + +/** Applies an inversion of axis values based on a setting in the Lyra Shared game settings */ +UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Aim Inversion Setting")) +class ULyraInputModifierAimInversion : public UInputModifier +{ + GENERATED_BODY() + +protected: + virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; +}; diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1aa7f3a2b9a56d66e14d0908f27af4483ef17263 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.cpp @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Input/LyraInputUserSettings.h" + +void ULyraInputUserSettings::ApplySettings() +{ + Super::ApplySettings(); + + // Add any functionality you want to happen when the input settings are applied to the user + // This is a good place to put a breakpoint in your debugger to see the flow of + // how input settings are used :) +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.h b/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.h new file mode 100644 index 0000000000000000000000000000000000000000..ec7543a00f146ffb087b0fc6d8d6469ace05a881 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraInputUserSettings.h @@ -0,0 +1,58 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UserSettings/EnhancedInputUserSettings.h" +#include "PlayerMappableKeySettings.h" + +#include "LyraInputUserSettings.generated.h" + +#define UE_API LYRAGAME_API + +/** + * Custom settings class for any input related settings for the Lyra game. + * This will be serialized out at the same time as the Lyra Shared Settings and is + * compatible with cloud saves through by calling the "Serialize" function. + */ +UCLASS(MinimalAPI) +class ULyraInputUserSettings : public UEnhancedInputUserSettings +{ + GENERATED_BODY() +public: + //~ Begin UEnhancedInputUserSettings interface + UE_API virtual void ApplySettings() override; + //~ End UEnhancedInputUserSettings interface + + // Add any additional Input Settings here! + // Some ideas could be: + // - "toggle vs. hold" to trigger in game actions + // - aim sensitivity should go here + // - etc + + // Make sure to mark your properties with the "SaveGame" metadata to have them serialize when saved + //UPROPERTY(SaveGame, BlueprintReadWrite, Category="Enhanced Input|User Settings") + // bool bSomeExampleProperty; +}; + +/** + * Player Mappable Key settings are settings that are accessible per-action key mapping. + * This is where you could place additional metadata that may be used by your settings UI, + * input triggers, or other places where you want to know about a key setting. + */ +UCLASS(MinimalAPI) +class ULyraPlayerMappableKeySettings : public UPlayerMappableKeySettings +{ + GENERATED_BODY() + +public: + + /** Returns the tooltip that should be displayed on the settings screen for this key */ + UE_API const FText& GetTooltipText() const; + +protected: + /** The tooltip that should be associated with this action when displayed on the settings screen */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings", meta=(AllowPrivateAccess=true)) + FText Tooltip = FText::GetEmpty(); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c8bb7af72fb59b34058ede9c26c7a95056bafd15 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.cpp @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerInput.h" +#include "Performance/LatencyMarkerModule.h" +#include "Settings/LyraSettingsLocal.h" + +ULyraPlayerInput::ULyraPlayerInput() + : Super() +{ + // Don't bind to any settings delegates on the CDO, otherwise there would be a constant bound listener + // and it wouldn't even do anything because it doesn't get ticked/process input + if (HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject)) + { + return; + } + + BindToLatencyMarkerSettingChange(); +} + +ULyraPlayerInput::~ULyraPlayerInput() +{ + UnbindLatencyMarkerSettingChangeListener(); +} + +bool ULyraPlayerInput::InputKey(const FInputKeyEventArgs& Params) +{ + const bool bResult = Super::InputKey(Params); + + // Note: Since Lyra is only going to support the "Reflex" plugin to handle latency markers, + // we could #if PLATFORM_DESKTOP this away to save on other platforms. However, for the sake + // of extensibility for this same project we will not do that. + ProcessInputEventForLatencyMarker(Params); + + return bResult; +} + +void ULyraPlayerInput::ProcessInputEventForLatencyMarker(const FInputKeyEventArgs& Params) +{ + if (!bShouldTriggerLatencyFlash) + { + return; + } + + // Flash the latency marker on left mouse down + if (Params.Key == EKeys::LeftMouseButton) + { + TArray LatencyMarkerModules = IModularFeatures::Get().GetModularFeatureImplementations(ILatencyMarkerModule::GetModularFeatureName()); + + for (ILatencyMarkerModule* LatencyMarkerModule : LatencyMarkerModules) + { + // TRIGGER_FLASH is 7 + LatencyMarkerModule->SetCustomLatencyMarker(7, GFrameCounter); + } + } +} + +void ULyraPlayerInput::BindToLatencyMarkerSettingChange() +{ + if (!ULyraSettingsLocal::DoesPlatformSupportLatencyMarkers()) + { + return; + } + + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + Settings->OnLatencyFlashInidicatorSettingsChangedEvent().AddUObject(this, &ThisClass::HandleLatencyMarkerSettingChanged); + + // Initalize the settings and make sure that the input latency modules are enabled + HandleLatencyMarkerSettingChanged(); +} + +void ULyraPlayerInput::UnbindLatencyMarkerSettingChangeListener() +{ + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + Settings->OnLatencyFlashInidicatorSettingsChangedEvent().RemoveAll(this); +} + +void ULyraPlayerInput::HandleLatencyMarkerSettingChanged() +{ + // Make sure that we only ever get this callback on platforms which support latency markers + ensure(ULyraSettingsLocal::DoesPlatformSupportLatencyMarkers()); + + const ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + // Enable or disable the latency flash on all the marker modules according to the settings change + bShouldTriggerLatencyFlash = Settings->GetEnableLatencyFlashIndicators(); + + TArray LatencyMarkerModules = IModularFeatures::Get().GetModularFeatureImplementations(ILatencyMarkerModule::GetModularFeatureName()); + for (ILatencyMarkerModule* LatencyMarkerModule : LatencyMarkerModules) + { + LatencyMarkerModule->SetFlashIndicatorEnabled(bShouldTriggerLatencyFlash); + } +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.h b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.h new file mode 100644 index 0000000000000000000000000000000000000000..ae4574d77e527242f8391d4e1ed40221182127c5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerInput.h @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EnhancedPlayerInput.h" + +#include "LyraPlayerInput.generated.h" + +/** + * Custom player input class for Lyra. This extends the functionality of Enhanced Input to also include + * some input latency tracking on key press. + * + * Extend this class if you have any special logic which you may want to run relating to when keys are pressed + * or when input is flushed. + */ +UCLASS(config = Input, transient) +class ULyraPlayerInput : public UEnhancedPlayerInput +{ + GENERATED_BODY() + +public: + ULyraPlayerInput(); + virtual ~ULyraPlayerInput() override; + +protected: + //~ Begin UEnhancedPlayerInput Interface + virtual bool InputKey(const FInputKeyEventArgs& Params) override; + //~ End of UEnhancedPlayerInput interface + + void ProcessInputEventForLatencyMarker(const FInputKeyEventArgs& Params); + void BindToLatencyMarkerSettingChange(); + void UnbindLatencyMarkerSettingChangeListener(); + void HandleLatencyMarkerSettingChanged(); + + bool bShouldTriggerLatencyFlash = false; +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.cpp b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c2f10e3cb7ba99e6d7d40dab91c7f47860c4273c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.cpp @@ -0,0 +1,17 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Input/LyraPlayerMappableKeyProfile.h" + +void ULyraPlayerMappableKeyProfile::EquipProfile() +{ + Super::EquipProfile(); + + // Do anything you may want to when a new key profile is equipped +} + +void ULyraPlayerMappableKeyProfile::UnEquipProfile() +{ + Super::UnEquipProfile(); + + // Do anything you may want to when a new key profile is unequipped +} diff --git a/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.h b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.h new file mode 100644 index 0000000000000000000000000000000000000000..cc6e411140a60a52996999c1365ab962e881480d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Input/LyraPlayerMappableKeyProfile.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UserSettings/EnhancedInputUserSettings.h" + +#include "LyraPlayerMappableKeyProfile.generated.h" + +#define UE_API LYRAGAME_API + +UCLASS(MinimalAPI) +class ULyraPlayerMappableKeyProfile : public UEnhancedPlayerMappableKeyProfile +{ + GENERATED_BODY() + +protected: + + //~ Begin UEnhancedPlayerMappableKeyProfile interface + UE_API virtual void EquipProfile() override; + UE_API virtual void UnEquipProfile() override; + //~ End UEnhancedPlayerMappableKeyProfile interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.cpp b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b3c03b36e814616291dea61eeb1577bb328bbf6b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.cpp @@ -0,0 +1,57 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayAbilityTargetActor_Interact.h" +#include "Async/TaskGraphInterfaces.h" +#include "DrawDebugHelpers.h" +#include "CollisionQueryParams.h" +#include "GameFramework/LightWeightInstanceSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayAbilityTargetActor_Interact) + +AGameplayAbilityTargetActor_Interact::AGameplayAbilityTargetActor_Interact(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +FHitResult AGameplayAbilityTargetActor_Interact::PerformTrace(AActor* InSourceActor) +{ + bool bTraceComplex = false; + TArray ActorsToIgnore; + + ActorsToIgnore.Add(InSourceActor); + + FCollisionQueryParams Params(SCENE_QUERY_STAT(AGameplayAbilityTargetActor_SingleLineTrace), bTraceComplex); + Params.bReturnPhysicalMaterial = true; + Params.AddIgnoredActors(ActorsToIgnore); + + FVector TraceStart = StartLocation.GetTargetingTransform().GetLocation();// InSourceActor->GetActorLocation(); + FVector TraceEnd; + AimWithPlayerController(InSourceActor, Params, TraceStart, TraceEnd); //Effective on server and launching client only + + // ------------------------------------------------------ + + FHitResult ReturnHitResult; + LineTraceWithFilter(ReturnHitResult, InSourceActor->GetWorld(), Filter, TraceStart, TraceEnd, TraceProfile.Name, Params); + //Default to end of trace line if we don't hit anything. + if (!ReturnHitResult.bBlockingHit) + { + ReturnHitResult.Location = TraceEnd; + } + if (AGameplayAbilityWorldReticle* LocalReticleActor = ReticleActor.Get()) + { + const bool bHitActor = (ReturnHitResult.bBlockingHit && (ReturnHitResult.HitObjectHandle.IsValid())); + const FVector ReticleLocation = (bHitActor && LocalReticleActor->bSnapToTargetedActor) ? FLightWeightInstanceSubsystem::Get().GetLocation(ReturnHitResult.HitObjectHandle) : ReturnHitResult.Location; + + LocalReticleActor->SetActorLocation(ReticleLocation); + LocalReticleActor->SetIsTargetAnActor(bHitActor); + } + +#if ENABLE_DRAW_DEBUG + if (bDebug) + { + DrawDebugLine(GetWorld(), TraceStart, TraceEnd, FColor::Green); + DrawDebugSphere(GetWorld(), TraceEnd, 100.0f, 16, FColor::Green); + } +#endif // ENABLE_DRAW_DEBUG + return ReturnHitResult; +} diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.h b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.h new file mode 100644 index 0000000000000000000000000000000000000000..84e2848d4674cdb9e0ed924013c752f3d4698253 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/GameplayAbilityTargetActor_Interact.h @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Abilities/GameplayAbilityTargetActor_Trace.h" + +#include "GameplayAbilityTargetActor_Interact.generated.h" + +class AActor; +class UObject; + + +/** Intermediate base class for all interaction target actors. */ +UCLASS(Blueprintable) +class AGameplayAbilityTargetActor_Interact : public AGameplayAbilityTargetActor_Trace +{ + GENERATED_BODY() + +public: + AGameplayAbilityTargetActor_Interact(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual FHitResult PerformTrace(AActor* InSourceActor) override; + +protected: +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.cpp b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.cpp new file mode 100644 index 0000000000000000000000000000000000000000..787b874a8fab7fc8170a8f941bb69b38eaf08c01 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.cpp @@ -0,0 +1,123 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility_Interact.h" + +#include "AbilitySystemComponent.h" +#include "Interaction/IInteractableTarget.h" +#include "Interaction/InteractionStatics.h" +#include "Interaction/Tasks/AbilityTask_GrantNearbyInteraction.h" +#include "NativeGameplayTags.h" +#include "Player/LyraPlayerController.h" +#include "UI/IndicatorSystem/IndicatorDescriptor.h" +#include "UI/IndicatorSystem/LyraIndicatorManagerComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_Interact) + +class UUserWidget; + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Ability_Interaction_Activate, "Ability.Interaction.Activate"); +UE_DEFINE_GAMEPLAY_TAG(TAG_INTERACTION_DURATION_MESSAGE, "Ability.Interaction.Duration.Message"); + +ULyraGameplayAbility_Interact::ULyraGameplayAbility_Interact(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + ActivationPolicy = ELyraAbilityActivationPolicy::OnSpawn; + InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; + NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted; +} + +void ULyraGameplayAbility_Interact::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); + + UAbilitySystemComponent* AbilitySystem = GetAbilitySystemComponentFromActorInfo(); + if (AbilitySystem && AbilitySystem->GetOwnerRole() == ROLE_Authority) + { + UAbilityTask_GrantNearbyInteraction* Task = UAbilityTask_GrantNearbyInteraction::GrantAbilitiesForNearbyInteractors(this, InteractionScanRange, InteractionScanRate); + Task->ReadyForActivation(); + } +} + +void ULyraGameplayAbility_Interact::UpdateInteractions(const TArray& InteractiveOptions) +{ + if (ALyraPlayerController* PC = GetLyraPlayerControllerFromActorInfo()) + { + if (ULyraIndicatorManagerComponent* IndicatorManager = ULyraIndicatorManagerComponent::GetComponent(PC)) + { + for (UIndicatorDescriptor* Indicator : Indicators) + { + IndicatorManager->RemoveIndicator(Indicator); + } + Indicators.Reset(); + + for (const FInteractionOption& InteractionOption : InteractiveOptions) + { + AActor* InteractableTargetActor = UInteractionStatics::GetActorFromInteractableTarget(InteractionOption.InteractableTarget); + + TSoftClassPtr InteractionWidgetClass = + InteractionOption.InteractionWidgetClass.IsNull() ? DefaultInteractionWidgetClass : InteractionOption.InteractionWidgetClass; + + UIndicatorDescriptor* Indicator = NewObject(); + Indicator->SetDataObject(InteractableTargetActor); + Indicator->SetSceneComponent(InteractableTargetActor->GetRootComponent()); + Indicator->SetIndicatorClass(InteractionWidgetClass); + IndicatorManager->AddIndicator(Indicator); + + Indicators.Add(Indicator); + } + } + else + { + //TODO This should probably be a noisy warning. Why are we updating interactions on a PC that can never do anything with them? + } + } + + CurrentOptions = InteractiveOptions; +} + +void ULyraGameplayAbility_Interact::TriggerInteraction() +{ + if (CurrentOptions.Num() == 0) + { + return; + } + + UAbilitySystemComponent* AbilitySystem = GetAbilitySystemComponentFromActorInfo(); + if (AbilitySystem) + { + const FInteractionOption& InteractionOption = CurrentOptions[0]; + + AActor* Instigator = GetAvatarActorFromActorInfo(); + AActor* InteractableTargetActor = UInteractionStatics::GetActorFromInteractableTarget(InteractionOption.InteractableTarget); + + // Allow the target to customize the event data we're about to pass in, in case the ability needs custom data + // that only the actor knows. + FGameplayEventData Payload; + Payload.EventTag = TAG_Ability_Interaction_Activate; + Payload.Instigator = Instigator; + Payload.Target = InteractableTargetActor; + + // If needed we allow the interactable target to manipulate the event data so that for example, a button on the wall + // may want to specify a door actor to execute the ability on, so it might choose to override Target to be the + // door actor. + InteractionOption.InteractableTarget->CustomizeInteractionEventData(TAG_Ability_Interaction_Activate, Payload); + + // Grab the target actor off the payload we're going to use it as the 'avatar' for the interaction, and the + // source InteractableTarget actor as the owner actor. + AActor* TargetActor = const_cast(ToRawPtr(Payload.Target)); + + // The actor info needed for the interaction. + FGameplayAbilityActorInfo ActorInfo; + ActorInfo.InitFromActor(InteractableTargetActor, TargetActor, InteractionOption.TargetAbilitySystem); + + // Trigger the ability using event tag. + const bool bSuccess = InteractionOption.TargetAbilitySystem->TriggerAbilityFromGameplayEvent( + InteractionOption.TargetInteractionAbilityHandle, + &ActorInfo, + TAG_Ability_Interaction_Activate, + &Payload, + *InteractionOption.TargetAbilitySystem + ); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.h b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.h new file mode 100644 index 0000000000000000000000000000000000000000..3a0339a8c22be66220e147d9f8429af1ff9b1056 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Abilities/LyraGameplayAbility_Interact.h @@ -0,0 +1,56 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystem/Abilities/LyraGameplayAbility.h" +#include "Interaction/InteractionOption.h" + +#include "LyraGameplayAbility_Interact.generated.h" + +class UIndicatorDescriptor; +class UObject; +class UUserWidget; +struct FFrame; +struct FGameplayAbilityActorInfo; +struct FGameplayEventData; + +/** + * ULyraGameplayAbility_Interact + * + * Gameplay ability used for character interacting + */ +UCLASS(Abstract) +class ULyraGameplayAbility_Interact : public ULyraGameplayAbility +{ + GENERATED_BODY() + +public: + + ULyraGameplayAbility_Interact(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; + + UFUNCTION(BlueprintCallable) + void UpdateInteractions(const TArray& InteractiveOptions); + + UFUNCTION(BlueprintCallable) + void TriggerInteraction(); + +protected: + UPROPERTY(BlueprintReadWrite) + TArray CurrentOptions; + + UPROPERTY() + TArray> Indicators; + +protected: + + UPROPERTY(EditDefaultsOnly) + float InteractionScanRate = 0.1f; + + UPROPERTY(EditDefaultsOnly) + float InteractionScanRange = 500; + + UPROPERTY(EditDefaultsOnly) + TSoftClassPtr DefaultInteractionWidgetClass; +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/IInteractableTarget.h b/LyraStarterGame/Source/LyraGame/Interaction/IInteractableTarget.h new file mode 100644 index 0000000000000000000000000000000000000000..f80dd07c2cc1ef48569f0ba30b9353e452cf1f0f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/IInteractableTarget.h @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Abilities/GameplayAbility.h" +#include "InteractionOption.h" +#include "IInteractableTarget.generated.h" + +struct FInteractionQuery; + +/** */ +class FInteractionOptionBuilder +{ +public: + FInteractionOptionBuilder(TScriptInterface InterfaceTargetScope, TArray& InteractOptions) + : Scope(InterfaceTargetScope) + , Options(InteractOptions) + { + } + + void AddInteractionOption(const FInteractionOption& Option) + { + FInteractionOption& OptionEntry = Options.Add_GetRef(Option); + OptionEntry.InteractableTarget = Scope; + } + +private: + TScriptInterface Scope; + TArray& Options; +}; + +/** */ +UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint)) +class UInteractableTarget : public UInterface +{ + GENERATED_BODY() +}; + +/** */ +class IInteractableTarget +{ + GENERATED_BODY() + +public: + /** */ + virtual void GatherInteractionOptions(const FInteractionQuery& InteractQuery, FInteractionOptionBuilder& OptionBuilder) = 0; + + /** */ + virtual void CustomizeInteractionEventData(const FGameplayTag& InteractionEventTag, FGameplayEventData& InOutEventData) { } +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/IInteractionInstigator.h b/LyraStarterGame/Source/LyraGame/Interaction/IInteractionInstigator.h new file mode 100644 index 0000000000000000000000000000000000000000..18e6fa1e87c7ffd3c15ed89d55d18d5b8117fe28 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/IInteractionInstigator.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Abilities/GameplayAbility.h" +#include "InteractionOption.h" +#include "IInteractionInstigator.generated.h" + +struct FInteractionQuery; + +/** */ +UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint)) +class UInteractionInstigator : public UInterface +{ + GENERATED_BODY() +}; + +/** + * Implementing this interface allows you to add an arbitrator to the interaction process. For example, + * some games present the user with a menu to pick which interaction they want to perform. This will allow you + * to take the multiple matches (Assuming your ULyraGameplayAbility_Interact subclass generates more than one option). + */ +class IInteractionInstigator +{ + GENERATED_BODY() + +public: + /** Will be called if there are more than one InteractOptions that need to be decided on. */ + virtual FInteractionOption ChooseBestInteractionOption(const FInteractionQuery& InteractQuery, const TArray& InteractOptions) = 0; +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/InteractionOption.h b/LyraStarterGame/Source/LyraGame/Interaction/InteractionOption.h new file mode 100644 index 0000000000000000000000000000000000000000..ca008e4853756bc22c2f7c174822fd8bebd6b7e7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/InteractionOption.h @@ -0,0 +1,82 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Abilities/GameplayAbility.h" +#include "InteractionOption.generated.h" + +class IInteractableTarget; +class UUserWidget; + +/** */ +USTRUCT(BlueprintType) +struct FInteractionOption +{ + GENERATED_BODY() + +public: + /** The interactable target */ + UPROPERTY(BlueprintReadWrite) + TScriptInterface InteractableTarget; + + /** Simple text the interaction might return */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText Text; + + /** Simple sub-text the interaction might return */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText SubText; + + // METHODS OF INTERACTION + //-------------------------------------------------------------- + + // 1) Place an ability on the avatar that they can activate when they perform interaction. + + /** The ability to grant the avatar when they get near interactable objects. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TSubclassOf InteractionAbilityToGrant; + + // - OR - + + // 2) Allow the object we're interacting with to have its own ability system and interaction ability, that we can activate instead. + + /** The ability system on the target that can be used for the TargetInteractionHandle and sending the event, if needed. */ + UPROPERTY(BlueprintReadOnly) + TObjectPtr TargetAbilitySystem = nullptr; + + /** The ability spec to activate on the object for this option. */ + UPROPERTY(BlueprintReadOnly) + FGameplayAbilitySpecHandle TargetInteractionAbilityHandle; + + // UI + //-------------------------------------------------------------- + + /** The widget to show for this kind of interaction. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite) + TSoftClassPtr InteractionWidgetClass; + + //-------------------------------------------------------------- + +public: + FORCEINLINE bool operator==(const FInteractionOption& Other) const + { + return InteractableTarget == Other.InteractableTarget && + InteractionAbilityToGrant == Other.InteractionAbilityToGrant&& + TargetAbilitySystem == Other.TargetAbilitySystem && + TargetInteractionAbilityHandle == Other.TargetInteractionAbilityHandle && + InteractionWidgetClass == Other.InteractionWidgetClass && + Text.IdenticalTo(Other.Text) && + SubText.IdenticalTo(Other.SubText); + } + + FORCEINLINE bool operator!=(const FInteractionOption& Other) const + { + return !operator==(Other); + } + + FORCEINLINE bool operator<(const FInteractionOption& Other) const + { + return InteractableTarget.GetInterface() < Other.InteractableTarget.GetInterface(); + } +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/InteractionQuery.h b/LyraStarterGame/Source/LyraGame/Interaction/InteractionQuery.h new file mode 100644 index 0000000000000000000000000000000000000000..253e7a66d66c1291d559c12d7c94b6df899807ee --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/InteractionQuery.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Abilities/GameplayAbility.h" +#include "InteractionQuery.generated.h" + + +/** */ +USTRUCT(BlueprintType) +struct FInteractionQuery +{ + GENERATED_BODY() + +public: + /** The requesting pawn. */ + UPROPERTY(BlueprintReadWrite) + TWeakObjectPtr RequestingAvatar; + + /** Allow us to specify a controller - does not need to match the owner of the requesting avatar. */ + UPROPERTY(BlueprintReadWrite) + TWeakObjectPtr RequestingController; + + /** A generic UObject to shove in extra data required for the interaction */ + UPROPERTY(BlueprintReadWrite) + TWeakObjectPtr OptionalObjectData; +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.cpp b/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.cpp new file mode 100644 index 0000000000000000000000000000000000000000..18d6ab7b21a4e8489ee1c0cbd18c0e4bb16d473f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.cpp @@ -0,0 +1,86 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InteractionStatics.h" + +#include "Components/PrimitiveComponent.h" +#include "Engine/OverlapResult.h" +#include "IInteractableTarget.h" +#include "UObject/ScriptInterface.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InteractionStatics) + +UInteractionStatics::UInteractionStatics() + : Super(FObjectInitializer::Get()) +{ +} + +AActor* UInteractionStatics::GetActorFromInteractableTarget(TScriptInterface InteractableTarget) +{ + if (UObject* Object = InteractableTarget.GetObject()) + { + if (AActor* Actor = Cast(Object)) + { + return Actor; + } + else if (UActorComponent* ActorComponent = Cast(Object)) + { + return ActorComponent->GetOwner(); + } + else + { + unimplemented(); + } + } + + return nullptr; +} + +void UInteractionStatics::GetInteractableTargetsFromActor(AActor* Actor, TArray>& OutInteractableTargets) +{ + // If the actor is directly interactable, return that. + TScriptInterface InteractableActor(Actor); + if (InteractableActor) + { + OutInteractableTargets.Add(InteractableActor); + } + + // If the actor isn't interactable, it might have a component that has a interactable interface. + TArray InteractableComponents = Actor ? Actor->GetComponentsByInterface(UInteractableTarget::StaticClass()) : TArray(); + for (UActorComponent* InteractableComponent : InteractableComponents) + { + OutInteractableTargets.Add(TScriptInterface(InteractableComponent)); + } +} + +void UInteractionStatics::AppendInteractableTargetsFromOverlapResults(const TArray& OverlapResults, TArray>& OutInteractableTargets) +{ + for (const FOverlapResult& Overlap : OverlapResults) + { + TScriptInterface InteractableActor(Overlap.GetActor()); + if (InteractableActor) + { + OutInteractableTargets.AddUnique(InteractableActor); + } + + TScriptInterface InteractableComponent(Overlap.GetComponent()); + if (InteractableComponent) + { + OutInteractableTargets.AddUnique(InteractableComponent); + } + } +} + +void UInteractionStatics::AppendInteractableTargetsFromHitResult(const FHitResult& HitResult, TArray>& OutInteractableTargets) +{ + TScriptInterface InteractableActor(HitResult.GetActor()); + if (InteractableActor) + { + OutInteractableTargets.AddUnique(InteractableActor); + } + + TScriptInterface InteractableComponent(HitResult.GetComponent()); + if (InteractableComponent) + { + OutInteractableTargets.AddUnique(InteractableComponent); + } +} diff --git a/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.h b/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.h new file mode 100644 index 0000000000000000000000000000000000000000..b4037b67d0dd7fa127da562e4b9c13a558c8bcfe --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/InteractionStatics.h @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "InteractionStatics.generated.h" + +template class TScriptInterface; + +class AActor; +class IInteractableTarget; +class UObject; +struct FFrame; +struct FHitResult; +struct FOverlapResult; + +/** */ +UCLASS() +class UInteractionStatics : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UInteractionStatics(); + +public: + UFUNCTION(BlueprintCallable) + static AActor* GetActorFromInteractableTarget(TScriptInterface InteractableTarget); + + UFUNCTION(BlueprintCallable) + static void GetInteractableTargetsFromActor(AActor* Actor, TArray>& OutInteractableTargets); + + static void AppendInteractableTargetsFromOverlapResults(const TArray& OverlapResults, TArray>& OutInteractableTargets); + static void AppendInteractableTargetsFromHitResult(const FHitResult& HitResult, TArray>& OutInteractableTargets); +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/LyraInteractionDurationMessage.h b/LyraStarterGame/Source/LyraGame/Interaction/LyraInteractionDurationMessage.h new file mode 100644 index 0000000000000000000000000000000000000000..d34716810b425010888c6c69b6dd391c43d73381 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/LyraInteractionDurationMessage.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayTagContainer.h" +#include "NativeGameplayTags.h" + +#include "LyraInteractionDurationMessage.generated.h" + +UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_INTERACTION_DURATION_MESSAGE); + +USTRUCT(BlueprintType) +struct FLyraInteractionDurationMessage +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite) + TObjectPtr Instigator = nullptr; + + UPROPERTY(BlueprintReadWrite) + float Duration = 0; +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.cpp b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.cpp new file mode 100644 index 0000000000000000000000000000000000000000..14ea8ff17295d2e280728fa627e8501c8b0c0f8b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.cpp @@ -0,0 +1,95 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AbilityTask_GrantNearbyInteraction.h" + +#include "AbilitySystemComponent.h" +#include "Engine/OverlapResult.h" +#include "Engine/World.h" +#include "GameFramework/Controller.h" +#include "Interaction/IInteractableTarget.h" +#include "Interaction/InteractionOption.h" +#include "Interaction/InteractionQuery.h" +#include "Interaction/InteractionStatics.h" +#include "Physics/LyraCollisionChannels.h" +#include "TimerManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AbilityTask_GrantNearbyInteraction) + +UAbilityTask_GrantNearbyInteraction::UAbilityTask_GrantNearbyInteraction(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAbilityTask_GrantNearbyInteraction* UAbilityTask_GrantNearbyInteraction::GrantAbilitiesForNearbyInteractors(UGameplayAbility* OwningAbility, float InteractionScanRange, float InteractionScanRate) +{ + UAbilityTask_GrantNearbyInteraction* MyObj = NewAbilityTask(OwningAbility); + MyObj->InteractionScanRange = InteractionScanRange; + MyObj->InteractionScanRate = InteractionScanRate; + return MyObj; +} + +void UAbilityTask_GrantNearbyInteraction::Activate() +{ + SetWaitingOnAvatar(); + + UWorld* World = GetWorld(); + World->GetTimerManager().SetTimer(QueryTimerHandle, this, &ThisClass::QueryInteractables, InteractionScanRate, true); +} + +void UAbilityTask_GrantNearbyInteraction::OnDestroy(bool AbilityEnded) +{ + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().ClearTimer(QueryTimerHandle); + } + + Super::OnDestroy(AbilityEnded); +} + +void UAbilityTask_GrantNearbyInteraction::QueryInteractables() +{ + UWorld* World = GetWorld(); + AActor* ActorOwner = GetAvatarActor(); + + if (World && ActorOwner) + { + FCollisionQueryParams Params(SCENE_QUERY_STAT(UAbilityTask_GrantNearbyInteraction), false); + + TArray OverlapResults; + World->OverlapMultiByChannel(OUT OverlapResults, ActorOwner->GetActorLocation(), FQuat::Identity, Lyra_TraceChannel_Interaction, FCollisionShape::MakeSphere(InteractionScanRange), Params); + + if (OverlapResults.Num() > 0) + { + TArray> InteractableTargets; + UInteractionStatics::AppendInteractableTargetsFromOverlapResults(OverlapResults, OUT InteractableTargets); + + FInteractionQuery InteractionQuery; + InteractionQuery.RequestingAvatar = ActorOwner; + InteractionQuery.RequestingController = Cast(ActorOwner->GetOwner()); + + TArray Options; + for (TScriptInterface& InteractiveTarget : InteractableTargets) + { + FInteractionOptionBuilder InteractionBuilder(InteractiveTarget, Options); + InteractiveTarget->GatherInteractionOptions(InteractionQuery, InteractionBuilder); + } + + // Check if any of the options need to grant the ability to the user before they can be used. + for (FInteractionOption& Option : Options) + { + if (Option.InteractionAbilityToGrant) + { + // Grant the ability to the GAS, otherwise it won't be able to do whatever the interaction is. + FObjectKey ObjectKey(Option.InteractionAbilityToGrant); + if (!InteractionAbilityCache.Find(ObjectKey)) + { + FGameplayAbilitySpec Spec(Option.InteractionAbilityToGrant, 1, INDEX_NONE, this); + FGameplayAbilitySpecHandle Handle = AbilitySystemComponent->GiveAbility(Spec); + InteractionAbilityCache.Add(ObjectKey, Handle); + } + } + } + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.h b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.h new file mode 100644 index 0000000000000000000000000000000000000000..e39a4905dd669e5c0cf02a5a54b9bdbe1fb536a0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_GrantNearbyInteraction.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. +#pragma once + +#include "Abilities/Tasks/AbilityTask.h" + +#include "AbilityTask_GrantNearbyInteraction.generated.h" + +class UGameplayAbility; +class UObject; +struct FFrame; +struct FGameplayAbilitySpecHandle; +struct FObjectKey; + +UCLASS() +class UAbilityTask_GrantNearbyInteraction : public UAbilityTask +{ + GENERATED_UCLASS_BODY() + + virtual void Activate() override; + + /** Wait until an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements */ + UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")) + static UAbilityTask_GrantNearbyInteraction* GrantAbilitiesForNearbyInteractors(UGameplayAbility* OwningAbility, float InteractionScanRange, float InteractionScanRate); + +private: + + virtual void OnDestroy(bool AbilityEnded) override; + + void QueryInteractables(); + + float InteractionScanRange = 100; + float InteractionScanRate = 0.100; + + FTimerHandle QueryTimerHandle; + + TMap InteractionAbilityCache; +}; diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.cpp b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.cpp new file mode 100644 index 0000000000000000000000000000000000000000..27964be2d4c217be91624dfe1f682c5df9bdb7e1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.cpp @@ -0,0 +1,179 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Interaction/Tasks/AbilityTask_WaitForInteractableTargets.h" + +#include "AbilitySystemComponent.h" +#include "Engine/World.h" +#include "GameFramework/PlayerController.h" +#include "Interaction/IInteractableTarget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AbilityTask_WaitForInteractableTargets) + +struct FInteractionQuery; + +UAbilityTask_WaitForInteractableTargets::UAbilityTask_WaitForInteractableTargets(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void UAbilityTask_WaitForInteractableTargets::LineTrace(FHitResult& OutHitResult, const UWorld* World, const FVector& Start, const FVector& End, FName ProfileName, const FCollisionQueryParams Params) +{ + check(World); + + OutHitResult = FHitResult(); + TArray HitResults; + World->LineTraceMultiByProfile(HitResults, Start, End, ProfileName, Params); + + OutHitResult.TraceStart = Start; + OutHitResult.TraceEnd = End; + + if (HitResults.Num() > 0) + { + OutHitResult = HitResults[0]; + } +} + +void UAbilityTask_WaitForInteractableTargets::AimWithPlayerController(const AActor* InSourceActor, FCollisionQueryParams Params, const FVector& TraceStart, float MaxRange, FVector& OutTraceEnd, bool bIgnorePitch) const +{ + if (!Ability) // Server and launching client only + { + return; + } + + //@TODO: Bots? + APlayerController* PC = Ability->GetCurrentActorInfo()->PlayerController.Get(); + check(PC); + + FVector ViewStart; + FRotator ViewRot; + PC->GetPlayerViewPoint(ViewStart, ViewRot); + + const FVector ViewDir = ViewRot.Vector(); + FVector ViewEnd = ViewStart + (ViewDir * MaxRange); + + ClipCameraRayToAbilityRange(ViewStart, ViewDir, TraceStart, MaxRange, ViewEnd); + + FHitResult HitResult; + LineTrace(HitResult, InSourceActor->GetWorld(), ViewStart, ViewEnd, TraceProfile.Name, Params); + + const bool bUseTraceResult = HitResult.bBlockingHit && (FVector::DistSquared(TraceStart, HitResult.Location) <= (MaxRange * MaxRange)); + + const FVector AdjustedEnd = (bUseTraceResult) ? HitResult.Location : ViewEnd; + + FVector AdjustedAimDir = (AdjustedEnd - TraceStart).GetSafeNormal(); + if (AdjustedAimDir.IsZero()) + { + AdjustedAimDir = ViewDir; + } + + if (!bTraceAffectsAimPitch && bUseTraceResult) + { + FVector OriginalAimDir = (ViewEnd - TraceStart).GetSafeNormal(); + + if (!OriginalAimDir.IsZero()) + { + // Convert to angles and use original pitch + const FRotator OriginalAimRot = OriginalAimDir.Rotation(); + + FRotator AdjustedAimRot = AdjustedAimDir.Rotation(); + AdjustedAimRot.Pitch = OriginalAimRot.Pitch; + + AdjustedAimDir = AdjustedAimRot.Vector(); + } + } + + OutTraceEnd = TraceStart + (AdjustedAimDir * MaxRange); +} + +bool UAbilityTask_WaitForInteractableTargets::ClipCameraRayToAbilityRange(FVector CameraLocation, FVector CameraDirection, FVector AbilityCenter, float AbilityRange, FVector& ClippedPosition) +{ + FVector CameraToCenter = AbilityCenter - CameraLocation; + float DotToCenter = FVector::DotProduct(CameraToCenter, CameraDirection); + if (DotToCenter >= 0) //If this fails, we're pointed away from the center, but we might be inside the sphere and able to find a good exit point. + { + float DistanceSquared = CameraToCenter.SizeSquared() - (DotToCenter * DotToCenter); + float RadiusSquared = (AbilityRange * AbilityRange); + if (DistanceSquared <= RadiusSquared) + { + float DistanceFromCamera = FMath::Sqrt(RadiusSquared - DistanceSquared); + float DistanceAlongRay = DotToCenter + DistanceFromCamera; //Subtracting instead of adding will get the other intersection point + ClippedPosition = CameraLocation + (DistanceAlongRay * CameraDirection); //Cam aim point clipped to range sphere + return true; + } + } + return false; +} + +void UAbilityTask_WaitForInteractableTargets::UpdateInteractableOptions(const FInteractionQuery& InteractQuery, const TArray>& InteractableTargets) +{ + TArray NewOptions; + + for (const TScriptInterface& InteractiveTarget : InteractableTargets) + { + TArray TempOptions; + FInteractionOptionBuilder InteractionBuilder(InteractiveTarget, TempOptions); + InteractiveTarget->GatherInteractionOptions(InteractQuery, InteractionBuilder); + + for (FInteractionOption& Option : TempOptions) + { + FGameplayAbilitySpec* InteractionAbilitySpec = nullptr; + + // if there is a handle an a target ability system, we're triggering the ability on the target. + if (Option.TargetAbilitySystem && Option.TargetInteractionAbilityHandle.IsValid()) + { + // Find the spec + InteractionAbilitySpec = Option.TargetAbilitySystem->FindAbilitySpecFromHandle(Option.TargetInteractionAbilityHandle); + } + // If there's an interaction ability then we're activating it on ourselves. + else if (Option.InteractionAbilityToGrant) + { + // Find the spec + InteractionAbilitySpec = AbilitySystemComponent->FindAbilitySpecFromClass(Option.InteractionAbilityToGrant); + + if (InteractionAbilitySpec) + { + // update the option + Option.TargetAbilitySystem = AbilitySystemComponent.Get(); + Option.TargetInteractionAbilityHandle = InteractionAbilitySpec->Handle; + } + } + + if (InteractionAbilitySpec) + { + // Filter any options that we can't activate right now for whatever reason. + if (InteractionAbilitySpec->Ability->CanActivateAbility(InteractionAbilitySpec->Handle, AbilitySystemComponent->AbilityActorInfo.Get())) + { + NewOptions.Add(Option); + } + } + } + } + + bool bOptionsChanged = false; + if (NewOptions.Num() == CurrentOptions.Num()) + { + NewOptions.Sort(); + + for (int OptionIndex = 0; OptionIndex < NewOptions.Num(); OptionIndex++) + { + const FInteractionOption& NewOption = NewOptions[OptionIndex]; + const FInteractionOption& CurrentOption = CurrentOptions[OptionIndex]; + + if (NewOption != CurrentOption) + { + bOptionsChanged = true; + break; + } + } + } + else + { + bOptionsChanged = true; + } + + if (bOptionsChanged) + { + CurrentOptions = NewOptions; + InteractableObjectsChanged.Broadcast(CurrentOptions); + } +} diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.h b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.h new file mode 100644 index 0000000000000000000000000000000000000000..f6b79331e44cf25f937aa3af3bb1d064dea18b71 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. +#pragma once + +#include "Abilities/Tasks/AbilityTask.h" +#include "Engine/CollisionProfile.h" +#include "Interaction/InteractionOption.h" + +#include "AbilityTask_WaitForInteractableTargets.generated.h" + +class AActor; +class IInteractableTarget; +class UObject; +class UWorld; +struct FCollisionQueryParams; +struct FHitResult; +struct FInteractionQuery; +template class TScriptInterface; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FInteractableObjectsChangedEvent, const TArray&, InteractableOptions); + +UCLASS(Abstract) +class UAbilityTask_WaitForInteractableTargets : public UAbilityTask +{ + GENERATED_UCLASS_BODY() + +public: + UPROPERTY(BlueprintAssignable) + FInteractableObjectsChangedEvent InteractableObjectsChanged; + +protected: + + static void LineTrace(FHitResult& OutHitResult, const UWorld* World, const FVector& Start, const FVector& End, FName ProfileName, const FCollisionQueryParams Params); + + void AimWithPlayerController(const AActor* InSourceActor, FCollisionQueryParams Params, const FVector& TraceStart, float MaxRange, FVector& OutTraceEnd, bool bIgnorePitch = false) const; + + static bool ClipCameraRayToAbilityRange(FVector CameraLocation, FVector CameraDirection, FVector AbilityCenter, float AbilityRange, FVector& ClippedPosition); + + void UpdateInteractableOptions(const FInteractionQuery& InteractQuery, const TArray>& InteractableTargets); + + FCollisionProfileName TraceProfile; + + // Does the trace affect the aiming pitch + bool bTraceAffectsAimPitch = true; + + TArray CurrentOptions; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.cpp b/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c9589a263ca20657bea4f4911f470a7702276932 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "IPickupable.h" + +#include "GameFramework/Actor.h" +#include "LyraInventoryManagerComponent.h" +#include "UObject/ScriptInterface.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(IPickupable) + +class UActorComponent; + +UPickupableStatics::UPickupableStatics() + : Super(FObjectInitializer::Get()) +{ +} + +TScriptInterface UPickupableStatics::GetFirstPickupableFromActor(AActor* Actor) +{ + // If the actor is directly pickupable, return that. + TScriptInterface PickupableActor(Actor); + if (PickupableActor) + { + return PickupableActor; + } + + // If the actor isn't pickupable, it might have a component that has a pickupable interface. + TArray PickupableComponents = Actor ? Actor->GetComponentsByInterface(UPickupable::StaticClass()) : TArray(); + if (PickupableComponents.Num() > 0) + { + // Get first pickupable, if the user needs more sophisticated pickup distinction, will need to be solved elsewhere. + return TScriptInterface(PickupableComponents[0]); + } + + return TScriptInterface(); +} + +void UPickupableStatics::AddPickupToInventory(ULyraInventoryManagerComponent* InventoryComponent, TScriptInterface Pickup) +{ + if (InventoryComponent && Pickup) + { + const FInventoryPickup& PickupInventory = Pickup->GetPickupInventory(); + + for (const FPickupTemplate& Template : PickupInventory.Templates) + { + InventoryComponent->AddItemDefinition(Template.ItemDef, Template.StackCount); + } + + for (const FPickupInstance& Instance : PickupInventory.Instances) + { + InventoryComponent->AddItemInstance(Instance.Item); + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.h b/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.h new file mode 100644 index 0000000000000000000000000000000000000000..b58f00302a361b0d4ccf440d7e26ac6083394bd5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/IPickupable.h @@ -0,0 +1,89 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" +#include "Templates/SubclassOf.h" +#include "UObject/Interface.h" + +#include "UObject/ObjectPtr.h" +#include "IPickupable.generated.h" + +template class TScriptInterface; + +class AActor; +class ULyraInventoryItemDefinition; +class ULyraInventoryItemInstance; +class ULyraInventoryManagerComponent; +class UObject; +struct FFrame; + +USTRUCT(BlueprintType) +struct FPickupTemplate +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere) + int32 StackCount = 1; + + UPROPERTY(EditAnywhere) + TSubclassOf ItemDef; +}; + +USTRUCT(BlueprintType) +struct FPickupInstance +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TObjectPtr Item = nullptr; +}; + +USTRUCT(BlueprintType) +struct FInventoryPickup +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TArray Instances; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TArray Templates; +}; + +/** */ +UINTERFACE(MinimalAPI, BlueprintType, meta = (CannotImplementInterfaceInBlueprint)) +class UPickupable : public UInterface +{ + GENERATED_BODY() +}; + +/** */ +class IPickupable +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable) + virtual FInventoryPickup GetPickupInventory() const = 0; +}; + +/** */ +UCLASS() +class UPickupableStatics : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UPickupableStatics(); + +public: + UFUNCTION(BlueprintPure) + static TScriptInterface GetFirstPickupableFromActor(AActor* Actor); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, meta = (WorldContext = "Ability")) + static void AddPickupToInventory(ULyraInventoryManagerComponent* InventoryComponent, TScriptInterface Pickup); +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.cpp b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..fb508dd6919b2312534fc87abfdad6592d8c12d5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InventoryFragment_EquippableItem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InventoryFragment_EquippableItem) + diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.h b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.h new file mode 100644 index 0000000000000000000000000000000000000000..9cc2e9f01617e7f4bde1506b1075e1d95c739f19 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_EquippableItem.h @@ -0,0 +1,21 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Inventory/LyraInventoryItemDefinition.h" +#include "Templates/SubclassOf.h" + +#include "InventoryFragment_EquippableItem.generated.h" + +class ULyraEquipmentDefinition; +class UObject; + +UCLASS() +class UInventoryFragment_EquippableItem : public ULyraInventoryItemFragment +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category=Lyra) + TSubclassOf EquipmentDefinition; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.cpp b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3c646ffaf58077ef55182be0ea65c97e29c82f80 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.cpp @@ -0,0 +1,10 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InventoryFragment_PickupIcon.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InventoryFragment_PickupIcon) + +UInventoryFragment_PickupIcon::UInventoryFragment_PickupIcon() +{ + PadColor = FLinearColor::Green; +} diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.h b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.h new file mode 100644 index 0000000000000000000000000000000000000000..e5ec507d3e90e1e04b60afadc4e011ad730be4c0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_PickupIcon.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Inventory/LyraInventoryItemDefinition.h" +#include "UObject/ObjectPtr.h" + +#include "InventoryFragment_PickupIcon.generated.h" + +class UObject; +class USkeletalMesh; + +UCLASS() +class UInventoryFragment_PickupIcon : public ULyraInventoryItemFragment +{ + GENERATED_BODY() + +public: + UInventoryFragment_PickupIcon(); + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + TObjectPtr SkeletalMesh; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FText DisplayName; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FLinearColor PadColor; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.cpp b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.cpp new file mode 100644 index 0000000000000000000000000000000000000000..675d742e55882ce8f166f36e6a7f118f3b28ef15 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InventoryFragment_QuickBarIcon.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InventoryFragment_QuickBarIcon) + diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.h b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.h new file mode 100644 index 0000000000000000000000000000000000000000..1878317056392c0591de7f4c0e562438b55e52d3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_QuickBarIcon.h @@ -0,0 +1,26 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Inventory/LyraInventoryItemDefinition.h" +#include "Styling/SlateBrush.h" + +#include "InventoryFragment_QuickBarIcon.generated.h" + +class UObject; + +UCLASS() +class UInventoryFragment_QuickBarIcon : public ULyraInventoryItemFragment +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FSlateBrush Brush; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FSlateBrush AmmoBrush; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FText DisplayNameWhenEquipped; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.cpp b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a219df31aeac107db1361427ec4a86dbc1b09a48 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.cpp @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InventoryFragment_SetStats.h" + +#include "Inventory/LyraInventoryItemInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InventoryFragment_SetStats) + +void UInventoryFragment_SetStats::OnInstanceCreated(ULyraInventoryItemInstance* Instance) const +{ + for (const auto& KVP : InitialItemStats) + { + Instance->AddStatTagStack(KVP.Key, KVP.Value); + } +} + +int32 UInventoryFragment_SetStats::GetItemStatByTag(FGameplayTag Tag) const +{ + if (const int32* StatPtr = InitialItemStats.Find(Tag)) + { + return *StatPtr; + } + + return 0; +} diff --git a/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.h b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.h new file mode 100644 index 0000000000000000000000000000000000000000..02664f098f4625e1332bec65e0b2ad6b68b2678a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/InventoryFragment_SetStats.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "Inventory/LyraInventoryItemDefinition.h" + +#include "InventoryFragment_SetStats.generated.h" + +class ULyraInventoryItemInstance; +class UObject; +struct FGameplayTag; + +UCLASS() +class UInventoryFragment_SetStats : public ULyraInventoryItemFragment +{ + GENERATED_BODY() + +protected: + UPROPERTY(EditDefaultsOnly, Category=Equipment) + TMap InitialItemStats; + +public: + virtual void OnInstanceCreated(ULyraInventoryItemInstance* Instance) const override; + + int32 GetItemStatByTag(FGameplayTag Tag) const; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.cpp b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bc89831b326e7b01e26459e383d1a532c31f82cd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.cpp @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInventoryItemDefinition.h" + +#include "Templates/SubclassOf.h" +#include "UObject/ObjectPtr.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInventoryItemDefinition) + +////////////////////////////////////////////////////////////////////// +// ULyraInventoryItemDefinition + +ULyraInventoryItemDefinition::ULyraInventoryItemDefinition(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +const ULyraInventoryItemFragment* ULyraInventoryItemDefinition::FindFragmentByClass(TSubclassOf FragmentClass) const +{ + if (FragmentClass != nullptr) + { + for (ULyraInventoryItemFragment* Fragment : Fragments) + { + if (Fragment && Fragment->IsA(FragmentClass)) + { + return Fragment; + } + } + } + + return nullptr; +} + +////////////////////////////////////////////////////////////////////// +// ULyraInventoryItemDefinition + +const ULyraInventoryItemFragment* ULyraInventoryFunctionLibrary::FindItemDefinitionFragment(TSubclassOf ItemDef, TSubclassOf FragmentClass) +{ + if ((ItemDef != nullptr) && (FragmentClass != nullptr)) + { + return GetDefault(ItemDef)->FindFragmentByClass(FragmentClass); + } + return nullptr; +} + diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.h b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.h new file mode 100644 index 0000000000000000000000000000000000000000..f770a032ca4bdb3a9d7c55860162aaf1ed325cd6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemDefinition.h @@ -0,0 +1,57 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "LyraInventoryItemDefinition.generated.h" + +template class TSubclassOf; + +class ULyraInventoryItemInstance; +struct FFrame; + +////////////////////////////////////////////////////////////////////// + +// Represents a fragment of an item definition +UCLASS(MinimalAPI, DefaultToInstanced, EditInlineNew, Abstract) +class ULyraInventoryItemFragment : public UObject +{ + GENERATED_BODY() + +public: + virtual void OnInstanceCreated(ULyraInventoryItemInstance* Instance) const {} +}; + +////////////////////////////////////////////////////////////////////// + +/** + * ULyraInventoryItemDefinition + */ +UCLASS(Blueprintable, Const, Abstract) +class ULyraInventoryItemDefinition : public UObject +{ + GENERATED_BODY() + +public: + ULyraInventoryItemDefinition(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Display) + FText DisplayName; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Display, Instanced) + TArray> Fragments; + +public: + const ULyraInventoryItemFragment* FindFragmentByClass(TSubclassOf FragmentClass) const; +}; + +//@TODO: Make into a subsystem instead? +UCLASS() +class ULyraInventoryFunctionLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + + UFUNCTION(BlueprintCallable, meta=(DeterminesOutputType=FragmentClass)) + static const ULyraInventoryItemFragment* FindItemDefinitionFragment(TSubclassOf ItemDef, TSubclassOf FragmentClass); +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.cpp b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3a814ebf9b469d10f54f3dc4c280ac7dbcaa0645 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.cpp @@ -0,0 +1,74 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInventoryItemInstance.h" + +#include "Inventory/LyraInventoryItemDefinition.h" +#include "Net/UnrealNetwork.h" + +#if UE_WITH_IRIS +#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h" +#endif // UE_WITH_IRIS + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInventoryItemInstance) + +class FLifetimeProperty; + +ULyraInventoryItemInstance::ULyraInventoryItemInstance(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraInventoryItemInstance::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, StatTags); + DOREPLIFETIME(ThisClass, ItemDef); +} + +#if UE_WITH_IRIS +void ULyraInventoryItemInstance::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) +{ + using namespace UE::Net; + + // Build descriptors and allocate PropertyReplicationFragments for this object + FReplicationFragmentUtil::CreateAndRegisterFragmentsForObject(this, Context, RegistrationFlags); +} +#endif // UE_WITH_IRIS + +void ULyraInventoryItemInstance::AddStatTagStack(FGameplayTag Tag, int32 StackCount) +{ + StatTags.AddStack(Tag, StackCount); +} + +void ULyraInventoryItemInstance::RemoveStatTagStack(FGameplayTag Tag, int32 StackCount) +{ + StatTags.RemoveStack(Tag, StackCount); +} + +int32 ULyraInventoryItemInstance::GetStatTagStackCount(FGameplayTag Tag) const +{ + return StatTags.GetStackCount(Tag); +} + +bool ULyraInventoryItemInstance::HasStatTag(FGameplayTag Tag) const +{ + return StatTags.ContainsTag(Tag); +} + +void ULyraInventoryItemInstance::SetItemDef(TSubclassOf InDef) +{ + ItemDef = InDef; +} + +const ULyraInventoryItemFragment* ULyraInventoryItemInstance::FindFragmentByClass(TSubclassOf FragmentClass) const +{ + if ((ItemDef != nullptr) && (FragmentClass != nullptr)) + { + return GetDefault(ItemDef)->FindFragmentByClass(FragmentClass); + } + + return nullptr; +} + + diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.h b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.h new file mode 100644 index 0000000000000000000000000000000000000000..57d402021eef82634a25ac0274597ce4112f7b00 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryItemInstance.h @@ -0,0 +1,79 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "System/GameplayTagStack.h" +#include "Templates/SubclassOf.h" + +#include "LyraInventoryItemInstance.generated.h" + +class FLifetimeProperty; + +class ULyraInventoryItemDefinition; +class ULyraInventoryItemFragment; +struct FFrame; +struct FGameplayTag; + +/** + * ULyraInventoryItemInstance + */ +UCLASS(BlueprintType) +class ULyraInventoryItemInstance : public UObject +{ + GENERATED_BODY() + +public: + ULyraInventoryItemInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~UObject interface + virtual bool IsSupportedForNetworking() const override { return true; } + //~End of UObject interface + + // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) + void AddStatTagStack(FGameplayTag Tag, int32 StackCount); + + // Removes a specified number of stacks from the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category= Inventory) + void RemoveStatTagStack(FGameplayTag Tag, int32 StackCount); + + // Returns the stack count of the specified tag (or 0 if the tag is not present) + UFUNCTION(BlueprintCallable, Category=Inventory) + int32 GetStatTagStackCount(FGameplayTag Tag) const; + + // Returns true if there is at least one stack of the specified tag + UFUNCTION(BlueprintCallable, Category=Inventory) + bool HasStatTag(FGameplayTag Tag) const; + + TSubclassOf GetItemDef() const + { + return ItemDef; + } + + UFUNCTION(BlueprintCallable, BlueprintPure=false, meta=(DeterminesOutputType=FragmentClass)) + const ULyraInventoryItemFragment* FindFragmentByClass(TSubclassOf FragmentClass) const; + + template + const ResultClass* FindFragmentByClass() const + { + return (ResultClass*)FindFragmentByClass(ResultClass::StaticClass()); + } + +private: +#if UE_WITH_IRIS + /** Register all replication fragments */ + virtual void RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override; +#endif // UE_WITH_IRIS + + void SetItemDef(TSubclassOf InDef); + + friend struct FLyraInventoryList; + +private: + UPROPERTY(Replicated) + FGameplayTagStackContainer StatTags; + + // The item definition + UPROPERTY(Replicated) + TSubclassOf ItemDef; +}; diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.cpp b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a5cd8b7e17f22238c2dbbe2dcdbbd4c4260183e3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.cpp @@ -0,0 +1,320 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraInventoryManagerComponent.h" + +#include "Engine/ActorChannel.h" +#include "Engine/World.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "LyraInventoryItemDefinition.h" +#include "LyraInventoryItemInstance.h" +#include "NativeGameplayTags.h" +#include "Net/UnrealNetwork.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInventoryManagerComponent) + +class FLifetimeProperty; +struct FReplicationFlags; + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Inventory_Message_StackChanged, "Lyra.Inventory.Message.StackChanged"); + +////////////////////////////////////////////////////////////////////// +// FLyraInventoryEntry + +FString FLyraInventoryEntry::GetDebugString() const +{ + TSubclassOf ItemDef; + if (Instance != nullptr) + { + ItemDef = Instance->GetItemDef(); + } + + return FString::Printf(TEXT("%s (%d x %s)"), *GetNameSafe(Instance), StackCount, *GetNameSafe(ItemDef)); +} + +////////////////////////////////////////////////////////////////////// +// FLyraInventoryList + +void FLyraInventoryList::PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize) +{ + for (int32 Index : RemovedIndices) + { + FLyraInventoryEntry& Stack = Entries[Index]; + BroadcastChangeMessage(Stack, /*OldCount=*/ Stack.StackCount, /*NewCount=*/ 0); + Stack.LastObservedCount = 0; + } +} + +void FLyraInventoryList::PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize) +{ + for (int32 Index : AddedIndices) + { + FLyraInventoryEntry& Stack = Entries[Index]; + BroadcastChangeMessage(Stack, /*OldCount=*/ 0, /*NewCount=*/ Stack.StackCount); + Stack.LastObservedCount = Stack.StackCount; + } +} + +void FLyraInventoryList::PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize) +{ + for (int32 Index : ChangedIndices) + { + FLyraInventoryEntry& Stack = Entries[Index]; + check(Stack.LastObservedCount != INDEX_NONE); + BroadcastChangeMessage(Stack, /*OldCount=*/ Stack.LastObservedCount, /*NewCount=*/ Stack.StackCount); + Stack.LastObservedCount = Stack.StackCount; + } +} + +void FLyraInventoryList::BroadcastChangeMessage(FLyraInventoryEntry& Entry, int32 OldCount, int32 NewCount) +{ + FLyraInventoryChangeMessage Message; + Message.InventoryOwner = OwnerComponent; + Message.Instance = Entry.Instance; + Message.NewCount = NewCount; + Message.Delta = NewCount - OldCount; + + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(OwnerComponent->GetWorld()); + MessageSystem.BroadcastMessage(TAG_Lyra_Inventory_Message_StackChanged, Message); +} + +ULyraInventoryItemInstance* FLyraInventoryList::AddEntry(TSubclassOf ItemDef, int32 StackCount) +{ + ULyraInventoryItemInstance* Result = nullptr; + + check(ItemDef != nullptr); + check(OwnerComponent); + + AActor* OwningActor = OwnerComponent->GetOwner(); + check(OwningActor->HasAuthority()); + + + FLyraInventoryEntry& NewEntry = Entries.AddDefaulted_GetRef(); + NewEntry.Instance = NewObject(OwnerComponent->GetOwner()); //@TODO: Using the actor instead of component as the outer due to UE-127172 + NewEntry.Instance->SetItemDef(ItemDef); + for (ULyraInventoryItemFragment* Fragment : GetDefault(ItemDef)->Fragments) + { + if (Fragment != nullptr) + { + Fragment->OnInstanceCreated(NewEntry.Instance); + } + } + NewEntry.StackCount = StackCount; + Result = NewEntry.Instance; + + //const ULyraInventoryItemDefinition* ItemCDO = GetDefault(ItemDef); + MarkItemDirty(NewEntry); + + return Result; +} + +void FLyraInventoryList::AddEntry(ULyraInventoryItemInstance* Instance) +{ + unimplemented(); +} + +void FLyraInventoryList::RemoveEntry(ULyraInventoryItemInstance* Instance) +{ + for (auto EntryIt = Entries.CreateIterator(); EntryIt; ++EntryIt) + { + FLyraInventoryEntry& Entry = *EntryIt; + if (Entry.Instance == Instance) + { + EntryIt.RemoveCurrent(); + MarkArrayDirty(); + } + } +} + +TArray FLyraInventoryList::GetAllItems() const +{ + TArray Results; + Results.Reserve(Entries.Num()); + for (const FLyraInventoryEntry& Entry : Entries) + { + if (Entry.Instance != nullptr) //@TODO: Would prefer to not deal with this here and hide it further? + { + Results.Add(Entry.Instance); + } + } + return Results; +} + +////////////////////////////////////////////////////////////////////// +// ULyraInventoryManagerComponent + +ULyraInventoryManagerComponent::ULyraInventoryManagerComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , InventoryList(this) +{ + SetIsReplicatedByDefault(true); +} + +void ULyraInventoryManagerComponent::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, InventoryList); +} + +bool ULyraInventoryManagerComponent::CanAddItemDefinition(TSubclassOf ItemDef, int32 StackCount) +{ + //@TODO: Add support for stack limit / uniqueness checks / etc... + return true; +} + +ULyraInventoryItemInstance* ULyraInventoryManagerComponent::AddItemDefinition(TSubclassOf ItemDef, int32 StackCount) +{ + ULyraInventoryItemInstance* Result = nullptr; + if (ItemDef != nullptr) + { + Result = InventoryList.AddEntry(ItemDef, StackCount); + + if (IsUsingRegisteredSubObjectList() && IsReadyForReplication() && Result) + { + AddReplicatedSubObject(Result); + } + } + return Result; +} + +void ULyraInventoryManagerComponent::AddItemInstance(ULyraInventoryItemInstance* ItemInstance) +{ + InventoryList.AddEntry(ItemInstance); + if (IsUsingRegisteredSubObjectList() && IsReadyForReplication() && ItemInstance) + { + AddReplicatedSubObject(ItemInstance); + } +} + +void ULyraInventoryManagerComponent::RemoveItemInstance(ULyraInventoryItemInstance* ItemInstance) +{ + InventoryList.RemoveEntry(ItemInstance); + + if (ItemInstance && IsUsingRegisteredSubObjectList()) + { + RemoveReplicatedSubObject(ItemInstance); + } +} + +TArray ULyraInventoryManagerComponent::GetAllItems() const +{ + return InventoryList.GetAllItems(); +} + +ULyraInventoryItemInstance* ULyraInventoryManagerComponent::FindFirstItemStackByDefinition(TSubclassOf ItemDef) const +{ + for (const FLyraInventoryEntry& Entry : InventoryList.Entries) + { + ULyraInventoryItemInstance* Instance = Entry.Instance; + + if (IsValid(Instance)) + { + if (Instance->GetItemDef() == ItemDef) + { + return Instance; + } + } + } + + return nullptr; +} + +int32 ULyraInventoryManagerComponent::GetTotalItemCountByDefinition(TSubclassOf ItemDef) const +{ + int32 TotalCount = 0; + for (const FLyraInventoryEntry& Entry : InventoryList.Entries) + { + ULyraInventoryItemInstance* Instance = Entry.Instance; + + if (IsValid(Instance)) + { + if (Instance->GetItemDef() == ItemDef) + { + ++TotalCount; + } + } + } + + return TotalCount; +} + +bool ULyraInventoryManagerComponent::ConsumeItemsByDefinition(TSubclassOf ItemDef, int32 NumToConsume) +{ + AActor* OwningActor = GetOwner(); + if (!OwningActor || !OwningActor->HasAuthority()) + { + return false; + } + + //@TODO: N squared right now as there's no acceleration structure + int32 TotalConsumed = 0; + while (TotalConsumed < NumToConsume) + { + if (ULyraInventoryItemInstance* Instance = ULyraInventoryManagerComponent::FindFirstItemStackByDefinition(ItemDef)) + { + InventoryList.RemoveEntry(Instance); + ++TotalConsumed; + } + else + { + return false; + } + } + + return TotalConsumed == NumToConsume; +} + +void ULyraInventoryManagerComponent::ReadyForReplication() +{ + Super::ReadyForReplication(); + + // Register existing ULyraInventoryItemInstance + if (IsUsingRegisteredSubObjectList()) + { + for (const FLyraInventoryEntry& Entry : InventoryList.Entries) + { + ULyraInventoryItemInstance* Instance = Entry.Instance; + + if (IsValid(Instance)) + { + AddReplicatedSubObject(Instance); + } + } + } +} + +bool ULyraInventoryManagerComponent::ReplicateSubobjects(UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) +{ + bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags); + + for (FLyraInventoryEntry& Entry : InventoryList.Entries) + { + ULyraInventoryItemInstance* Instance = Entry.Instance; + + if (Instance && IsValid(Instance)) + { + WroteSomething |= Channel->ReplicateSubobject(Instance, *Bunch, *RepFlags); + } + } + + return WroteSomething; +} + +////////////////////////////////////////////////////////////////////// +// + +// UCLASS(Abstract) +// class ULyraInventoryFilter : public UObject +// { +// public: +// virtual bool PassesFilter(ULyraInventoryItemInstance* Instance) const { return true; } +// }; + +// UCLASS() +// class ULyraInventoryFilter_HasTag : public ULyraInventoryFilter +// { +// public: +// virtual bool PassesFilter(ULyraInventoryItemInstance* Instance) const { return true; } +// }; + + diff --git a/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.h b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..dee176d5ecbdb7360267005fd599755ce6ba5d76 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Inventory/LyraInventoryManagerComponent.h @@ -0,0 +1,173 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ActorComponent.h" +#include "Net/Serialization/FastArraySerializer.h" + +#include "LyraInventoryManagerComponent.generated.h" + +#define UE_API LYRAGAME_API + +class ULyraInventoryItemDefinition; +class ULyraInventoryItemInstance; +class ULyraInventoryManagerComponent; +class UObject; +struct FFrame; +struct FLyraInventoryList; +struct FNetDeltaSerializeInfo; +struct FReplicationFlags; + +/** A message when an item is added to the inventory */ +USTRUCT(BlueprintType) +struct FLyraInventoryChangeMessage +{ + GENERATED_BODY() + + //@TODO: Tag based names+owning actors for inventories instead of directly exposing the component? + UPROPERTY(BlueprintReadOnly, Category=Inventory) + TObjectPtr InventoryOwner = nullptr; + + UPROPERTY(BlueprintReadOnly, Category = Inventory) + TObjectPtr Instance = nullptr; + + UPROPERTY(BlueprintReadOnly, Category=Inventory) + int32 NewCount = 0; + + UPROPERTY(BlueprintReadOnly, Category=Inventory) + int32 Delta = 0; +}; + +/** A single entry in an inventory */ +USTRUCT(BlueprintType) +struct FLyraInventoryEntry : public FFastArraySerializerItem +{ + GENERATED_BODY() + + FLyraInventoryEntry() + {} + + FString GetDebugString() const; + +private: + friend FLyraInventoryList; + friend ULyraInventoryManagerComponent; + + UPROPERTY() + TObjectPtr Instance = nullptr; + + UPROPERTY() + int32 StackCount = 0; + + UPROPERTY(NotReplicated) + int32 LastObservedCount = INDEX_NONE; +}; + +/** List of inventory items */ +USTRUCT(BlueprintType) +struct FLyraInventoryList : public FFastArraySerializer +{ + GENERATED_BODY() + + FLyraInventoryList() + : OwnerComponent(nullptr) + { + } + + FLyraInventoryList(UActorComponent* InOwnerComponent) + : OwnerComponent(InOwnerComponent) + { + } + + TArray GetAllItems() const; + +public: + //~FFastArraySerializer contract + void PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize); + void PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize); + void PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize); + //~End of FFastArraySerializer contract + + bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms) + { + return FFastArraySerializer::FastArrayDeltaSerialize(Entries, DeltaParms, *this); + } + + ULyraInventoryItemInstance* AddEntry(TSubclassOf ItemClass, int32 StackCount); + void AddEntry(ULyraInventoryItemInstance* Instance); + + void RemoveEntry(ULyraInventoryItemInstance* Instance); + +private: + void BroadcastChangeMessage(FLyraInventoryEntry& Entry, int32 OldCount, int32 NewCount); + +private: + friend ULyraInventoryManagerComponent; + +private: + // Replicated list of items + UPROPERTY() + TArray Entries; + + UPROPERTY(NotReplicated) + TObjectPtr OwnerComponent; +}; + +template<> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum { WithNetDeltaSerializer = true }; +}; + + + + + + + + + + +/** + * Manages an inventory + */ +UCLASS(MinimalAPI, BlueprintType) +class ULyraInventoryManagerComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + UE_API ULyraInventoryManagerComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) + UE_API bool CanAddItemDefinition(TSubclassOf ItemDef, int32 StackCount = 1); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) + UE_API ULyraInventoryItemInstance* AddItemDefinition(TSubclassOf ItemDef, int32 StackCount = 1); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) + UE_API void AddItemInstance(ULyraInventoryItemInstance* ItemInstance); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Inventory) + UE_API void RemoveItemInstance(ULyraInventoryItemInstance* ItemInstance); + + UFUNCTION(BlueprintCallable, Category=Inventory, BlueprintPure=false) + UE_API TArray GetAllItems() const; + + UFUNCTION(BlueprintCallable, Category=Inventory, BlueprintPure) + UE_API ULyraInventoryItemInstance* FindFirstItemStackByDefinition(TSubclassOf ItemDef) const; + + UE_API int32 GetTotalItemCountByDefinition(TSubclassOf ItemDef) const; + UE_API bool ConsumeItemsByDefinition(TSubclassOf ItemDef, int32 NumToConsume); + + //~UObject interface + UE_API virtual bool ReplicateSubobjects(class UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) override; + UE_API virtual void ReadyForReplication() override; + //~End of UObject interface + +private: + UPROPERTY(Replicated) + FLyraInventoryList InventoryList; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/LyraGame.Build.cs b/LyraStarterGame/Source/LyraGame/LyraGame.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..84cfd99acd02ee0584eb8307995affdd1119f0df --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/LyraGame.Build.cs @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class LyraGame : ModuleRules +{ + public LyraGame(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] { + "LyraGame" + } + ); + + PrivateIncludePaths.AddRange( + new string[] { + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] { + "Core", + "CoreOnline", + "CoreUObject", + "ApplicationCore", + "Engine", + "PhysicsCore", + "GameplayTags", + "GameplayTasks", + "GameplayAbilities", + "AIModule", + "ModularGameplay", + "ModularGameplayActors", + "DataRegistry", + "ReplicationGraph", + "GameFeatures", + "SignificanceManager", + "Hotfix", + "CommonLoadingScreen", + "Niagara", + "AsyncMixin", + "ControlFlows", + "PropertyPath" + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] { + "InputCore", + "Slate", + "SlateCore", + "RenderCore", + "DeveloperSettings", + "EnhancedInput", + "NetCore", + "RHI", + "Projects", + "Gauntlet", + "UMG", + "CommonUI", + "CommonInput", + "GameSettings", + "CommonGame", + "CommonUser", + "GameSubtitles", + "GameplayMessageRuntime", + "AudioMixer", + "NetworkReplayStreaming", + "UIExtension", + "ClientPilot", + "AudioModulation", + "EngineSettings", + "DTLSHandlerComponent", + "Json", + } + ); + + DynamicallyLoadedModuleNames.AddRange( + new string[] { + } + ); + + // Generate compile errors if using DrawDebug functions in test/shipping builds. + PublicDefinitions.Add("SHIPPING_DRAW_DEBUG_ERROR=1"); + + // Basic setup for External RPC Framework. + // Functionality within framework will be stripped in shipping to remove vulnerabilities. + PrivateDependencyModuleNames.Add("ExternalRpcRegistry"); + PrivateDependencyModuleNames.Add("HTTPServer"); // Dependency for ExternalRpcRegistry + if (Target.Configuration == UnrealTargetConfiguration.Shipping) + { + PublicDefinitions.Add("WITH_RPC_REGISTRY=0"); + PublicDefinitions.Add("WITH_HTTPSERVER_LISTENERS=0"); + } + else + { + PublicDefinitions.Add("WITH_RPC_REGISTRY=1"); + PublicDefinitions.Add("WITH_HTTPSERVER_LISTENERS=1"); + } + + SetupGameplayDebuggerSupport(Target); + SetupIrisSupport(Target); + } +} diff --git a/LyraStarterGame/Source/LyraGame/LyraGameModule.cpp b/LyraStarterGame/Source/LyraGame/LyraGameModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2ee46b5ca90cabadf466cf4c449be2d989fd40cd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/LyraGameModule.cpp @@ -0,0 +1,20 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + + +/** + * FLyraGameModule + */ +class FLyraGameModule : public FDefaultGameModuleImpl +{ + virtual void StartupModule() override + { + } + + virtual void ShutdownModule() override + { + } +}; + +IMPLEMENT_PRIMARY_GAME_MODULE(FLyraGameModule, LyraGame, "LyraGame"); diff --git a/LyraStarterGame/Source/LyraGame/LyraGameplayTags.cpp b/LyraStarterGame/Source/LyraGame/LyraGameplayTags.cpp new file mode 100644 index 0000000000000000000000000000000000000000..0230eb924f088bce921295f50c77ae96d070426b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/LyraGameplayTags.cpp @@ -0,0 +1,99 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayTags.h" + +#include "Engine/EngineTypes.h" +#include "GameplayTagsManager.h" +#include "LyraLogChannels.h" + +namespace LyraGameplayTags +{ + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_IsDead, "Ability.ActivateFail.IsDead", "Ability failed to activate because its owner is dead."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_Cooldown, "Ability.ActivateFail.Cooldown", "Ability failed to activate because it is on cool down."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_Cost, "Ability.ActivateFail.Cost", "Ability failed to activate because it did not pass the cost checks."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_TagsBlocked, "Ability.ActivateFail.TagsBlocked", "Ability failed to activate because tags are blocking it."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_TagsMissing, "Ability.ActivateFail.TagsMissing", "Ability failed to activate because tags are missing."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_Networking, "Ability.ActivateFail.Networking", "Ability failed to activate because it did not pass the network checks."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_ActivateFail_ActivationGroup, "Ability.ActivateFail.ActivationGroup", "Ability failed to activate because of its activation group."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Ability_Behavior_SurvivesDeath, "Ability.Behavior.SurvivesDeath", "An ability with this type tag should not be canceled due to death."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InputTag_Move, "InputTag.Move", "Move input."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InputTag_Look_Mouse, "InputTag.Look.Mouse", "Look (mouse) input."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InputTag_Look_Stick, "InputTag.Look.Stick", "Look (stick) input."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InputTag_Crouch, "InputTag.Crouch", "Crouch input."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InputTag_AutoRun, "InputTag.AutoRun", "Auto-run input."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InitState_Spawned, "InitState.Spawned", "1: Actor/component has initially spawned and can be extended"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InitState_DataAvailable, "InitState.DataAvailable", "2: All required data has been loaded/replicated and is ready for initialization"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InitState_DataInitialized, "InitState.DataInitialized", "3: The available data has been initialized for this actor/component, but it is not ready for full gameplay"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(InitState_GameplayReady, "InitState.GameplayReady", "4: The actor/component is fully ready for active gameplay"); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(GameplayEvent_Death, "GameplayEvent.Death", "Event that fires on death. This event only fires on the server."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(GameplayEvent_Reset, "GameplayEvent.Reset", "Event that fires once a player reset is executed."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(GameplayEvent_RequestReset, "GameplayEvent.RequestReset", "Event to request a player's pawn to be instantly replaced with a new one at a valid spawn location."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(SetByCaller_Damage, "SetByCaller.Damage", "SetByCaller tag used by damage gameplay effects."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(SetByCaller_Heal, "SetByCaller.Heal", "SetByCaller tag used by healing gameplay effects."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Cheat_GodMode, "Cheat.GodMode", "GodMode cheat is active on the owner."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Cheat_UnlimitedHealth, "Cheat.UnlimitedHealth", "UnlimitedHealth cheat is active on the owner."); + + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Status_Crouching, "Status.Crouching", "Target is crouching."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Status_AutoRunning, "Status.AutoRunning", "Target is auto-running."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Status_Death, "Status.Death", "Target has the death status."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Status_Death_Dying, "Status.Death.Dying", "Target has begun the death process."); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Status_Death_Dead, "Status.Death.Dead", "Target has finished the death process."); + + // These are mapped to the movement modes inside GetMovementModeTagMap() + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_Walking, "Movement.Mode.Walking", "Default Character movement tag"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_NavWalking, "Movement.Mode.NavWalking", "Default Character movement tag"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_Falling, "Movement.Mode.Falling", "Default Character movement tag"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_Swimming, "Movement.Mode.Swimming", "Default Character movement tag"); + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_Flying, "Movement.Mode.Flying", "Default Character movement tag"); + + // When extending Lyra, you can create your own movement modes but you need to update GetCustomMovementModeTagMap() + UE_DEFINE_GAMEPLAY_TAG_COMMENT(Movement_Mode_Custom, "Movement.Mode.Custom", "This is invalid and should be replaced with custom tags. See LyraGameplayTags::CustomMovementModeTagMap."); + + // Unreal Movement Modes + const TMap MovementModeTagMap = + { + { MOVE_Walking, Movement_Mode_Walking }, + { MOVE_NavWalking, Movement_Mode_NavWalking }, + { MOVE_Falling, Movement_Mode_Falling }, + { MOVE_Swimming, Movement_Mode_Swimming }, + { MOVE_Flying, Movement_Mode_Flying }, + { MOVE_Custom, Movement_Mode_Custom } + }; + + // Custom Movement Modes + const TMap CustomMovementModeTagMap = + { + // Fill these in with your custom modes + }; + + FGameplayTag FindTagByString(const FString& TagString, bool bMatchPartialString) + { + const UGameplayTagsManager& Manager = UGameplayTagsManager::Get(); + FGameplayTag Tag = Manager.RequestGameplayTag(FName(*TagString), false); + + if (!Tag.IsValid() && bMatchPartialString) + { + FGameplayTagContainer AllTags; + Manager.RequestAllGameplayTags(AllTags, true); + + for (const FGameplayTag& TestTag : AllTags) + { + if (TestTag.ToString().Contains(TagString)) + { + UE_LOG(LogLyra, Display, TEXT("Could not find exact match for tag [%s] but found partial match on tag [%s]."), *TagString, *TestTag.ToString()); + Tag = TestTag; + break; + } + } + } + + return Tag; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/LyraGameplayTags.h b/LyraStarterGame/Source/LyraGame/LyraGameplayTags.h new file mode 100644 index 0000000000000000000000000000000000000000..4d68ef53788e2e07496b4d4883bfde7dfb80e83b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/LyraGameplayTags.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +namespace LyraGameplayTags +{ + LYRAGAME_API FGameplayTag FindTagByString(const FString& TagString, bool bMatchPartialString = false); + + // Declare all of the custom native tags that Lyra will use + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_IsDead); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_Cooldown); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_Cost); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_TagsBlocked); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_TagsMissing); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_Networking); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_ActivationGroup); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_Behavior_SurvivesDeath); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Move); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Look_Mouse); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Look_Stick); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Crouch); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_AutoRun); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InitState_Spawned); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InitState_DataAvailable); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InitState_DataInitialized); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InitState_GameplayReady); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(GameplayEvent_Death); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(GameplayEvent_Reset); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(GameplayEvent_RequestReset); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(SetByCaller_Damage); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(SetByCaller_Heal); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Cheat_GodMode); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Cheat_UnlimitedHealth); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Crouching); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_AutoRunning); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death_Dying); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death_Dead); + + // These are mappings from MovementMode enums to GameplayTags associated with those enums (below) + LYRAGAME_API extern const TMap MovementModeTagMap; + LYRAGAME_API extern const TMap CustomMovementModeTagMap; + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_Walking); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_NavWalking); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_Falling); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_Swimming); + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_Flying); + + LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Mode_Custom); +}; diff --git a/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.cpp b/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..618acb98dce81a86a58dcbf0d7ccf957b26bc864 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.cpp @@ -0,0 +1,57 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayMessageProcessor.h" + +#include "Engine/World.h" +#include "GameFramework/GameStateBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayMessageProcessor) + +void UGameplayMessageProcessor::BeginPlay() +{ + Super::BeginPlay(); + + StartListening(); +} + +void UGameplayMessageProcessor::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + + StopListening(); + + // Remove any listener handles + UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this); + for (FGameplayMessageListenerHandle& Handle : ListenerHandles) + { + MessageSubsystem.UnregisterListener(Handle); + } + ListenerHandles.Empty(); +} + +void UGameplayMessageProcessor::StartListening() +{ + +} + +void UGameplayMessageProcessor::StopListening() +{ +} + +void UGameplayMessageProcessor::AddListenerHandle(FGameplayMessageListenerHandle&& Handle) +{ + ListenerHandles.Add(MoveTemp(Handle)); +} + +double UGameplayMessageProcessor::GetServerTime() const +{ + if (AGameStateBase* GameState = GetWorld()->GetGameState()) + { + return GameState->GetServerWorldTimeSeconds(); + } + else + { + return 0.0; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.h b/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.h new file mode 100644 index 0000000000000000000000000000000000000000..12c0f9143178f436bdaf1d391492f9544fa8a7e6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/GameplayMessageProcessor.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ActorComponent.h" +#include "GameFramework/GameplayMessageSubsystem.h" + +#include "GameplayMessageProcessor.generated.h" + +#define UE_API LYRAGAME_API + +namespace EEndPlayReason { enum Type : int; } + +class UObject; + +/** + * UGameplayMessageProcessor + * + * Base class for any message processor which observes other gameplay messages + * and potentially re-emits updates (e.g., when a chain or combo is detected) + * + * Note that these processors are spawned on the server once (not per player) + * and should do their own internal filtering if only relevant for some players. + */ +UCLASS(MinimalAPI, BlueprintType, Blueprintable, meta=(BlueprintSpawnableComponent)) +class UGameplayMessageProcessor : public UActorComponent +{ + GENERATED_BODY() + +public: + //~UActorComponent interface + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~End of UActorComponent interface + + UE_API virtual void StartListening(); + UE_API virtual void StopListening(); + +protected: + UE_API void AddListenerHandle(FGameplayMessageListenerHandle&& Handle); + UE_API double GetServerTime() const; + +private: + TArray ListenerHandles; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.cpp b/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.cpp new file mode 100644 index 0000000000000000000000000000000000000000..01077468f4e08933690db8e3d744d416530ff057 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.cpp @@ -0,0 +1,9 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraNotificationMessage.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraNotificationMessage) + +UE_DEFINE_GAMEPLAY_TAG(TAG_Lyra_AddNotification_Message, "Lyra.AddNotification.Message"); + diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.h b/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.h new file mode 100644 index 0000000000000000000000000000000000000000..9845bb53ba5c6343a3a8fd21cef389e0ecf46782 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraNotificationMessage.h @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NativeGameplayTags.h" + +#include "LyraNotificationMessage.generated.h" + +class UObject; + +LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_AddNotification_Message); + +class APlayerState; + +// A message destined for a transient log (e.g., an elimination feed or inventory pickup stream) +USTRUCT(BlueprintType) +struct FLyraNotificationMessage +{ + GENERATED_BODY() + + // The destination channel + UPROPERTY(BlueprintReadWrite, Category=Notification) + FGameplayTag TargetChannel; + + // The target player (if none is set then it will display for all local players) + UPROPERTY(BlueprintReadWrite, Category=Notification) + TObjectPtr TargetPlayer = nullptr; + + // The message to display + UPROPERTY(BlueprintReadWrite, Category=Notification) + FText PayloadMessage; + + // Extra payload specific to the target channel (e.g., a style or definition asset) + UPROPERTY(BlueprintReadWrite, Category=Notification) + FGameplayTag PayloadTag; + + // Extra payload specific to the target channel (e.g., a style or definition asset) + UPROPERTY(BlueprintReadWrite, Category=Notification) + TObjectPtr PayloadObject = nullptr; +}; diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessage.h b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessage.h new file mode 100644 index 0000000000000000000000000000000000000000..b67243bf0bcfdd277b555f1a7dcf1664c1e7e54c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessage.h @@ -0,0 +1,39 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayTagContainer.h" + +#include "LyraVerbMessage.generated.h" + +// Represents a generic message of the form Instigator Verb Target (in Context, with Magnitude) +USTRUCT(BlueprintType) +struct FLyraVerbMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + FGameplayTag Verb; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + TObjectPtr Instigator = nullptr; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + TObjectPtr Target = nullptr; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + FGameplayTagContainer InstigatorTags; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + FGameplayTagContainer TargetTags; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + FGameplayTagContainer ContextTags; + + UPROPERTY(BlueprintReadWrite, Category=Gameplay) + double Magnitude = 1.0; + + // Returns a debug string representation of this message + LYRAGAME_API FString ToString() const; +}; diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.cpp b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.cpp new file mode 100644 index 0000000000000000000000000000000000000000..8860b90b0cd706305bb2476db6b39b81a7c03f5f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.cpp @@ -0,0 +1,97 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraVerbMessageHelpers.h" + +#include "GameFramework/Pawn.h" +#include "GameFramework/PlayerController.h" +#include "GameFramework/PlayerState.h" +#include "GameplayEffectTypes.h" +#include "Messages/LyraVerbMessage.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraVerbMessageHelpers) + +////////////////////////////////////////////////////////////////////// +// FLyraVerbMessage + +FString FLyraVerbMessage::ToString() const +{ + FString HumanReadableMessage; + FLyraVerbMessage::StaticStruct()->ExportText(/*out*/ HumanReadableMessage, this, /*Defaults=*/ nullptr, /*OwnerObject=*/ nullptr, PPF_None, /*ExportRootScope=*/ nullptr); + return HumanReadableMessage; +} + +////////////////////////////////////////////////////////////////////// +// + +APlayerState* ULyraVerbMessageHelpers::GetPlayerStateFromObject(UObject* Object) +{ + if (APlayerController* PC = Cast(Object)) + { + return PC->PlayerState; + } + + if (APlayerState* TargetPS = Cast(Object)) + { + return TargetPS; + } + + if (APawn* TargetPawn = Cast(Object)) + { + if (APlayerState* TargetPS = TargetPawn->GetPlayerState()) + { + return TargetPS; + } + } + return nullptr; +} + +APlayerController* ULyraVerbMessageHelpers::GetPlayerControllerFromObject(UObject* Object) +{ + if (APlayerController* PC = Cast(Object)) + { + return PC; + } + + if (APlayerState* TargetPS = Cast(Object)) + { + return TargetPS->GetPlayerController(); + } + + if (APawn* TargetPawn = Cast(Object)) + { + return Cast(TargetPawn->GetController()); + } + + return nullptr; +} + +FGameplayCueParameters ULyraVerbMessageHelpers::VerbMessageToCueParameters(const FLyraVerbMessage& Message) +{ + FGameplayCueParameters Result; + + Result.OriginalTag = Message.Verb; + Result.Instigator = Cast(Message.Instigator); + Result.EffectCauser = Cast(Message.Target); + Result.AggregatedSourceTags = Message.InstigatorTags; + Result.AggregatedTargetTags = Message.TargetTags; + //@TODO: = Message.ContextTags; + Result.RawMagnitude = Message.Magnitude; + + return Result; +} + +FLyraVerbMessage ULyraVerbMessageHelpers::CueParametersToVerbMessage(const FGameplayCueParameters& Params) +{ + FLyraVerbMessage Result; + + Result.Verb = Params.OriginalTag; + Result.Instigator = Params.Instigator.Get(); + Result.Target = Params.EffectCauser.Get(); + Result.InstigatorTags = Params.AggregatedSourceTags; + Result.TargetTags = Params.AggregatedTargetTags; + //@TODO: Result.ContextTags = ???; + Result.Magnitude = Params.RawMagnitude; + + return Result; +} + diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.h b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.h new file mode 100644 index 0000000000000000000000000000000000000000..9d4d2f9b800eba01d43aaa8d028fbced3f5af35d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageHelpers.h @@ -0,0 +1,39 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "LyraVerbMessageHelpers.generated.h" + +#define UE_API LYRAGAME_API + +struct FGameplayCueParameters; +struct FLyraVerbMessage; + +class APlayerController; +class APlayerState; +class UObject; +struct FFrame; + + +UCLASS(MinimalAPI) +class ULyraVerbMessageHelpers : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, Category = "Lyra") + static UE_API APlayerState* GetPlayerStateFromObject(UObject* Object); + + UFUNCTION(BlueprintCallable, Category = "Lyra") + static UE_API APlayerController* GetPlayerControllerFromObject(UObject* Object); + + UFUNCTION(BlueprintCallable, Category = "Lyra") + static UE_API FGameplayCueParameters VerbMessageToCueParameters(const FLyraVerbMessage& Message); + + UFUNCTION(BlueprintCallable, Category = "Lyra") + static UE_API FLyraVerbMessage CueParametersToVerbMessage(const FGameplayCueParameters& Params); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.cpp b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3f2960e6d4650e91f8e577fb013447b1196745cf --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.cpp @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraVerbMessageReplication.h" + +#include "GameFramework/GameplayMessageSubsystem.h" +#include "Messages/LyraVerbMessage.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraVerbMessageReplication) + +////////////////////////////////////////////////////////////////////// +// FLyraVerbMessageReplicationEntry + +FString FLyraVerbMessageReplicationEntry::GetDebugString() const +{ + return Message.ToString(); +} + +////////////////////////////////////////////////////////////////////// +// FLyraVerbMessageReplication + +void FLyraVerbMessageReplication::AddMessage(const FLyraVerbMessage& Message) +{ + FLyraVerbMessageReplicationEntry& NewStack = CurrentMessages.Emplace_GetRef(Message); + MarkItemDirty(NewStack); +} + +void FLyraVerbMessageReplication::PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize) +{ +// for (int32 Index : RemovedIndices) +// { +// const FGameplayTag Tag = CurrentMessages[Index].Tag; +// TagToCountMap.Remove(Tag); +// } +} + +void FLyraVerbMessageReplication::PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize) +{ + for (int32 Index : AddedIndices) + { + const FLyraVerbMessageReplicationEntry& Entry = CurrentMessages[Index]; + RebroadcastMessage(Entry.Message); + } +} + +void FLyraVerbMessageReplication::PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize) +{ + for (int32 Index : ChangedIndices) + { + const FLyraVerbMessageReplicationEntry& Entry = CurrentMessages[Index]; + RebroadcastMessage(Entry.Message); + } +} + +void FLyraVerbMessageReplication::RebroadcastMessage(const FLyraVerbMessage& Message) +{ + check(Owner); + UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(Owner); + MessageSystem.BroadcastMessage(Message.Verb, Message); +} + diff --git a/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.h b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.h new file mode 100644 index 0000000000000000000000000000000000000000..542b20e30e7d92dfc2cbd018c0bdd7300604cf0b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Messages/LyraVerbMessageReplication.h @@ -0,0 +1,87 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "LyraVerbMessage.h" +#include "Net/Serialization/FastArraySerializer.h" + +#include "LyraVerbMessageReplication.generated.h" + +class UObject; +struct FLyraVerbMessageReplication; +struct FNetDeltaSerializeInfo; + +/** + * Represents one verb message + */ +USTRUCT(BlueprintType) +struct FLyraVerbMessageReplicationEntry : public FFastArraySerializerItem +{ + GENERATED_BODY() + + FLyraVerbMessageReplicationEntry() + {} + + FLyraVerbMessageReplicationEntry(const FLyraVerbMessage& InMessage) + : Message(InMessage) + { + } + + FString GetDebugString() const; + +private: + friend FLyraVerbMessageReplication; + + UPROPERTY() + FLyraVerbMessage Message; +}; + +/** Container of verb messages to replicate */ +USTRUCT(BlueprintType) +struct FLyraVerbMessageReplication : public FFastArraySerializer +{ + GENERATED_BODY() + + FLyraVerbMessageReplication() + { + } + +public: + void SetOwner(UObject* InOwner) { Owner = InOwner; } + + // Broadcasts a message from server to clients + void AddMessage(const FLyraVerbMessage& Message); + + //~FFastArraySerializer contract + void PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize); + void PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize); + void PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize); + //~End of FFastArraySerializer contract + + bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms) + { + return FFastArraySerializer::FastArrayDeltaSerialize(CurrentMessages, DeltaParms, *this); + } + +private: + void RebroadcastMessage(const FLyraVerbMessage& Message); + +private: + // Replicated list of gameplay tag stacks + UPROPERTY() + TArray CurrentMessages; + + // Owner (for a route to a world) + UPROPERTY() + TObjectPtr Owner = nullptr; +}; + +template<> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum + { + WithNetDeltaSerializer = true, + }; +}; diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraMemoryDebugCommands.cpp b/LyraStarterGame/Source/LyraGame/Performance/LyraMemoryDebugCommands.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d64e887cfe740f5e556872e0f09e25feed95f4de --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraMemoryDebugCommands.cpp @@ -0,0 +1,156 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Engine/BlueprintGeneratedClass.h" +#include "UObject/UObjectIterator.h" +#include "HAL/FileManager.h" +#include "Misc/Paths.h" +#include "Engine/World.h" + +#include "LyraLogChannels.h" + +////////////////////////////////////////////////////////////////////////// + +#if ALLOW_DEBUG_FILES +#include "HAL/IConsoleManager.h" + +// Writes a collection of the specified name containing a list of items (returning the absolute file path to the collection) +// This is manual rather than relying on the collection manager so it can be used at runtime without depending on a developer module +FString WriteCollectionFile(const FString& CollectionName, const TArray& Items) +{ + // If in the editor, create it in the directory that CST_Local would have used, otherwise write it to the profiling dir for later harvesting + const FString OutputDir = WITH_EDITOR ? (FPaths::ProjectSavedDir() / TEXT("Collections")) : (FPaths::ProfilingDir() / TEXT("AssetSnapshots")); + + IFileManager::Get().MakeDirectory(*OutputDir, true); + + const FString LogFilename = OutputDir / (CollectionName + TEXT(".collection")); + + if (FArchive* OutputFile = IFileManager::Get().CreateDebugFileWriter(*LogFilename)) + { + const FGuid CollectionGUID = FGuid::NewGuid(); + + OutputFile->Logf(TEXT("FileVersion:2")); + OutputFile->Logf(TEXT("Type:Static")); + OutputFile->Logf(TEXT("Guid:%s"), *CollectionGUID.ToString(EGuidFormats::DigitsWithHyphens)); + OutputFile->Logf(TEXT("")); + + for (const FString& Item : Items) + { + OutputFile->Logf(TEXT("%s"), *Item); + } + + // Flush, close and delete. + delete OutputFile; + + const FString AbsolutePath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*LogFilename); + return AbsolutePath; + } + + return FString(); +} + +FAutoConsoleCommandWithWorldAndArgs GObjListToCollectionCmd( + TEXT("Lyra.ObjListToCollection"), + TEXT("Spits out a collection that contains the current object list"), + FConsoleCommandWithWorldAndArgsDelegate::CreateStatic( + [](const TArray& Params, UWorld* World) +{ + // Get the list of loaded assets + TArray AssetPaths; + for (TObjectIterator It; It; ++It) + { + UObject* Obj = *It; + if (Obj->IsAsset()) + { + AssetPaths.Add(Obj->GetPathName()); + } + else if (UBlueprintGeneratedClass* Class = Cast(Obj)) + { + FString BlueprintName = Class->GetPathName(); + BlueprintName.RemoveFromEnd(TEXT("_C")); + AssetPaths.Add(BlueprintName); + } + } + AssetPaths.Sort(); + + // Determine the filename + FString CollectionNameSuffix; + if (Params.Num() > 0) + { + CollectionNameSuffix = TEXT("_") + Params[0]; + } + const FString CollectionName = FString::Printf(TEXT("_LoadedAssets_%s_%s%s"), *FDateTime::Now().ToString(TEXT("%H%M%S")), *GWorld->GetMapName(), *CollectionNameSuffix); + + // Write the collection out + const FString CollectionFilePath = WriteCollectionFile(CollectionName, AssetPaths); + UE_LOG(LogLyra, Warning, TEXT("Wrote collection of loaded assets to %s"), *CollectionFilePath); +})); + +#endif + +////////////////////////////////////////////////////////////////////////// + +// This can be used in a command to compare assets to a parent class (BP or C++ default) to determine if any fields are actually 'fixed' and can be removed to save memory +void AnalyzeObjectListForDifferences(TArrayView ObjectList, UClass* CommonClass, const TSet& PropertiesToIgnore, bool bLogAllMatchedDefault=false) +{ + check(CommonClass); + UObject* CommonClassCDO = CommonClass->GetDefaultObject(); + + UE_LOG(LogLyra, Log, TEXT(" Field\tDifferentToBase\tNumValues\tValues")); + + for (TFieldIterator PropIt(CommonClass); PropIt; ++PropIt) + { + FProperty* Prop = *PropIt; + if (PropertiesToIgnore.Contains(Prop->GetFName())) + { + continue; + } + + //@TODO: Handle fixed length arrays + ensure(Prop->ArrayDim <= 1); + + FString DefaultValueStr; + Prop->ExportText_InContainer(0, /*out*/ DefaultValueStr, CommonClassCDO, CommonClassCDO, nullptr, 0); + + bool bAnyMatchedDefaultValue = false; + bool bAllMatchedDefaultValue = true; + + TSet ValuesObserved; + for (UObject* Object : ObjectList) + { + FString ValueStr; + if (Prop->ExportText_InContainer(0, /*out*/ ValueStr, Object, CommonClassCDO, nullptr, 0)) + { + ValuesObserved.Add(ValueStr); + bAllMatchedDefaultValue = false; + } + else + { + bAnyMatchedDefaultValue = true; + } + } + + if (bAnyMatchedDefaultValue) + { + ValuesObserved.Add(DefaultValueStr); + } + + if (!bAllMatchedDefaultValue) + { + const FString ValueList = FString::Join(ValuesObserved, TEXT(",")); + + UE_LOG(LogLyra, Log, TEXT(" %s::%s\t%s\t%d\t%s"), + *CommonClass->GetName(), + *Prop->GetName(), + (ValuesObserved.Num() == 1) ? TEXT("FixedDifferent") : TEXT("Varies"), + ValuesObserved.Num(), + *ValueList); + } + else if (bLogAllMatchedDefault) + { + UE_LOG(LogLyra, Log, TEXT(" %s::%s\t%s"), *CommonClass->GetName(), *Prop->GetName(), TEXT("Default")); + } + } +} + +////////////////////////////////////////////////////////////////////////// + diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.cpp b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3c0aedea174f40aab3047918dfb34956dc81e360 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.cpp @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPerformanceSettings.h" + +#include "Engine/PlatformSettingsManager.h" +#include "Misc/EnumRange.h" +#include "Performance/LyraPerformanceStatTypes.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPerformanceSettings) + +////////////////////////////////////////////////////////////////////// + +ULyraPlatformSpecificRenderingSettings::ULyraPlatformSpecificRenderingSettings() +{ + MobileFrameRateLimits.Append({ 20, 30, 45, 60, 90, 120 }); +} + +const ULyraPlatformSpecificRenderingSettings* ULyraPlatformSpecificRenderingSettings::Get() +{ + ULyraPlatformSpecificRenderingSettings* Result = UPlatformSettingsManager::Get().GetSettingsForPlatform(); + check(Result); + return Result; +} + +////////////////////////////////////////////////////////////////////// + +ULyraPerformanceSettings::ULyraPerformanceSettings() +{ + PerPlatformSettings.Initialize(ULyraPlatformSpecificRenderingSettings::StaticClass()); + + CategoryName = TEXT("Game"); + + DesktopFrameRateLimits.Append({ 30, 60, 120, 144, 160, 165, 180, 200, 240, 360 }); + + // Default to all stats are allowed + FLyraPerformanceStatGroup& StatGroup = UserFacingPerformanceStats.AddDefaulted_GetRef(); + for (ELyraDisplayablePerformanceStat PerfStat : TEnumRange()) + { + StatGroup.AllowedStats.Add(PerfStat); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.h b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.h new file mode 100644 index 0000000000000000000000000000000000000000..fc24d0fb342c4a1a7b98aadb3f7866405324ca58 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceSettings.h @@ -0,0 +1,143 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DeveloperSettingsBackedByCVars.h" +#include "Engine/PlatformSettings.h" +#include "GameplayTagContainer.h" + +#include "LyraPerformanceSettings.generated.h" + +enum class ELyraDisplayablePerformanceStat : uint8; + +class UObject; + +// Describes one platform-specific device profile variant that the user can choose from in the UI +USTRUCT() +struct FLyraQualityDeviceProfileVariant +{ + GENERATED_BODY() + + // The display name for this device profile variant (visible in the options screen) + UPROPERTY(EditAnywhere) + FText DisplayName; + + // The suffix to append to the base device profile name for the current platform + UPROPERTY(EditAnywhere) + FString DeviceProfileSuffix; + + // The minimum required refresh rate to enable this mode + // (e.g., if this is set to 120 Hz and the device is connected + // to a 60 Hz display, it won't be available) + UPROPERTY(EditAnywhere) + int32 MinRefreshRate = 0; +}; + +// Describes a set of performance stats that the user can enable in settings, +// predicated on passing a visibility query on platform traits +USTRUCT() +struct FLyraPerformanceStatGroup +{ + GENERATED_BODY() + + // A query on platform traits to determine whether or not it will be possible + // to show a set of stats + UPROPERTY(EditAnywhere, meta=(Categories = "Input,Platform.Trait")) + FGameplayTagQuery VisibilityQuery; + + // The set of stats to allow if the query passes + UPROPERTY(EditAnywhere) + TSet AllowedStats; +}; + +// How hare frame pacing and overall graphics settings controlled/exposed for the platform? +UENUM() +enum class ELyraFramePacingMode : uint8 +{ + // Manual frame rate limits, user is allowed to choose whether or not to lock to vsync + DesktopStyle, + + // Limits handled by choosing present intervals driven by device profiles + ConsoleStyle, + + // Limits handled by a user-facing choice of frame rate from among ones allowed by device profiles for the specific device + MobileStyle +}; + +UCLASS(config=Game, defaultconfig) +class ULyraPlatformSpecificRenderingSettings : public UPlatformSettings +{ + GENERATED_BODY() + +public: + ULyraPlatformSpecificRenderingSettings(); + + // Helper method to get the performance settings object, directed via platform settings + static const ULyraPlatformSpecificRenderingSettings* Get(); + +public: + // The default variant suffix to append, should typically be a member of + // UserFacingDeviceProfileOptions unless there is only one for the current platform + // + // Note that this will usually be set from platform-specific ini files, not via the UI + UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles) + FString DefaultDeviceProfileSuffix; + + // The list of device profile variations to allow users to choose from in settings + // + // These should be sorted from slowest to fastest by target frame rate: + // If the current display doesn't support a user chosen refresh rate, we'll try + // previous entries until we find one that works + // + // Note that this will usually be set from platform-specific ini files, not via the UI + UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles) + TArray UserFacingDeviceProfileOptions; + + // Does the platform support granular video quality settings? + UPROPERTY(EditAnywhere, Config, Category=VideoSettings) + bool bSupportsGranularVideoQualitySettings = true; + + // Does the platform support running the automatic quality benchmark (typically this should only be true if bSupportsGranularVideoQualitySettings is also true) + UPROPERTY(EditAnywhere, Config, Category=VideoSettings) + bool bSupportsAutomaticVideoQualityBenchmark = true; + + // How is frame pacing controlled + UPROPERTY(EditAnywhere, Config, Category=VideoSettings) + ELyraFramePacingMode FramePacingMode = ELyraFramePacingMode::DesktopStyle; + + // Potential frame rates to display for mobile + // Note: This is further limited by Lyra.DeviceProfile.Mobile.MaxFrameRate from the + // platform-specific device profile and what the platform frame pacer reports as supported + UPROPERTY(EditAnywhere, Config, Category=VideoSettings, meta=(EditCondition="FramePacingMode==ELyraFramePacingMode::MobileStyle", ForceUnits=Hz)) + TArray MobileFrameRateLimits; +}; + +////////////////////////////////////////////////////////////////////// + +/** + * Project-specific performance profile settings. + */ +UCLASS(config=Game, defaultconfig, meta=(DisplayName="Lyra Performance Settings")) +class ULyraPerformanceSettings : public UDeveloperSettingsBackedByCVars +{ + GENERATED_BODY() + +public: + ULyraPerformanceSettings(); + +private: + // This is a special helper to expose the per-platform settings so they can be edited in the project settings + // It never needs to be directly accessed + UPROPERTY(EditAnywhere, Category = "PlatformSpecific") + FPerPlatformSettings PerPlatformSettings; + +public: + // The list of frame rates to allow users to choose from in the various + // "frame rate limit" video settings on desktop platforms + UPROPERTY(EditAnywhere, Config, Category=Performance, meta=(ForceUnits=Hz)) + TArray DesktopFrameRateLimits; + + // The list of performance stats that can be enabled in Options by the user + UPROPERTY(EditAnywhere, Config, Category=Stats) + TArray UserFacingPerformanceStats; +}; diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.cpp b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bb636e2f6b37a914a348ed6a1b0d7b585b090d26 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.cpp @@ -0,0 +1,179 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPerformanceStatSubsystem.h" + +#include "Engine/Engine.h" +#include "Engine/GameInstance.h" +#include "Engine/NetConnection.h" +#include "Engine/World.h" +#include "GameFramework/PlayerState.h" +#include "GameModes/LyraGameState.h" +#include "Performance/LyraPerformanceStatTypes.h" +#include "Performance/LatencyMarkerModule.h" +#include "ProfilingDebugging/CsvProfiler.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPerformanceStatSubsystem) + +CSV_DEFINE_CATEGORY(LyraPerformance, /*bIsEnabledByDefault=*/false); + +class FSubsystemCollectionBase; + +////////////////////////////////////////////////////////////////////// +// FLyraPerformanceStatCache + +void FLyraPerformanceStatCache::StartCharting() +{ +} + +void FLyraPerformanceStatCache::ProcessFrame(const FFrameData& FrameData) +{ + // Record stats about the frame data + { + RecordStat( + ELyraDisplayablePerformanceStat::ClientFPS, + (FrameData.TrueDeltaSeconds != 0.0) ? + 1.0 / FrameData.TrueDeltaSeconds : + 0.0); + + RecordStat(ELyraDisplayablePerformanceStat::IdleTime, FrameData.IdleSeconds); + RecordStat(ELyraDisplayablePerformanceStat::FrameTime, FrameData.TrueDeltaSeconds); + RecordStat(ELyraDisplayablePerformanceStat::FrameTime_GameThread, FrameData.GameThreadTimeSeconds); + RecordStat(ELyraDisplayablePerformanceStat::FrameTime_RenderThread, FrameData.RenderThreadTimeSeconds); + RecordStat(ELyraDisplayablePerformanceStat::FrameTime_RHIThread, FrameData.RHIThreadTimeSeconds); + RecordStat(ELyraDisplayablePerformanceStat::FrameTime_GPU, FrameData.GPUTimeSeconds); + } + + if (UWorld* World = MySubsystem->GetGameInstance()->GetWorld()) + { + // Record some networking related stats + if (const ALyraGameState* GameState = World->GetGameState()) + { + RecordStat(ELyraDisplayablePerformanceStat::ServerFPS, GameState->GetServerFPS()); + } + + if (APlayerController* LocalPC = GEngine->GetFirstLocalPlayerController(World)) + { + if (APlayerState* PS = LocalPC->GetPlayerState()) + { + RecordStat(ELyraDisplayablePerformanceStat::Ping, PS->GetPingInMilliseconds()); + } + + if (UNetConnection* NetConnection = LocalPC->GetNetConnection()) + { + const UNetConnection::FNetConnectionPacketLoss& InLoss = NetConnection->GetInLossPercentage(); + RecordStat(ELyraDisplayablePerformanceStat::PacketLoss_Incoming, InLoss.GetAvgLossPercentage()); + + const UNetConnection::FNetConnectionPacketLoss& OutLoss = NetConnection->GetOutLossPercentage(); + RecordStat(ELyraDisplayablePerformanceStat::PacketLoss_Outgoing, OutLoss.GetAvgLossPercentage()); + + RecordStat(ELyraDisplayablePerformanceStat::PacketRate_Incoming, NetConnection->InPacketsPerSecond); + RecordStat(ELyraDisplayablePerformanceStat::PacketRate_Outgoing, NetConnection->OutPacketsPerSecond); + + RecordStat(ELyraDisplayablePerformanceStat::PacketSize_Incoming, (NetConnection->InPacketsPerSecond != 0) ? (NetConnection->InBytesPerSecond / (float)NetConnection->InPacketsPerSecond) : 0.0f); + RecordStat(ELyraDisplayablePerformanceStat::PacketSize_Outgoing, (NetConnection->OutPacketsPerSecond != 0) ? (NetConnection->OutBytesPerSecond / (float)NetConnection->OutPacketsPerSecond) : 0.0f); + } + + // Finally, record some input latency related stats if they are enabled + TArray LatencyMarkerModules = IModularFeatures::Get().GetModularFeatureImplementations(ILatencyMarkerModule::GetModularFeatureName()); + for (ILatencyMarkerModule* LatencyMarkerModule : LatencyMarkerModules) + { + if (LatencyMarkerModule->GetEnabled()) + { + const float TotalLatencyMs = LatencyMarkerModule->GetTotalLatencyInMs(); + if (TotalLatencyMs > 0.0f) + { + // Record some stats about the latency of the game + RecordStat(ELyraDisplayablePerformanceStat::Latency_Total, TotalLatencyMs); + RecordStat(ELyraDisplayablePerformanceStat::Latency_Game, LatencyMarkerModule->GetGameLatencyInMs()); + RecordStat(ELyraDisplayablePerformanceStat::Latency_Render, LatencyMarkerModule->GetRenderLatencyInMs()); + + // Record some CSV profile stats. + // You can see these by using the following commands + // Start and stop the profile: + // CsvProfile Start + // CsvProfile Stop + // + // Or, you can profile for a certain number of frames: + // CsvProfile Frames=10 + // + // And this will output a .csv file to the Saved\Profiling\CSV folder +#if CSV_PROFILER + if (FCsvProfiler* Profiler = FCsvProfiler::Get()) + { + static const FName TotalLatencyStatName = TEXT("Lyra_Latency_Total"); + Profiler->RecordCustomStat(TotalLatencyStatName, CSV_CATEGORY_INDEX(LyraPerformance), TotalLatencyMs, ECsvCustomStatOp::Set); + + static const FName GameLatencyStatName = TEXT("Lyra_Latency_Game"); + Profiler->RecordCustomStat(GameLatencyStatName, CSV_CATEGORY_INDEX(LyraPerformance), LatencyMarkerModule->GetGameLatencyInMs(), ECsvCustomStatOp::Set); + + static const FName RenderLatencyStatName = TEXT("Lyra_Latency_Render"); + Profiler->RecordCustomStat(RenderLatencyStatName, CSV_CATEGORY_INDEX(LyraPerformance), LatencyMarkerModule->GetRenderLatencyInMs(), ECsvCustomStatOp::Set); + } +#endif + + // Some more fine grain latency numbers can be found on the marker module if desired + //LatencyMarkerModule->GetRenderLatencyInMs())); + //LatencyMarkerModule->GetDriverLatencyInMs())); + //LatencyMarkerModule->GetOSRenderQueueLatencyInMs())); + //LatencyMarkerModule->GetGPURenderLatencyInMs())); + break; + } + } + } + } + } +} + +void FLyraPerformanceStatCache::StopCharting() +{ +} + +void FLyraPerformanceStatCache::RecordStat(const ELyraDisplayablePerformanceStat Stat, const double Value) +{ + PerfStateCache.FindOrAdd(Stat).RecordSample(Value); +} + +double FLyraPerformanceStatCache::GetCachedStat(ELyraDisplayablePerformanceStat Stat) const +{ + static_assert((int32)ELyraDisplayablePerformanceStat::Count == 18, "Need to update this function to deal with new performance stats"); + + if (const FSampledStatCache* Cache = GetCachedStatData(Stat)) + { + return Cache->GetLastCachedStat(); + } + + return 0.0; +} + +const FSampledStatCache* FLyraPerformanceStatCache::GetCachedStatData(const ELyraDisplayablePerformanceStat Stat) const +{ + static_assert((int32)ELyraDisplayablePerformanceStat::Count == 18, "Need to update this function to deal with new performance stats"); + + return PerfStateCache.Find(Stat); +} + +////////////////////////////////////////////////////////////////////// +// ULyraPerformanceStatSubsystem + +void ULyraPerformanceStatSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + Tracker = MakeShared(this); + GEngine->AddPerformanceDataConsumer(Tracker); +} + +void ULyraPerformanceStatSubsystem::Deinitialize() +{ + GEngine->RemovePerformanceDataConsumer(Tracker); + Tracker.Reset(); +} + +double ULyraPerformanceStatSubsystem::GetCachedStat(ELyraDisplayablePerformanceStat Stat) const +{ + return Tracker->GetCachedStat(Stat); +} + +const FSampledStatCache* ULyraPerformanceStatSubsystem::GetCachedStatData(const ELyraDisplayablePerformanceStat Stat) const +{ + return Tracker->GetCachedStatData(Stat); +} + diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.h b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..37405a134af741c5fdad544d7cf04cd14ef32156 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatSubsystem.h @@ -0,0 +1,183 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ChartCreation.h" +#include "LyraPerformanceStatTypes.h" +#include "Algo/MaxElement.h" +#include "Algo/MinElement.h" +#include "Stats/StatsData.h" +#include "Subsystems/GameInstanceSubsystem.h" + +#include "LyraPerformanceStatSubsystem.generated.h" + +enum class ELyraDisplayablePerformanceStat : uint8; + +class FSubsystemCollectionBase; +class ULyraPerformanceStatSubsystem; +class UObject; +struct FFrame; + +/** + * Stores a buffer of the given sample size and provides an interface to get data + * like the min, max, and average of that group. + */ +class FSampledStatCache +{ +public: + + FSampledStatCache(const int32 InSampleSize = 125) + : SampleSize(InSampleSize) + { + check(InSampleSize > 0); + + Samples.Empty(); + Samples.AddZeroed(SampleSize); + } + + void RecordSample(const double Sample) + { + // A simple little ring buffer for storing the samples over time + Samples[CurrentSampleIndex] = Sample; + + CurrentSampleIndex++; + if (CurrentSampleIndex >= Samples.Num()) + { + CurrentSampleIndex = 0u; + } + } + + double GetCurrentCachedStat() const + { + return Samples[CurrentSampleIndex]; + } + + double GetLastCachedStat() const + { + int32 LastIndex = CurrentSampleIndex - 1; + if (LastIndex < 0) + { + LastIndex = Samples.Num() - 1; + } + + return Samples[LastIndex]; + } + + /** + * Iterates all the samples, starting at the most recently sampled index + */ + void ForEachCurrentSample(const TFunctionRef Func) const + { + int32 Index = CurrentSampleIndex; + + for (int32 i = 0; i < SampleSize; i++) + { + Func(Samples[Index]); + + Index++; + if (Index == SampleSize) + { + Index = 0; + } + } + } + + inline int32 GetSampleSize() const + { + return SampleSize; + } + + inline double GetAverage() const + { + double Sum = 0.0; + ForEachCurrentSample([&Sum](const double Stat) + { + Sum += Stat; + }); + + // Return the average stat value + return Sum / static_cast(SampleSize); + } + + inline double GetMin() const + { + return *Algo::MinElement(Samples); + } + + inline double GetMax() const + { + return *Algo::MaxElement(Samples); + } + +private: + const int32 SampleSize = 125; + + int32 CurrentSampleIndex = 0; + + TArray Samples; +}; + +////////////////////////////////////////////////////////////////////// + +// Observer which caches the stats for the previous frame +struct FLyraPerformanceStatCache : public IPerformanceDataConsumer +{ +public: + FLyraPerformanceStatCache(ULyraPerformanceStatSubsystem* InSubsystem) + : MySubsystem(InSubsystem) + { + } + + //~IPerformanceDataConsumer interface + virtual void StartCharting() override; + virtual void ProcessFrame(const FFrameData& FrameData) override; + virtual void StopCharting() override; + //~End of IPerformanceDataConsumer interface + + /** + * Returns the latest cached value for the given stat type + */ + double GetCachedStat(ELyraDisplayablePerformanceStat Stat) const; + + /** + * Returns a pointer to the cache for the given stat type. This can be used it + * get the min/max/average of this stat, the latest stat, and iterate all of the samples. + * This is useful for generating some UI, like an FPS chart over time. + */ + const FSampledStatCache* GetCachedStatData(const ELyraDisplayablePerformanceStat Stat) const; + +protected: + + void RecordStat(const ELyraDisplayablePerformanceStat Stat, const double Value); + + ULyraPerformanceStatSubsystem* MySubsystem; + + /** + * Caches the sampled data for each of the performance stats currently available + */ + TMap PerfStateCache; +}; + +////////////////////////////////////////////////////////////////////// + +// Subsystem to allow access to performance stats for display purposes +UCLASS(BlueprintType) +class ULyraPerformanceStatSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable) + double GetCachedStat(ELyraDisplayablePerformanceStat Stat) const; + + const FSampledStatCache* GetCachedStatData(const ELyraDisplayablePerformanceStat Stat) const; + + //~USubsystem interface + virtual void Initialize(FSubsystemCollectionBase& Collection) override; + virtual void Deinitialize() override; + //~End of USubsystem interface + +protected: + + TSharedPtr Tracker; +}; diff --git a/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatTypes.h b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatTypes.h new file mode 100644 index 0000000000000000000000000000000000000000..f8e1d2a3ca93ebccb60aa5f2f5cb07ca3c8a3ee8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Performance/LyraPerformanceStatTypes.h @@ -0,0 +1,95 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Misc/EnumRange.h" + +#include "LyraPerformanceStatTypes.generated.h" + +////////////////////////////////////////////////////////////////////// + +// Way to display the stat +UENUM(BlueprintType) +enum class ELyraStatDisplayMode : uint8 +{ + // Don't show this stat + Hidden, + + // Show this stat in text form + TextOnly, + + // Show this stat in graph form + GraphOnly, + + // Show this stat as both text and graph + TextAndGraph +}; + +////////////////////////////////////////////////////////////////////// + +// Different kinds of stats that can be displayed on-screen +UENUM(BlueprintType) +enum class ELyraDisplayablePerformanceStat : uint8 +{ + // stat fps (in Hz) + ClientFPS, + + // server tick rate (in Hz) + ServerFPS, + + // idle time spent waiting for vsync or frame rate limit (in seconds) + IdleTime, + + // Stat unit overall (in seconds) + FrameTime, + + // Stat unit (game thread, in seconds) + FrameTime_GameThread, + + // Stat unit (render thread, in seconds) + FrameTime_RenderThread, + + // Stat unit (RHI thread, in seconds) + FrameTime_RHIThread, + + // Stat unit (inferred GPU time, in seconds) + FrameTime_GPU, + + // Network ping (in ms) + Ping, + + // The incoming packet loss percentage (%) + PacketLoss_Incoming, + + // The outgoing packet loss percentage (%) + PacketLoss_Outgoing, + + // The number of packets received in the last second + PacketRate_Incoming, + + // The number of packets sent in the past second + PacketRate_Outgoing, + + // The avg. size (in bytes) of packets received + PacketSize_Incoming, + + // The avg. size (in bytes) of packets sent + PacketSize_Outgoing, + + // The total latency in MS of the game + Latency_Total, + + // Game simulation start to driver submission end + Latency_Game, + + // OS render queue start to GPU render end + Latency_Render, + + // New stats should go above here + Count UMETA(Hidden) +}; + +ENUM_RANGE_BY_COUNT(ELyraDisplayablePerformanceStat, ELyraDisplayablePerformanceStat::Count); + +////////////////////////////////////////////////////////////////////// diff --git a/LyraStarterGame/Source/LyraGame/Physics/LyraCollisionChannels.h b/LyraStarterGame/Source/LyraGame/Physics/LyraCollisionChannels.h new file mode 100644 index 0000000000000000000000000000000000000000..2ae5d5e5b18f343cea7c8cae132de1a60b2e5ce4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Physics/LyraCollisionChannels.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + + +/** + * when you modify this, please note that this information can be saved with instances + * also DefaultEngine.ini [/Script/Engine.CollisionProfile] should match with this list + **/ + +// Trace against Actors/Components which provide interactions. +#define Lyra_TraceChannel_Interaction ECC_GameTraceChannel1 + +// Trace used by weapons, will hit physics assets instead of capsules +#define Lyra_TraceChannel_Weapon ECC_GameTraceChannel2 + +// Trace used by by weapons, will hit pawn capsules instead of physics assets +#define Lyra_TraceChannel_Weapon_Capsule ECC_GameTraceChannel3 + +// Trace used by by weapons, will trace through multiple pawns rather than stopping on the first hit +#define Lyra_TraceChannel_Weapon_Multi ECC_GameTraceChannel4 + +// Allocated to aim assist by the ShooterCore game feature +// ECC_GameTraceChannel5 diff --git a/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.cpp b/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d78d1cdddff99b60be933231ea925754cef3af50 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.cpp @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "PhysicalMaterialWithTags.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(PhysicalMaterialWithTags) + +UPhysicalMaterialWithTags::UPhysicalMaterialWithTags(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + diff --git a/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.h b/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.h new file mode 100644 index 0000000000000000000000000000000000000000..8ffcb94757d893dfb2aa02c390a9853e9c673e0d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Physics/PhysicalMaterialWithTags.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "PhysicalMaterials/PhysicalMaterial.h" + +#include "PhysicalMaterialWithTags.generated.h" + +class UObject; + +/** + * ULyraWeaponInstance + * + * A piece of equipment representing a weapon spawned and applied to a pawn + */ +UCLASS() +class UPhysicalMaterialWithTags : public UPhysicalMaterial +{ + GENERATED_BODY() + +public: + UPhysicalMaterialWithTags(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + // A container of gameplay tags that game code can use to reason about this physical material + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=PhysicalProperties) + FGameplayTagContainer Tags; +}; diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.cpp new file mode 100644 index 0000000000000000000000000000000000000000..78b35188c3edc1263dc4befb15c30826a54e6a9c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.cpp @@ -0,0 +1,426 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraCheatManager.h" +#include "GameFramework/Pawn.h" +#include "LyraPlayerController.h" +#include "LyraDebugCameraController.h" +#include "Engine/Engine.h" +#include "Engine/GameViewportClient.h" +#include "Engine/Console.h" +#include "GameFramework/HUD.h" +#include "System/LyraAssetManager.h" +#include "System/LyraGameData.h" +#include "LyraGameplayTags.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "AbilitySystemGlobals.h" +#include "Character/LyraHealthComponent.h" +#include "Character/LyraPawnExtensionComponent.h" +#include "System/LyraSystemStatics.h" +#include "Development/LyraDeveloperSettings.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCheatManager) + +DEFINE_LOG_CATEGORY(LogLyraCheat); + +namespace LyraCheat +{ + static const FName NAME_Fixed = FName(TEXT("Fixed")); + + static bool bEnableDebugCameraCycling = false; + static FAutoConsoleVariableRef CVarEnableDebugCameraCycling( + TEXT("LyraCheat.EnableDebugCameraCycling"), + bEnableDebugCameraCycling, + TEXT("If true then you can cycle the debug camera while running the game."), + ECVF_Cheat); + + static bool bStartInGodMode = false; + static FAutoConsoleVariableRef CVarStartInGodMode( + TEXT("LyraCheat.StartInGodMode"), + bStartInGodMode, + TEXT("If true then the God cheat will be applied on begin play"), + ECVF_Cheat); +}; + + +ULyraCheatManager::ULyraCheatManager() +{ + DebugCameraControllerClass = ALyraDebugCameraController::StaticClass(); +} + +void ULyraCheatManager::InitCheatManager() +{ + Super::InitCheatManager(); + +#if WITH_EDITOR + if (GIsEditor) + { + APlayerController* PC = GetOuterAPlayerController(); + for (const FLyraCheatToRun& CheatRow : GetDefault()->CheatsToRun) + { + if (CheatRow.Phase == ECheatExecutionTime::OnCheatManagerCreated) + { + PC->ConsoleCommand(CheatRow.Cheat, /*bWriteToLog=*/ true); + } + } + } +#endif + + if (LyraCheat::bStartInGodMode) + { + God(); + } +} + +void ULyraCheatManager::CheatOutputText(const FString& TextToOutput) +{ +#if USING_CHEAT_MANAGER + // Output to the console. + if (GEngine && GEngine->GameViewport && GEngine->GameViewport->ViewportConsole) + { + GEngine->GameViewport->ViewportConsole->OutputText(TextToOutput); + } + + // Output to log. + UE_LOG(LogLyraCheat, Display, TEXT("%s"), *TextToOutput); +#endif // USING_CHEAT_MANAGER +} + +void ULyraCheatManager::Cheat(const FString& Msg) +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + LyraPC->ServerCheat(Msg.Left(128)); + } +} + +void ULyraCheatManager::CheatAll(const FString& Msg) +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + LyraPC->ServerCheatAll(Msg.Left(128)); + } +} + +void ULyraCheatManager::PlayNextGame() +{ + ULyraSystemStatics::PlayNextGame(this); +} + +void ULyraCheatManager::EnableDebugCamera() +{ + Super::EnableDebugCamera(); +} + +void ULyraCheatManager::DisableDebugCamera() +{ + FVector DebugCameraLocation; + FRotator DebugCameraRotation; + + ADebugCameraController* DebugCC = Cast(GetOuter()); + APlayerController* OriginalPC = nullptr; + + if (DebugCC) + { + OriginalPC = DebugCC->OriginalControllerRef; + DebugCC->GetPlayerViewPoint(DebugCameraLocation, DebugCameraRotation); + } + + Super::DisableDebugCamera(); + + if (OriginalPC && OriginalPC->PlayerCameraManager && (OriginalPC->PlayerCameraManager->CameraStyle == LyraCheat::NAME_Fixed)) + { + OriginalPC->SetInitialLocationAndRotation(DebugCameraLocation, DebugCameraRotation); + + OriginalPC->PlayerCameraManager->ViewTarget.POV.Location = DebugCameraLocation; + OriginalPC->PlayerCameraManager->ViewTarget.POV.Rotation = DebugCameraRotation; + OriginalPC->PlayerCameraManager->PendingViewTarget.POV.Location = DebugCameraLocation; + OriginalPC->PlayerCameraManager->PendingViewTarget.POV.Rotation = DebugCameraRotation; + } +} + +bool ULyraCheatManager::InDebugCamera() const +{ + return (Cast(GetOuter()) ? true : false); +} + +void ULyraCheatManager::EnableFixedCamera() +{ + const ADebugCameraController* DebugCC = Cast(GetOuter()); + APlayerController* PC = (DebugCC ? ToRawPtr(DebugCC->OriginalControllerRef) : GetOuterAPlayerController()); + + if (PC && PC->PlayerCameraManager) + { + PC->SetCameraMode(LyraCheat::NAME_Fixed); + } +} + +void ULyraCheatManager::DisableFixedCamera() +{ + const ADebugCameraController* DebugCC = Cast(GetOuter()); + APlayerController* PC = (DebugCC ? ToRawPtr(DebugCC->OriginalControllerRef) : GetOuterAPlayerController()); + + if (PC && PC->PlayerCameraManager) + { + PC->SetCameraMode(NAME_Default); + } +} + +bool ULyraCheatManager::InFixedCamera() const +{ + const ADebugCameraController* DebugCC = Cast(GetOuter()); + const APlayerController* PC = (DebugCC ? ToRawPtr(DebugCC->OriginalControllerRef) : GetOuterAPlayerController()); + + if (PC && PC->PlayerCameraManager) + { + return (PC->PlayerCameraManager->CameraStyle == LyraCheat::NAME_Fixed); + } + + return false; +} + +void ULyraCheatManager::ToggleFixedCamera() +{ + if (InFixedCamera()) + { + DisableFixedCamera(); + } + else + { + EnableFixedCamera(); + } +} + +void ULyraCheatManager::CycleDebugCameras() +{ + if (!LyraCheat::bEnableDebugCameraCycling) + { + return; + } + + if (InDebugCamera()) + { + EnableFixedCamera(); + DisableDebugCamera(); + } + else if (InFixedCamera()) + { + DisableFixedCamera(); + DisableDebugCamera(); + } + else + { + EnableDebugCamera(); + DisableFixedCamera(); + } +} + +void ULyraCheatManager::CycleAbilitySystemDebug() +{ + APlayerController* PC = Cast(GetOuterAPlayerController()); + + if (PC && PC->MyHUD) + { + if (!PC->MyHUD->bShowDebugInfo || !PC->MyHUD->DebugDisplay.Contains(TEXT("AbilitySystem"))) + { + PC->MyHUD->ShowDebug(TEXT("AbilitySystem")); + } + + PC->ConsoleCommand(TEXT("AbilitySystem.Debug.NextCategory")); + } +} + +void ULyraCheatManager::CancelActivatedAbilities() +{ + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + const bool bReplicateCancelAbility = true; + LyraASC->CancelInputActivatedAbilities(bReplicateCancelAbility); + } +} + +void ULyraCheatManager::AddTagToSelf(FString TagName) +{ + FGameplayTag Tag = LyraGameplayTags::FindTagByString(TagName, true); + if (Tag.IsValid()) + { + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + LyraASC->AddDynamicTagGameplayEffect(Tag); + } + } + else + { + UE_LOG(LogLyraCheat, Display, TEXT("AddTagToSelf: Could not find any tag matching [%s]."), *TagName); + } +} + +void ULyraCheatManager::RemoveTagFromSelf(FString TagName) +{ + FGameplayTag Tag = LyraGameplayTags::FindTagByString(TagName, true); + if (Tag.IsValid()) + { + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + LyraASC->RemoveDynamicTagGameplayEffect(Tag); + } + } + else + { + UE_LOG(LogLyraCheat, Display, TEXT("RemoveTagFromSelf: Could not find any tag matching [%s]."), *TagName); + } +} + +void ULyraCheatManager::DamageSelf(float DamageAmount) +{ + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + ApplySetByCallerDamage(LyraASC, DamageAmount); + } +} + +void ULyraCheatManager::DamageTarget(float DamageAmount) +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + if (LyraPC->GetNetMode() == NM_Client) + { + // Automatically send cheat to server for convenience. + LyraPC->ServerCheat(FString::Printf(TEXT("DamageTarget %.2f"), DamageAmount)); + return; + } + + FHitResult TargetHitResult; + AActor* TargetActor = GetTarget(LyraPC, TargetHitResult); + + if (ULyraAbilitySystemComponent* LyraTargetASC = Cast(UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(TargetActor))) + { + ApplySetByCallerDamage(LyraTargetASC, DamageAmount); + } + } +} + +void ULyraCheatManager::ApplySetByCallerDamage(ULyraAbilitySystemComponent* LyraASC, float DamageAmount) +{ + check(LyraASC); + + TSubclassOf DamageGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DamageGameplayEffect_SetByCaller); + FGameplayEffectSpecHandle SpecHandle = LyraASC->MakeOutgoingSpec(DamageGE, 1.0f, LyraASC->MakeEffectContext()); + + if (SpecHandle.IsValid()) + { + SpecHandle.Data->SetSetByCallerMagnitude(LyraGameplayTags::SetByCaller_Damage, DamageAmount); + LyraASC->ApplyGameplayEffectSpecToSelf(*SpecHandle.Data.Get()); + } +} + +void ULyraCheatManager::HealSelf(float HealAmount) +{ + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + ApplySetByCallerHeal(LyraASC, HealAmount); + } +} + +void ULyraCheatManager::HealTarget(float HealAmount) +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + FHitResult TargetHitResult; + AActor* TargetActor = GetTarget(LyraPC, TargetHitResult); + + if (ULyraAbilitySystemComponent* LyraTargetASC = Cast(UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(TargetActor))) + { + ApplySetByCallerHeal(LyraTargetASC, HealAmount); + } + } +} + +void ULyraCheatManager::ApplySetByCallerHeal(ULyraAbilitySystemComponent* LyraASC, float HealAmount) +{ + check(LyraASC); + + TSubclassOf HealGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().HealGameplayEffect_SetByCaller); + FGameplayEffectSpecHandle SpecHandle = LyraASC->MakeOutgoingSpec(HealGE, 1.0f, LyraASC->MakeEffectContext()); + + if (SpecHandle.IsValid()) + { + SpecHandle.Data->SetSetByCallerMagnitude(LyraGameplayTags::SetByCaller_Heal, HealAmount); + LyraASC->ApplyGameplayEffectSpecToSelf(*SpecHandle.Data.Get()); + } +} + +ULyraAbilitySystemComponent* ULyraCheatManager::GetPlayerAbilitySystemComponent() const +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + return LyraPC->GetLyraAbilitySystemComponent(); + } + return nullptr; +} + +void ULyraCheatManager::DamageSelfDestruct() +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + if (const ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(LyraPC->GetPawn())) + { + if (PawnExtComp->HasReachedInitState(LyraGameplayTags::InitState_GameplayReady)) + { + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(LyraPC->GetPawn())) + { + HealthComponent->DamageSelfDestruct(); + } + } + } + } +} + +void ULyraCheatManager::God() +{ + if (ALyraPlayerController* LyraPC = Cast(GetOuterAPlayerController())) + { + if (LyraPC->GetNetMode() == NM_Client) + { + // Automatically send cheat to server for convenience. + LyraPC->ServerCheat(FString::Printf(TEXT("God"))); + return; + } + + if (ULyraAbilitySystemComponent* LyraASC = LyraPC->GetLyraAbilitySystemComponent()) + { + const FGameplayTag Tag = LyraGameplayTags::Cheat_GodMode; + const bool bHasTag = LyraASC->HasMatchingGameplayTag(Tag); + + if (bHasTag) + { + LyraASC->RemoveDynamicTagGameplayEffect(Tag); + } + else + { + LyraASC->AddDynamicTagGameplayEffect(Tag); + } + } + } +} + +void ULyraCheatManager::UnlimitedHealth(int32 Enabled) +{ + if (ULyraAbilitySystemComponent* LyraASC = GetPlayerAbilitySystemComponent()) + { + const FGameplayTag Tag = LyraGameplayTags::Cheat_UnlimitedHealth; + const bool bHasTag = LyraASC->HasMatchingGameplayTag(Tag); + + if ((Enabled == -1) || ((Enabled > 0) && !bHasTag) || ((Enabled == 0) && bHasTag)) + { + if (bHasTag) + { + LyraASC->RemoveDynamicTagGameplayEffect(Tag); + } + else + { + LyraASC->AddDynamicTagGameplayEffect(Tag); + } + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.h b/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.h new file mode 100644 index 0000000000000000000000000000000000000000..890c4ebe0aaeb6ba36930e8b9d2b86128b0f6649 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraCheatManager.h @@ -0,0 +1,110 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/CheatManager.h" +#include "LyraCheatManager.generated.h" + +class ULyraAbilitySystemComponent; + + +#ifndef USING_CHEAT_MANAGER +#define USING_CHEAT_MANAGER (1 && !UE_BUILD_SHIPPING) +#endif // #ifndef USING_CHEAT_MANAGER + +DECLARE_LOG_CATEGORY_EXTERN(LogLyraCheat, Log, All); + + +/** + * ULyraCheatManager + * + * Base cheat manager class used by this project. + */ +UCLASS(config = Game, Within = PlayerController, MinimalAPI) +class ULyraCheatManager : public UCheatManager +{ + GENERATED_BODY() + +public: + + ULyraCheatManager(); + + virtual void InitCheatManager() override; + + // Helper function to write text to the console and to the log. + static void CheatOutputText(const FString& TextToOutput); + + // Runs a cheat on the server for the owning player. + UFUNCTION(exec) + void Cheat(const FString& Msg); + + // Runs a cheat on the server for the all players. + UFUNCTION(exec) + void CheatAll(const FString& Msg); + + // Starts the next match + UFUNCTION(Exec, BlueprintAuthorityOnly) + void PlayNextGame(); + + UFUNCTION(Exec) + virtual void ToggleFixedCamera(); + + UFUNCTION(Exec) + virtual void CycleDebugCameras(); + + UFUNCTION(Exec) + virtual void CycleAbilitySystemDebug(); + + // Forces input activated abilities to be canceled. Useful for tracking down ability interruption bugs. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void CancelActivatedAbilities(); + + // Adds the dynamic tag to the owning player's ability system component. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void AddTagToSelf(FString TagName); + + // Removes the dynamic tag from the owning player's ability system component. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void RemoveTagFromSelf(FString TagName); + + // Applies the specified damage amount to the owning player. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void DamageSelf(float DamageAmount); + + // Applies the specified damage amount to the actor that the player is looking at. + virtual void DamageTarget(float DamageAmount) override; + + // Applies the specified amount of healing to the owning player. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void HealSelf(float HealAmount); + + // Applies the specified amount of healing to the actor that the player is looking at. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void HealTarget(float HealAmount); + + // Applies enough damage to kill the owning player. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void DamageSelfDestruct(); + + // Prevents the owning player from taking any damage. + virtual void God() override; + + // Prevents the owning player from dropping below 1 health. + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void UnlimitedHealth(int32 Enabled = -1); + +protected: + + virtual void EnableDebugCamera() override; + virtual void DisableDebugCamera() override; + bool InDebugCamera() const; + + virtual void EnableFixedCamera(); + virtual void DisableFixedCamera(); + bool InFixedCamera() const; + + void ApplySetByCallerDamage(ULyraAbilitySystemComponent* LyraASC, float DamageAmount); + void ApplySetByCallerHeal(ULyraAbilitySystemComponent* LyraASC, float HealAmount); + + ULyraAbilitySystemComponent* GetPlayerAbilitySystemComponent() const; +}; diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.cpp new file mode 100644 index 0000000000000000000000000000000000000000..fba0eebd0a6a1ff934c2d5515d35d16385c4015e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.cpp @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraDebugCameraController.h" +#include "LyraCheatManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDebugCameraController) + + +ALyraDebugCameraController::ALyraDebugCameraController(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + // Use the same cheat class as LyraPlayerController to allow toggling the debug camera through cheats. + CheatClass = ULyraCheatManager::StaticClass(); +} + +void ALyraDebugCameraController::AddCheats(bool bForce) +{ + // Mirrors LyraPlayerController's AddCheats() to avoid the player becoming stuck in the debug camera. +#if USING_CHEAT_MANAGER + Super::AddCheats(true); +#else //#if USING_CHEAT_MANAGER + Super::AddCheats(bForce); +#endif // #else //#if USING_CHEAT_MANAGER +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.h b/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.h new file mode 100644 index 0000000000000000000000000000000000000000..ad9cef70516007d2dd383746c8ec5739356863c5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraDebugCameraController.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DebugCameraController.h" + +#include "LyraDebugCameraController.generated.h" + +class UObject; + + +/** + * ALyraDebugCameraController + * + * Used for controlling the debug camera when it is enabled via the cheat manager. + */ +UCLASS() +class ALyraDebugCameraController : public ADebugCameraController +{ + GENERATED_BODY() + +public: + + ALyraDebugCameraController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + virtual void AddCheats(bool bForce) override; +}; diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.cpp new file mode 100644 index 0000000000000000000000000000000000000000..fe48e19d0b020b916dd48bb8f98b79f90c8b8dd3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.cpp @@ -0,0 +1,166 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Player/LyraLocalPlayer.h" + +#include "AudioMixerBlueprintLibrary.h" +#include "Engine/World.h" +#include "GameFramework/PlayerController.h" +#include "Settings/LyraSettingsLocal.h" +#include "Settings/LyraSettingsShared.h" +#include "CommonUserSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraLocalPlayer) + +class UObject; + +ULyraLocalPlayer::ULyraLocalPlayer() +{ +} + +void ULyraLocalPlayer::PostInitProperties() +{ + Super::PostInitProperties(); + + if (ULyraSettingsLocal* LocalSettings = GetLocalSettings()) + { + LocalSettings->OnAudioOutputDeviceChanged.AddUObject(this, &ULyraLocalPlayer::OnAudioOutputDeviceChanged); + } +} + +void ULyraLocalPlayer::SwitchController(class APlayerController* PC) +{ + Super::SwitchController(PC); + + OnPlayerControllerChanged(PlayerController); +} + +bool ULyraLocalPlayer::SpawnPlayActor(const FString& URL, FString& OutError, UWorld* InWorld) +{ + const bool bResult = Super::SpawnPlayActor(URL, OutError, InWorld); + + OnPlayerControllerChanged(PlayerController); + + return bResult; +} + +void ULyraLocalPlayer::InitOnlineSession() +{ + OnPlayerControllerChanged(PlayerController); + + Super::InitOnlineSession(); +} + +void ULyraLocalPlayer::OnPlayerControllerChanged(APlayerController* NewController) +{ + // Stop listening for changes from the old controller + FGenericTeamId OldTeamID = FGenericTeamId::NoTeam; + if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast(LastBoundPC.Get())) + { + OldTeamID = ControllerAsTeamProvider->GetGenericTeamId(); + ControllerAsTeamProvider->GetTeamChangedDelegateChecked().RemoveAll(this); + } + + // Grab the current team ID and listen for future changes + FGenericTeamId NewTeamID = FGenericTeamId::NoTeam; + if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast(NewController)) + { + NewTeamID = ControllerAsTeamProvider->GetGenericTeamId(); + ControllerAsTeamProvider->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnControllerChangedTeam); + LastBoundPC = NewController; + } + + ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); +} + +void ULyraLocalPlayer::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + // Do nothing, we merely observe the team of our associated player controller +} + +FGenericTeamId ULyraLocalPlayer::GetGenericTeamId() const +{ + if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast(PlayerController)) + { + return ControllerAsTeamProvider->GetGenericTeamId(); + } + else + { + return FGenericTeamId::NoTeam; + } +} + +FOnLyraTeamIndexChangedDelegate* ULyraLocalPlayer::GetOnTeamIndexChangedDelegate() +{ + return &OnTeamChangedDelegate; +} + +ULyraSettingsLocal* ULyraLocalPlayer::GetLocalSettings() const +{ + return ULyraSettingsLocal::Get(); +} + +ULyraSettingsShared* ULyraLocalPlayer::GetSharedSettings() const +{ + if (!SharedSettings) + { + // On PC it's okay to use the sync load because it only checks the disk + // This could use a platform tag to check for proper save support instead + bool bCanLoadBeforeLogin = PLATFORM_DESKTOP; + + if (bCanLoadBeforeLogin) + { + SharedSettings = ULyraSettingsShared::LoadOrCreateSettings(this); + } + else + { + // We need to wait for user login to get the real settings so return temp ones + SharedSettings = ULyraSettingsShared::CreateTemporarySettings(this); + } + } + + return SharedSettings; +} + +void ULyraLocalPlayer::LoadSharedSettingsFromDisk(bool bForceLoad) +{ + FUniqueNetIdRepl CurrentNetId = GetCachedUniqueNetId(); + if (!bForceLoad && SharedSettings && CurrentNetId == NetIdForSharedSettings) + { + // Already loaded once, don't reload + return; + } + + ensure(ULyraSettingsShared::AsyncLoadOrCreateSettings(this, ULyraSettingsShared::FOnSettingsLoadedEvent::CreateUObject(this, &ULyraLocalPlayer::OnSharedSettingsLoaded))); +} + +void ULyraLocalPlayer::OnSharedSettingsLoaded(ULyraSettingsShared* LoadedOrCreatedSettings) +{ + // The settings are applied before it gets here + if (ensure(LoadedOrCreatedSettings)) + { + // This will replace the temporary or previously loaded object which will GC out normally + SharedSettings = LoadedOrCreatedSettings; + + NetIdForSharedSettings = GetCachedUniqueNetId(); + } +} + +void ULyraLocalPlayer::OnAudioOutputDeviceChanged(const FString& InAudioOutputDeviceId) +{ + FOnCompletedDeviceSwap DevicesSwappedCallback; + DevicesSwappedCallback.BindUFunction(this, FName("OnCompletedAudioDeviceSwap")); + UAudioMixerBlueprintLibrary::SwapAudioOutputDevice(GetWorld(), InAudioOutputDeviceId, DevicesSwappedCallback); +} + +void ULyraLocalPlayer::OnCompletedAudioDeviceSwap(const FSwapAudioOutputResult& SwapResult) +{ + if (SwapResult.Result == ESwapAudioOutputDeviceResultState::Failure) + { + } +} + +void ULyraLocalPlayer::OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) +{ + ConditionalBroadcastTeamChanged(this, IntegerToGenericTeamId(OldTeam), IntegerToGenericTeamId(NewTeam)); +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.h b/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.h new file mode 100644 index 0000000000000000000000000000000000000000..e389c7dcd96c4f49ae560f1f88686d643d238ebc --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraLocalPlayer.h @@ -0,0 +1,94 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonLocalPlayer.h" +#include "Teams/LyraTeamAgentInterface.h" + +#include "LyraLocalPlayer.generated.h" + +#define UE_API LYRAGAME_API + +struct FGenericTeamId; + +class APlayerController; +class UInputMappingContext; +class ULyraSettingsLocal; +class ULyraSettingsShared; +class UObject; +class UWorld; +struct FFrame; +struct FSwapAudioOutputResult; + +/** + * ULyraLocalPlayer + */ +UCLASS(MinimalAPI) +class ULyraLocalPlayer : public UCommonLocalPlayer, public ILyraTeamAgentInterface +{ + GENERATED_BODY() + +public: + + UE_API ULyraLocalPlayer(); + + //~UObject interface + UE_API virtual void PostInitProperties() override; + //~End of UObject interface + + //~UPlayer interface + UE_API virtual void SwitchController(class APlayerController* PC) override; + //~End of UPlayer interface + + //~ULocalPlayer interface + UE_API virtual bool SpawnPlayActor(const FString& URL, FString& OutError, UWorld* InWorld) override; + UE_API virtual void InitOnlineSession() override; + //~End of ULocalPlayer interface + + //~ILyraTeamAgentInterface interface + UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + UE_API virtual FGenericTeamId GetGenericTeamId() const override; + UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override; + //~End of ILyraTeamAgentInterface interface + + /** Gets the local settings for this player, this is read from config files at process startup and is always valid */ + UFUNCTION() + UE_API ULyraSettingsLocal* GetLocalSettings() const; + + /** Gets the shared setting for this player, this is read using the save game system so may not be correct until after user login */ + UFUNCTION() + UE_API ULyraSettingsShared* GetSharedSettings() const; + + /** Starts an async request to load the shared settings, this will call OnSharedSettingsLoaded after loading or creating new ones */ + UE_API void LoadSharedSettingsFromDisk(bool bForceLoad = false); + +protected: + UE_API void OnSharedSettingsLoaded(ULyraSettingsShared* LoadedOrCreatedSettings); + + UE_API void OnAudioOutputDeviceChanged(const FString& InAudioOutputDeviceId); + + UFUNCTION() + UE_API void OnCompletedAudioDeviceSwap(const FSwapAudioOutputResult& SwapResult); + + UE_API void OnPlayerControllerChanged(APlayerController* NewController); + + UFUNCTION() + UE_API void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); + +private: + UPROPERTY(Transient) + mutable TObjectPtr SharedSettings; + + FUniqueNetIdRepl NetIdForSharedSettings; + + UPROPERTY(Transient) + mutable TObjectPtr InputMappingContext; + + UPROPERTY() + FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; + + UPROPERTY() + TWeakObjectPtr LastBoundPC; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c6046cca44025c17e3ae6c17ec33be0bac07665e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.cpp @@ -0,0 +1,182 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerBotController.h" + +#include "AbilitySystemComponent.h" +#include "AbilitySystemGlobals.h" +#include "Engine/World.h" +#include "GameFramework/PlayerState.h" +#include "GameModes/LyraGameMode.h" +#include "LyraLogChannels.h" +#include "Perception/AIPerceptionComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerBotController) + +class UObject; + +ALyraPlayerBotController::ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + bWantsPlayerState = true; + bStopAILogicOnUnposses = false; +} + +void ALyraPlayerBotController::OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) +{ + ConditionalBroadcastTeamChanged(this, IntegerToGenericTeamId(OldTeam), IntegerToGenericTeamId(NewTeam)); +} + +void ALyraPlayerBotController::OnPlayerStateChanged() +{ + // Empty, place for derived classes to implement without having to hook all the other events +} + +void ALyraPlayerBotController::BroadcastOnPlayerStateChanged() +{ + OnPlayerStateChanged(); + + // Unbind from the old player state, if any + FGenericTeamId OldTeamID = FGenericTeamId::NoTeam; + if (LastSeenPlayerState != nullptr) + { + if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast(LastSeenPlayerState)) + { + OldTeamID = PlayerStateTeamInterface->GetGenericTeamId(); + PlayerStateTeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); + } + } + + // Bind to the new player state, if any + FGenericTeamId NewTeamID = FGenericTeamId::NoTeam; + if (PlayerState != nullptr) + { + if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast(PlayerState)) + { + NewTeamID = PlayerStateTeamInterface->GetGenericTeamId(); + PlayerStateTeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnPlayerStateChangedTeam); + } + } + + // Broadcast the team change (if it really has) + ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); + + LastSeenPlayerState = PlayerState; +} + +void ALyraPlayerBotController::InitPlayerState() +{ + Super::InitPlayerState(); + BroadcastOnPlayerStateChanged(); +} + +void ALyraPlayerBotController::CleanupPlayerState() +{ + Super::CleanupPlayerState(); + BroadcastOnPlayerStateChanged(); +} + +void ALyraPlayerBotController::OnRep_PlayerState() +{ + Super::OnRep_PlayerState(); + BroadcastOnPlayerStateChanged(); +} + +void ALyraPlayerBotController::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a player bot controller (%s); it's driven by the associated player state"), *GetPathNameSafe(this)); +} + +FGenericTeamId ALyraPlayerBotController::GetGenericTeamId() const +{ + if (ILyraTeamAgentInterface* PSWithTeamInterface = Cast(PlayerState)) + { + return PSWithTeamInterface->GetGenericTeamId(); + } + return FGenericTeamId::NoTeam; +} + +FOnLyraTeamIndexChangedDelegate* ALyraPlayerBotController::GetOnTeamIndexChangedDelegate() +{ + return &OnTeamChangedDelegate; +} + + +void ALyraPlayerBotController::ServerRestartController() +{ + if (GetNetMode() == NM_Client) + { + return; + } + + ensure((GetPawn() == nullptr) && IsInState(NAME_Inactive)); + + if (IsInState(NAME_Inactive) || (IsInState(NAME_Spectating))) + { + ALyraGameMode* const GameMode = GetWorld()->GetAuthGameMode(); + + if ((GameMode == nullptr) || !GameMode->ControllerCanRestart(this)) + { + return; + } + + // If we're still attached to a Pawn, leave it + if (GetPawn() != nullptr) + { + UnPossess(); + } + + // Re-enable input, similar to code in ClientRestart + ResetIgnoreInputFlags(); + + GameMode->RestartPlayer(this); + } +} + +ETeamAttitude::Type ALyraPlayerBotController::GetTeamAttitudeTowards(const AActor& Other) const +{ + if (const APawn* OtherPawn = Cast(&Other)) { + + if (const ILyraTeamAgentInterface* TeamAgent = Cast(OtherPawn->GetController())) + { + FGenericTeamId OtherTeamID = TeamAgent->GetGenericTeamId(); + + //Checking Other pawn ID to define Attitude + if (OtherTeamID.GetId() != GetGenericTeamId().GetId()) + { + return ETeamAttitude::Hostile; + } + else + { + return ETeamAttitude::Friendly; + } + } + } + + return ETeamAttitude::Neutral; +} + +void ALyraPlayerBotController::UpdateTeamAttitude(UAIPerceptionComponent* AIPerception) +{ + if (AIPerception) + { + AIPerception->RequestStimuliListenerUpdate(); + } +} + +void ALyraPlayerBotController::OnUnPossess() +{ + // Make sure the pawn that is being unpossessed doesn't remain our ASC's avatar actor + if (APawn* PawnBeingUnpossessed = GetPawn()) + { + if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(PlayerState)) + { + if (ASC->GetAvatarActor() == PawnBeingUnpossessed) + { + ASC->SetAvatarActor(nullptr); + } + } + } + + Super::OnUnPossess(); +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.h b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.h new file mode 100644 index 0000000000000000000000000000000000000000..d71b5ca57af58f9ea9d8e4de5d9532d5ea1f281f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.h @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ModularAIController.h" +#include "Teams/LyraTeamAgentInterface.h" + +#include "LyraPlayerBotController.generated.h" + +namespace ETeamAttitude { enum Type : int; } +struct FGenericTeamId; + +class APlayerState; +class UAIPerceptionComponent; +class UObject; +struct FFrame; + +/** + * ALyraPlayerBotController + * + * The controller class used by player bots in this project. + */ +UCLASS(Blueprintable) +class ALyraPlayerBotController : public AModularAIController, public ILyraTeamAgentInterface +{ + GENERATED_BODY() + +public: + ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~ILyraTeamAgentInterface interface + virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + virtual FGenericTeamId GetGenericTeamId() const override; + virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override; + ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override; + //~End of ILyraTeamAgentInterface interface + + // Attempts to restart this controller (e.g., to respawn it) + void ServerRestartController(); + + //Update Team Attitude for the AI + UFUNCTION(BlueprintCallable, Category = "Lyra AI Player Controller") + void UpdateTeamAttitude(UAIPerceptionComponent* AIPerception); + + virtual void OnUnPossess() override; + + +private: + UFUNCTION() + void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); + +protected: + // Called when the player state is set or cleared + virtual void OnPlayerStateChanged(); + +private: + void BroadcastOnPlayerStateChanged(); + +protected: + //~AController interface + virtual void InitPlayerState() override; + virtual void CleanupPlayerState() override; + virtual void OnRep_PlayerState() override; + //~End of AController interface + +private: + UPROPERTY() + FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; + + UPROPERTY() + TObjectPtr LastSeenPlayerState; +}; diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.cpp new file mode 100644 index 0000000000000000000000000000000000000000..672a045a676ffc14c5a49106ed49216ecf301a5b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.cpp @@ -0,0 +1,621 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerController.h" +#include "CommonInputTypeEnum.h" +#include "Components/PrimitiveComponent.h" +#include "LyraLogChannels.h" +#include "LyraCheatManager.h" +#include "LyraPlayerState.h" +#include "Camera/LyraPlayerCameraManager.h" +#include "UI/LyraHUD.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "EngineUtils.h" +#include "LyraGameplayTags.h" +#include "GameFramework/Pawn.h" +#include "Net/UnrealNetwork.h" +#include "Engine/GameInstance.h" +#include "AbilitySystemGlobals.h" +#include "CommonInputSubsystem.h" +#include "LyraLocalPlayer.h" +#include "GameModes/LyraGameState.h" +#include "Settings/LyraSettingsLocal.h" +#include "Settings/LyraSettingsShared.h" +#include "Replays/LyraReplaySubsystem.h" +#include "ReplaySubsystem.h" +#include "Development/LyraDeveloperSettings.h" +#include "GameMapsSettings.h" +#if WITH_RPC_REGISTRY +#include "Tests/LyraGameplayRpcRegistrationComponent.h" +#include "HttpServerModule.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerController) + +namespace Lyra +{ + namespace Input + { + static int32 ShouldAlwaysPlayForceFeedback = 0; + static FAutoConsoleVariableRef CVarShouldAlwaysPlayForceFeedback(TEXT("LyraPC.ShouldAlwaysPlayForceFeedback"), + ShouldAlwaysPlayForceFeedback, + TEXT("Should force feedback effects be played, even if the last input device was not a gamepad?")); + } +} + +ALyraPlayerController::ALyraPlayerController(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PlayerCameraManagerClass = ALyraPlayerCameraManager::StaticClass(); + +#if USING_CHEAT_MANAGER + CheatClass = ULyraCheatManager::StaticClass(); +#endif // #if USING_CHEAT_MANAGER +} + +void ALyraPlayerController::PreInitializeComponents() +{ + Super::PreInitializeComponents(); +} + +void ALyraPlayerController::BeginPlay() +{ + Super::BeginPlay(); + #if WITH_RPC_REGISTRY + FHttpServerModule::Get().StartAllListeners(); + int32 RpcPort = 0; + if (FParse::Value(FCommandLine::Get(), TEXT("rpcport="), RpcPort)) + { + ULyraGameplayRpcRegistrationComponent* ObjectInstance = ULyraGameplayRpcRegistrationComponent::GetInstance(); + if (ObjectInstance && ObjectInstance->IsValidLowLevel()) + { + ObjectInstance->RegisterAlwaysOnHttpCallbacks(); + ObjectInstance->RegisterInMatchHttpCallbacks(); + } + } + #endif + SetActorHiddenInGame(false); +} + +void ALyraPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); +} + +void ALyraPlayerController::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + // Disable replicating the PC target view as it doesn't work well for replays or client-side spectating. + // The engine TargetViewRotation is only set in APlayerController::TickActor if the server knows ahead of time that + // a specific pawn is being spectated and it only replicates down for COND_OwnerOnly. + // In client-saved replays, COND_OwnerOnly is never true and the target pawn is not always known at the time of recording. + // To support client-saved replays, the replication of this was moved to ReplicatedViewRotation and updated in PlayerTick. + DISABLE_REPLICATED_PROPERTY(APlayerController, TargetViewRotation); +} + +void ALyraPlayerController::ReceivedPlayer() +{ + Super::ReceivedPlayer(); +} + +void ALyraPlayerController::PlayerTick(float DeltaTime) +{ + Super::PlayerTick(DeltaTime); + + // If we are auto running then add some player input + if (GetIsAutoRunning()) + { + if (APawn* CurrentPawn = GetPawn()) + { + const FRotator MovementRotation(0.0f, GetControlRotation().Yaw, 0.0f); + const FVector MovementDirection = MovementRotation.RotateVector(FVector::ForwardVector); + CurrentPawn->AddMovementInput(MovementDirection, 1.0f); + } + } + + ALyraPlayerState* LyraPlayerState = GetLyraPlayerState(); + + if (PlayerCameraManager && LyraPlayerState) + { + APawn* TargetPawn = PlayerCameraManager->GetViewTargetPawn(); + + if (TargetPawn) + { + // Update view rotation on the server so it replicates + if (HasAuthority() || TargetPawn->IsLocallyControlled()) + { + LyraPlayerState->SetReplicatedViewRotation(TargetPawn->GetViewRotation()); + } + + // Update the target view rotation if the pawn isn't locally controlled + if (!TargetPawn->IsLocallyControlled()) + { + LyraPlayerState = TargetPawn->GetPlayerState(); + if (LyraPlayerState) + { + // Get it from the spectated pawn's player state, which may not be the same as the PC's playerstate + TargetViewRotation = LyraPlayerState->GetReplicatedViewRotation(); + } + } + } + } +} + +ALyraPlayerState* ALyraPlayerController::GetLyraPlayerState() const +{ + return CastChecked(PlayerState, ECastCheckedType::NullAllowed); +} + +ULyraAbilitySystemComponent* ALyraPlayerController::GetLyraAbilitySystemComponent() const +{ + const ALyraPlayerState* LyraPS = GetLyraPlayerState(); + return (LyraPS ? LyraPS->GetLyraAbilitySystemComponent() : nullptr); +} + +ALyraHUD* ALyraPlayerController::GetLyraHUD() const +{ + return CastChecked(GetHUD(), ECastCheckedType::NullAllowed); +} + +bool ALyraPlayerController::TryToRecordClientReplay() +{ + // See if we should record a replay + if (ShouldRecordClientReplay()) + { + if (ULyraReplaySubsystem* ReplaySubsystem = GetGameInstance()->GetSubsystem()) + { + APlayerController* FirstLocalPlayerController = GetGameInstance()->GetFirstLocalPlayerController(); + if (FirstLocalPlayerController == this) + { + // If this is the first player, update the spectator player for local replays and then record + if (ALyraGameState* GameState = Cast(GetWorld()->GetGameState())) + { + GameState->SetRecorderPlayerState(PlayerState); + + ReplaySubsystem->RecordClientReplay(this); + return true; + } + } + } + } + return false; +} + +bool ALyraPlayerController::ShouldRecordClientReplay() +{ + UWorld* World = GetWorld(); + UGameInstance* GameInstance = GetGameInstance(); + if (GameInstance != nullptr && + World != nullptr && + !World->IsPlayingReplay() && + !World->IsRecordingClientReplay() && + NM_DedicatedServer != GetNetMode() && + IsLocalPlayerController()) + { + FString DefaultMap = UGameMapsSettings::GetGameDefaultMap(); + FString CurrentMap = World->URL.Map; + +#if WITH_EDITOR + CurrentMap = UWorld::StripPIEPrefixFromPackageName(CurrentMap, World->StreamingLevelsPrefix); +#endif + if (CurrentMap == DefaultMap) + { + // Never record demos on the default frontend map, this could be replaced with a better check for being in the main menu + return false; + } + + if (UReplaySubsystem* ReplaySubsystem = GameInstance->GetSubsystem()) + { + if (ReplaySubsystem->IsRecording() || ReplaySubsystem->IsPlaying()) + { + // Only one at a time + return false; + } + } + + // If this is possible, now check the settings + if (const ULyraLocalPlayer* LyraLocalPlayer = Cast(GetLocalPlayer())) + { + if (LyraLocalPlayer->GetLocalSettings()->ShouldAutoRecordReplays()) + { + return true; + } + } + } + return false; +} + +void ALyraPlayerController::OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) +{ + ConditionalBroadcastTeamChanged(this, IntegerToGenericTeamId(OldTeam), IntegerToGenericTeamId(NewTeam)); +} + +void ALyraPlayerController::OnPlayerStateChanged() +{ + // Empty, place for derived classes to implement without having to hook all the other events +} + +void ALyraPlayerController::BroadcastOnPlayerStateChanged() +{ + OnPlayerStateChanged(); + + // Unbind from the old player state, if any + FGenericTeamId OldTeamID = FGenericTeamId::NoTeam; + if (LastSeenPlayerState != nullptr) + { + if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast(LastSeenPlayerState)) + { + OldTeamID = PlayerStateTeamInterface->GetGenericTeamId(); + PlayerStateTeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); + } + } + + // Bind to the new player state, if any + FGenericTeamId NewTeamID = FGenericTeamId::NoTeam; + if (PlayerState != nullptr) + { + if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast(PlayerState)) + { + NewTeamID = PlayerStateTeamInterface->GetGenericTeamId(); + PlayerStateTeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnPlayerStateChangedTeam); + } + } + + // Broadcast the team change (if it really has) + ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); + + LastSeenPlayerState = PlayerState; +} + +void ALyraPlayerController::InitPlayerState() +{ + Super::InitPlayerState(); + BroadcastOnPlayerStateChanged(); +} + +void ALyraPlayerController::CleanupPlayerState() +{ + Super::CleanupPlayerState(); + BroadcastOnPlayerStateChanged(); +} + +void ALyraPlayerController::OnRep_PlayerState() +{ + Super::OnRep_PlayerState(); + BroadcastOnPlayerStateChanged(); + + // When we're a client connected to a remote server, the player controller may replicate later than the PlayerState and AbilitySystemComponent. + // However, TryActivateAbilitiesOnSpawn depends on the player controller being replicated in order to check whether on-spawn abilities should + // execute locally. Therefore once the PlayerController exists and has resolved the PlayerState, try once again to activate on-spawn abilities. + // On other net modes the PlayerController will never replicate late, so LyraASC's own TryActivateAbilitiesOnSpawn calls will succeed. The handling + // here is only for when the PlayerState and ASC replicated before the PC and incorrectly thought the abilities were not for the local player. + if (GetWorld()->IsNetMode(NM_Client)) + { + if (ALyraPlayerState* LyraPS = GetPlayerState()) + { + if (ULyraAbilitySystemComponent* LyraASC = LyraPS->GetLyraAbilitySystemComponent()) + { + LyraASC->RefreshAbilityActorInfo(); + LyraASC->TryActivateAbilitiesOnSpawn(); + } + } + } +} + +void ALyraPlayerController::SetPlayer(UPlayer* InPlayer) +{ + Super::SetPlayer(InPlayer); + + if (const ULyraLocalPlayer* LyraLocalPlayer = Cast(InPlayer)) + { + ULyraSettingsShared* UserSettings = LyraLocalPlayer->GetSharedSettings(); + UserSettings->OnSettingChanged.AddUObject(this, &ThisClass::OnSettingsChanged); + + OnSettingsChanged(UserSettings); + } +} + +void ALyraPlayerController::OnSettingsChanged(ULyraSettingsShared* InSettings) +{ + bForceFeedbackEnabled = InSettings->GetForceFeedbackEnabled(); +} + +void ALyraPlayerController::AddCheats(bool bForce) +{ +#if USING_CHEAT_MANAGER + Super::AddCheats(true); +#else //#if USING_CHEAT_MANAGER + Super::AddCheats(bForce); +#endif // #else //#if USING_CHEAT_MANAGER +} + +void ALyraPlayerController::ServerCheat_Implementation(const FString& Msg) +{ +#if USING_CHEAT_MANAGER + if (CheatManager) + { + UE_LOG(LogLyra, Warning, TEXT("ServerCheat: %s"), *Msg); + ClientMessage(ConsoleCommand(Msg)); + } +#endif // #if USING_CHEAT_MANAGER +} + +bool ALyraPlayerController::ServerCheat_Validate(const FString& Msg) +{ + return true; +} + +void ALyraPlayerController::ServerCheatAll_Implementation(const FString& Msg) +{ +#if USING_CHEAT_MANAGER + if (CheatManager) + { + UE_LOG(LogLyra, Warning, TEXT("ServerCheatAll: %s"), *Msg); + for (TActorIterator It(GetWorld()); It; ++It) + { + ALyraPlayerController* LyraPC = (*It); + if (LyraPC) + { + LyraPC->ClientMessage(LyraPC->ConsoleCommand(Msg)); + } + } + } +#endif // #if USING_CHEAT_MANAGER +} + +bool ALyraPlayerController::ServerCheatAll_Validate(const FString& Msg) +{ + return true; +} + +void ALyraPlayerController::PreProcessInput(const float DeltaTime, const bool bGamePaused) +{ + Super::PreProcessInput(DeltaTime, bGamePaused); +} + +void ALyraPlayerController::PostProcessInput(const float DeltaTime, const bool bGamePaused) +{ + if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) + { + LyraASC->ProcessAbilityInput(DeltaTime, bGamePaused); + } + + Super::PostProcessInput(DeltaTime, bGamePaused); +} + +void ALyraPlayerController::OnCameraPenetratingTarget() +{ + bHideViewTargetPawnNextFrame = true; +} + +void ALyraPlayerController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + +#if WITH_SERVER_CODE && WITH_EDITOR + if (GIsEditor && (InPawn != nullptr) && (GetPawn() == InPawn)) + { + for (const FLyraCheatToRun& CheatRow : GetDefault()->CheatsToRun) + { + if (CheatRow.Phase == ECheatExecutionTime::OnPlayerPawnPossession) + { + ConsoleCommand(CheatRow.Cheat, /*bWriteToLog=*/ true); + } + } + } +#endif + + SetIsAutoRunning(false); +} + +void ALyraPlayerController::SetIsAutoRunning(const bool bEnabled) +{ + const bool bIsAutoRunning = GetIsAutoRunning(); + if (bEnabled != bIsAutoRunning) + { + if (!bEnabled) + { + OnEndAutoRun(); + } + else + { + OnStartAutoRun(); + } + } +} + +bool ALyraPlayerController::GetIsAutoRunning() const +{ + bool bIsAutoRunning = false; + if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) + { + bIsAutoRunning = LyraASC->GetTagCount(LyraGameplayTags::Status_AutoRunning) > 0; + } + return bIsAutoRunning; +} + +void ALyraPlayerController::OnStartAutoRun() +{ + if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) + { + LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_AutoRunning, 1); + K2_OnStartAutoRun(); + } +} + +void ALyraPlayerController::OnEndAutoRun() +{ + if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent()) + { + LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_AutoRunning, 0); + K2_OnEndAutoRun(); + } +} + +void ALyraPlayerController::UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId) +{ + if (bForceFeedbackEnabled) + { + if (const UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(GetLocalPlayer())) + { + const ECommonInputType CurrentInputType = CommonInputSubsystem->GetCurrentInputType(); + if (Lyra::Input::ShouldAlwaysPlayForceFeedback || CurrentInputType == ECommonInputType::Gamepad || CurrentInputType == ECommonInputType::Touch) + { + InputInterface->SetForceFeedbackChannelValues(ControllerId, ForceFeedbackValues); + return; + } + } + } + + InputInterface->SetForceFeedbackChannelValues(ControllerId, FForceFeedbackValues()); +} + +void ALyraPlayerController::UpdateHiddenComponents(const FVector& ViewLocation, TSet& OutHiddenComponents) +{ + Super::UpdateHiddenComponents(ViewLocation, OutHiddenComponents); + + if (bHideViewTargetPawnNextFrame) + { + AActor* const ViewTargetPawn = PlayerCameraManager ? Cast(PlayerCameraManager->GetViewTarget()) : nullptr; + if (ViewTargetPawn) + { + // internal helper func to hide all the components + auto AddToHiddenComponents = [&OutHiddenComponents](const TInlineComponentArray& InComponents) + { + // add every component and all attached children + for (UPrimitiveComponent* Comp : InComponents) + { + if (Comp->IsRegistered()) + { + OutHiddenComponents.Add(Comp->GetPrimitiveSceneId()); + + for (USceneComponent* AttachedChild : Comp->GetAttachChildren()) + { + static FName NAME_NoParentAutoHide(TEXT("NoParentAutoHide")); + UPrimitiveComponent* AttachChildPC = Cast(AttachedChild); + if (AttachChildPC && AttachChildPC->IsRegistered() && !AttachChildPC->ComponentTags.Contains(NAME_NoParentAutoHide)) + { + OutHiddenComponents.Add(AttachChildPC->GetPrimitiveSceneId()); + } + } + } + } + }; + + //TODO Solve with an interface. Gather hidden components or something. + //TODO Hiding isn't awesome, sometimes you want the effect of a fade out over a proximity, needs to bubble up to designers. + + // hide pawn's components + TInlineComponentArray PawnComponents; + ViewTargetPawn->GetComponents(PawnComponents); + AddToHiddenComponents(PawnComponents); + + //// hide weapon too + //if (ViewTargetPawn->CurrentWeapon) + //{ + // TInlineComponentArray WeaponComponents; + // ViewTargetPawn->CurrentWeapon->GetComponents(WeaponComponents); + // AddToHiddenComponents(WeaponComponents); + //} + } + + // we consumed it, reset for next frame + bHideViewTargetPawnNextFrame = false; + } +} + +void ALyraPlayerController::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a player controller (%s); it's driven by the associated player state"), *GetPathNameSafe(this)); +} + +FGenericTeamId ALyraPlayerController::GetGenericTeamId() const +{ + if (const ILyraTeamAgentInterface* PSWithTeamInterface = Cast(PlayerState)) + { + return PSWithTeamInterface->GetGenericTeamId(); + } + return FGenericTeamId::NoTeam; +} + +FOnLyraTeamIndexChangedDelegate* ALyraPlayerController::GetOnTeamIndexChangedDelegate() +{ + return &OnTeamChangedDelegate; +} + +void ALyraPlayerController::OnUnPossess() +{ + // Make sure the pawn that is being unpossessed doesn't remain our ASC's avatar actor + if (APawn* PawnBeingUnpossessed = GetPawn()) + { + if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(PlayerState)) + { + if (ASC->GetAvatarActor() == PawnBeingUnpossessed) + { + ASC->SetAvatarActor(nullptr); + } + } + } + + Super::OnUnPossess(); +} + +////////////////////////////////////////////////////////////////////// +// ALyraReplayPlayerController + +void ALyraReplayPlayerController::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + // The state may go invalid at any time due to scrubbing during a replay + if (!IsValid(FollowedPlayerState)) + { + UWorld* World = GetWorld(); + + // Listen for changes for both recording and playback + if (ALyraGameState* GameState = Cast(World->GetGameState())) + { + if (!GameState->OnRecorderPlayerStateChangedEvent.IsBoundToObject(this)) + { + GameState->OnRecorderPlayerStateChangedEvent.AddUObject(this, &ThisClass::RecorderPlayerStateUpdated); + } + if (APlayerState* RecorderState = GameState->GetRecorderPlayerState()) + { + RecorderPlayerStateUpdated(RecorderState); + } + } + } +} + +void ALyraReplayPlayerController::SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds) +{ + // Default behavior is to interpolate to TargetViewRotation which is set from APlayerController::TickActor but it's not very smooth + + Super::SmoothTargetViewRotation(TargetPawn, DeltaSeconds); +} + +bool ALyraReplayPlayerController::ShouldRecordClientReplay() +{ + return false; +} + +void ALyraReplayPlayerController::RecorderPlayerStateUpdated(APlayerState* NewRecorderPlayerState) +{ + if (NewRecorderPlayerState) + { + FollowedPlayerState = NewRecorderPlayerState; + + // Bind to when pawn changes and call now + NewRecorderPlayerState->OnPawnSet.AddUniqueDynamic(this, &ALyraReplayPlayerController::OnPlayerStatePawnSet); + OnPlayerStatePawnSet(NewRecorderPlayerState, NewRecorderPlayerState->GetPawn(), nullptr); + } +} + +void ALyraReplayPlayerController::OnPlayerStatePawnSet(APlayerState* ChangedPlayerState, APawn* NewPlayerPawn, APawn* OldPlayerPawn) +{ + if (ChangedPlayerState == FollowedPlayerState) + { + SetViewTarget(NewPlayerPawn); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.h b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.h new file mode 100644 index 0000000000000000000000000000000000000000..b35810906a897e8876dbd27c9a48fbc7e5ede2e1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.h @@ -0,0 +1,168 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Camera/LyraCameraAssistInterface.h" +#include "CommonPlayerController.h" +#include "Teams/LyraTeamAgentInterface.h" + +#include "LyraPlayerController.generated.h" + +#define UE_API LYRAGAME_API + +struct FGenericTeamId; + +class ALyraHUD; +class ALyraPlayerState; +class APawn; +class APlayerState; +class FPrimitiveComponentId; +class IInputInterface; +class ULyraAbilitySystemComponent; +class ULyraSettingsShared; +class UObject; +class UPlayer; +struct FFrame; + +/** + * ALyraPlayerController + * + * The base player controller class used by this project. + */ +UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base player controller class used by this project.")) +class ALyraPlayerController : public ACommonPlayerController, public ILyraCameraAssistInterface, public ILyraTeamAgentInterface +{ + GENERATED_BODY() + +public: + + UE_API ALyraPlayerController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") + UE_API ALyraPlayerState* GetLyraPlayerState() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") + UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") + UE_API ALyraHUD* GetLyraHUD() const; + + // Call from game state logic to start recording an automatic client replay if ShouldRecordClientReplay returns true + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") + UE_API bool TryToRecordClientReplay(); + + // Call to see if we should record a replay, subclasses could change this + UE_API virtual bool ShouldRecordClientReplay(); + + // Run a cheat command on the server. + UFUNCTION(Reliable, Server, WithValidation) + UE_API void ServerCheat(const FString& Msg); + + // Run a cheat command on the server for all players. + UFUNCTION(Reliable, Server, WithValidation) + UE_API void ServerCheatAll(const FString& Msg); + + //~AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + UE_API virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; + //~End of AActor interface + + //~AController interface + UE_API virtual void OnPossess(APawn* InPawn) override; + UE_API virtual void OnUnPossess() override; + UE_API virtual void InitPlayerState() override; + UE_API virtual void CleanupPlayerState() override; + UE_API virtual void OnRep_PlayerState() override; + //~End of AController interface + + //~APlayerController interface + UE_API virtual void ReceivedPlayer() override; + UE_API virtual void PlayerTick(float DeltaTime) override; + UE_API virtual void SetPlayer(UPlayer* InPlayer) override; + UE_API virtual void AddCheats(bool bForce) override; + UE_API virtual void UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId) override; + UE_API virtual void UpdateHiddenComponents(const FVector& ViewLocation, TSet& OutHiddenComponents) override; + UE_API virtual void PreProcessInput(const float DeltaTime, const bool bGamePaused) override; + UE_API virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override; + //~End of APlayerController interface + + //~ILyraCameraAssistInterface interface + UE_API virtual void OnCameraPenetratingTarget() override; + //~End of ILyraCameraAssistInterface interface + + //~ILyraTeamAgentInterface interface + UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + UE_API virtual FGenericTeamId GetGenericTeamId() const override; + UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override; + //~End of ILyraTeamAgentInterface interface + + UFUNCTION(BlueprintCallable, Category = "Lyra|Character") + UE_API void SetIsAutoRunning(const bool bEnabled); + + UFUNCTION(BlueprintCallable, Category = "Lyra|Character") + UE_API bool GetIsAutoRunning() const; + +private: + UPROPERTY() + FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; + + UPROPERTY() + TObjectPtr LastSeenPlayerState; + +private: + UFUNCTION() + void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); + +protected: + // Called when the player state is set or cleared + UE_API virtual void OnPlayerStateChanged(); + +private: + void BroadcastOnPlayerStateChanged(); + +protected: + + //~APlayerController interface + + //~End of APlayerController interface + + UE_API void OnSettingsChanged(ULyraSettingsShared* Settings); + + UE_API void OnStartAutoRun(); + UE_API void OnEndAutoRun(); + + UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnStartAutoRun")) + UE_API void K2_OnStartAutoRun(); + + UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnEndAutoRun")) + UE_API void K2_OnEndAutoRun(); + + bool bHideViewTargetPawnNextFrame = false; +}; + + +// A player controller used for replay capture and playback +UCLASS() +class ALyraReplayPlayerController : public ALyraPlayerController +{ + GENERATED_BODY() + + virtual void Tick(float DeltaSeconds) override; + virtual void SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds) override; + virtual bool ShouldRecordClientReplay() override; + + // Callback for when the game state's RecorderPlayerState gets replicated during replay playback + void RecorderPlayerStateUpdated(APlayerState* NewRecorderPlayerState); + + // Callback for when the followed player state changes pawn + UFUNCTION() + void OnPlayerStatePawnSet(APlayerState* ChangedPlayerState, APawn* NewPlayerPawn, APawn* OldPlayerPawn); + + // The player state we are currently following */ + UPROPERTY(Transient) + TObjectPtr FollowedPlayerState; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a701d7d86e4053e66c653faa0b47cbb980bfdd2e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.cpp @@ -0,0 +1,210 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerSpawningManagerComponent.h" +#include "GameFramework/PlayerState.h" +#include "EngineUtils.h" +#include "Engine/PlayerStartPIE.h" +#include "LyraPlayerStart.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerSpawningManagerComponent) + +DEFINE_LOG_CATEGORY_STATIC(LogPlayerSpawning, Log, All); + +ULyraPlayerSpawningManagerComponent::ULyraPlayerSpawningManagerComponent(const FObjectInitializer& ObjectInitializer) +: Super(ObjectInitializer) +{ + SetIsReplicatedByDefault(false); + bAutoRegister = true; + bAutoActivate = true; + bWantsInitializeComponent = true; + PrimaryComponentTick.TickGroup = TG_PrePhysics; + PrimaryComponentTick.bCanEverTick = true; + PrimaryComponentTick.bAllowTickOnDedicatedServer = true; + PrimaryComponentTick.bStartWithTickEnabled = false; +} + +void ULyraPlayerSpawningManagerComponent::InitializeComponent() +{ + Super::InitializeComponent(); + + FWorldDelegates::LevelAddedToWorld.AddUObject(this, &ThisClass::OnLevelAdded); + + UWorld* World = GetWorld(); + World->AddOnActorSpawnedHandler(FOnActorSpawned::FDelegate::CreateUObject(this, &ThisClass::HandleOnActorSpawned)); + + for (TActorIterator It(World); It; ++It) + { + if (ALyraPlayerStart* PlayerStart = *It) + { + CachedPlayerStarts.Add(PlayerStart); + } + } +} + +void ULyraPlayerSpawningManagerComponent::OnLevelAdded(ULevel* InLevel, UWorld* InWorld) +{ + if (InWorld == GetWorld()) + { + for (AActor* Actor : InLevel->Actors) + { + if (ALyraPlayerStart* PlayerStart = Cast(Actor)) + { + ensure(!CachedPlayerStarts.Contains(PlayerStart)); + CachedPlayerStarts.Add(PlayerStart); + } + } + } +} + +void ULyraPlayerSpawningManagerComponent::HandleOnActorSpawned(AActor* SpawnedActor) +{ + if (ALyraPlayerStart* PlayerStart = Cast(SpawnedActor)) + { + CachedPlayerStarts.Add(PlayerStart); + } +} + +// ALyraGameMode Proxied Calls - Need to handle when someone chooses +// to restart a player the normal way in the engine. +//====================================================================== + +AActor* ULyraPlayerSpawningManagerComponent::ChoosePlayerStart(AController* Player) +{ + if (Player) + { +#if WITH_EDITOR + if (APlayerStart* PlayerStart = FindPlayFromHereStart(Player)) + { + return PlayerStart; + } +#endif + + TArray StarterPoints; + for (auto StartIt = CachedPlayerStarts.CreateIterator(); StartIt; ++StartIt) + { + if (ALyraPlayerStart* Start = (*StartIt).Get()) + { + StarterPoints.Add(Start); + } + else + { + StartIt.RemoveCurrent(); + } + } + + if (APlayerState* PlayerState = Player->GetPlayerState()) + { + // start dedicated spectators at any random starting location, but they do not claim it + if (PlayerState->IsOnlyASpectator()) + { + if (!StarterPoints.IsEmpty()) + { + return StarterPoints[FMath::RandRange(0, StarterPoints.Num() - 1)]; + } + + return nullptr; + } + } + + AActor* PlayerStart = OnChoosePlayerStart(Player, StarterPoints); + + if (!PlayerStart) + { + PlayerStart = GetFirstRandomUnoccupiedPlayerStart(Player, StarterPoints); + } + + if (ALyraPlayerStart* LyraStart = Cast(PlayerStart)) + { + LyraStart->TryClaim(Player); + } + + return PlayerStart; + } + + return nullptr; +} + +#if WITH_EDITOR +APlayerStart* ULyraPlayerSpawningManagerComponent::FindPlayFromHereStart(AController* Player) +{ + // Only 'Play From Here' for a player controller, bots etc. should all spawn from normal spawn points. + if (Player->IsA()) + { + if (UWorld* World = GetWorld()) + { + for (TActorIterator It(World); It; ++It) + { + if (APlayerStart* PlayerStart = *It) + { + if (PlayerStart->IsA()) + { + // Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode + return PlayerStart; + } + } + } + } + } + + return nullptr; +} +#endif + +bool ULyraPlayerSpawningManagerComponent::ControllerCanRestart(AController* Player) +{ + bool bCanRestart = true; + + // TODO Can they restart? + + return bCanRestart; +} + +void ULyraPlayerSpawningManagerComponent::FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation) +{ + OnFinishRestartPlayer(NewPlayer, StartRotation); + K2_OnFinishRestartPlayer(NewPlayer, StartRotation); +} + +//================================================================ + +void ULyraPlayerSpawningManagerComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); +} + +APlayerStart* ULyraPlayerSpawningManagerComponent::GetFirstRandomUnoccupiedPlayerStart(AController* Controller, const TArray& StartPoints) const +{ + if (Controller) + { + TArray UnOccupiedStartPoints; + TArray OccupiedStartPoints; + + for (ALyraPlayerStart* StartPoint : StartPoints) + { + ELyraPlayerStartLocationOccupancy State = StartPoint->GetLocationOccupancy(Controller); + + switch (State) + { + case ELyraPlayerStartLocationOccupancy::Empty: + UnOccupiedStartPoints.Add(StartPoint); + break; + case ELyraPlayerStartLocationOccupancy::Partial: + OccupiedStartPoints.Add(StartPoint); + break; + + } + } + + if (UnOccupiedStartPoints.Num() > 0) + { + return UnOccupiedStartPoints[FMath::RandRange(0, UnOccupiedStartPoints.Num() - 1)]; + } + else if (OccupiedStartPoints.Num() > 0) + { + return OccupiedStartPoints[FMath::RandRange(0, OccupiedStartPoints.Num() - 1)]; + } + } + + return nullptr; +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.h b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..fbb19d039af283cc25524964834e6d9c2147d0d6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerSpawningManagerComponent.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/GameStateComponent.h" + +#include "LyraPlayerSpawningManagerComponent.generated.h" + +#define UE_API LYRAGAME_API + +class AController; +class APlayerController; +class APlayerState; +class APlayerStart; +class ALyraPlayerStart; +class AActor; + +/** + * @class ULyraPlayerSpawningManagerComponent + */ +UCLASS(MinimalAPI) +class ULyraPlayerSpawningManagerComponent : public UGameStateComponent +{ + GENERATED_BODY() + +public: + UE_API ULyraPlayerSpawningManagerComponent(const FObjectInitializer& ObjectInitializer); + + /** UActorComponent */ + UE_API virtual void InitializeComponent() override; + UE_API virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + /** ~UActorComponent */ + +protected: + // Utility + UE_API APlayerStart* GetFirstRandomUnoccupiedPlayerStart(AController* Controller, const TArray& FoundStartPoints) const; + + virtual AActor* OnChoosePlayerStart(AController* Player, TArray& PlayerStarts) { return nullptr; } + virtual void OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation) { } + + UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName=OnFinishRestartPlayer)) + UE_API void K2_OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation); + +private: + + /** We proxy these calls from ALyraGameMode, to this component so that each experience can more easily customize the respawn system they want. */ + UE_API AActor* ChoosePlayerStart(AController* Player); + UE_API bool ControllerCanRestart(AController* Player); + UE_API void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation); + friend class ALyraGameMode; + /** ~ALyraGameMode */ + + UPROPERTY(Transient) + TArray> CachedPlayerStarts; + +private: + UE_API void OnLevelAdded(ULevel* InLevel, UWorld* InWorld); + UE_API void HandleOnActorSpawned(AActor* SpawnedActor); + +#if WITH_EDITOR + UE_API APlayerStart* FindPlayFromHereStart(AController* Player); +#endif +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6afce18272ae873ee6fec1f5aab7b64bc0bc57bb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.cpp @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerStart.h" + +#include "Engine/World.h" +#include "GameFramework/GameModeBase.h" +#include "TimerManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerStart) + +ALyraPlayerStart::ALyraPlayerStart(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +ELyraPlayerStartLocationOccupancy ALyraPlayerStart::GetLocationOccupancy(AController* const ControllerPawnToFit) const +{ + UWorld* const World = GetWorld(); + if (HasAuthority() && World) + { + if (AGameModeBase* AuthGameMode = World->GetAuthGameMode()) + { + TSubclassOf PawnClass = AuthGameMode->GetDefaultPawnClassForController(ControllerPawnToFit); + const APawn* const PawnToFit = PawnClass ? GetDefault(PawnClass) : nullptr; + + FVector ActorLocation = GetActorLocation(); + const FRotator ActorRotation = GetActorRotation(); + + if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation, nullptr)) + { + return ELyraPlayerStartLocationOccupancy::Empty; + } + else if (World->FindTeleportSpot(PawnToFit, ActorLocation, ActorRotation)) + { + return ELyraPlayerStartLocationOccupancy::Partial; + } + } + } + + return ELyraPlayerStartLocationOccupancy::Full; +} + +bool ALyraPlayerStart::IsClaimed() const +{ + return ClaimingController != nullptr; +} + +bool ALyraPlayerStart::TryClaim(AController* OccupyingController) +{ + if (OccupyingController != nullptr && !IsClaimed()) + { + ClaimingController = OccupyingController; + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().SetTimer(ExpirationTimerHandle, FTimerDelegate::CreateUObject(this, &ALyraPlayerStart::CheckUnclaimed), ExpirationCheckInterval, true); + } + return true; + } + return false; +} + +void ALyraPlayerStart::CheckUnclaimed() +{ + if (ClaimingController != nullptr && ClaimingController->GetPawn() != nullptr && GetLocationOccupancy(ClaimingController) == ELyraPlayerStartLocationOccupancy::Empty) + { + ClaimingController = nullptr; + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().ClearTimer(ExpirationTimerHandle); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.h b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.h new file mode 100644 index 0000000000000000000000000000000000000000..0753561186057d66e946619a520ed148d870b7fc --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerStart.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/PlayerStart.h" +#include "GameplayTagContainer.h" + +#include "LyraPlayerStart.generated.h" + +#define UE_API LYRAGAME_API + +class AController; +class UObject; + +enum class ELyraPlayerStartLocationOccupancy +{ + Empty, + Partial, + Full +}; + +/** + * ALyraPlayerStart + * + * Base player starts that can be used by a lot of modes. + */ +UCLASS(MinimalAPI, Config = Game) +class ALyraPlayerStart : public APlayerStart +{ + GENERATED_BODY() + +public: + UE_API ALyraPlayerStart(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + const FGameplayTagContainer& GetGameplayTags() { return StartPointTags; } + + UE_API ELyraPlayerStartLocationOccupancy GetLocationOccupancy(AController* const ControllerPawnToFit) const; + + /** Did this player start get claimed by a controller already? */ + UE_API bool IsClaimed() const; + + /** If this PlayerStart was not claimed, claim it for ClaimingController */ + UE_API bool TryClaim(AController* OccupyingController); + +protected: + /** Check if this PlayerStart is still claimed */ + UE_API void CheckUnclaimed(); + + /** The controller that claimed this PlayerStart */ + UPROPERTY(Transient) + TObjectPtr ClaimingController = nullptr; + + /** Interval in which we'll check if this player start is not colliding with anyone anymore */ + UPROPERTY(EditDefaultsOnly, Category = "Player Start Claiming") + float ExpirationCheckInterval = 1.f; + + /** Tags to identify this player start */ + UPROPERTY(EditAnywhere) + FGameplayTagContainer StartPointTags; + + /** Handle to track expiration recurring timer */ + FTimerHandle ExpirationTimerHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.cpp b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ccbc193e19f9ff0f4d2aabe0ae76d720535734a3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.cpp @@ -0,0 +1,300 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPlayerState.h" + +#include "AbilitySystem/Attributes/LyraCombatSet.h" +#include "AbilitySystem/Attributes/LyraHealthSet.h" +#include "AbilitySystem/LyraAbilitySet.h" +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Character/LyraPawnData.h" +#include "Character/LyraPawnExtensionComponent.h" +#include "Components/GameFrameworkComponentManager.h" +#include "Engine/World.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "GameModes/LyraExperienceManagerComponent.h" +//@TODO: Would like to isolate this a bit better to get the pawn data in here without this having to know about other stuff +#include "GameModes/LyraGameMode.h" +#include "LyraLogChannels.h" +#include "LyraPlayerController.h" +#include "Messages/LyraVerbMessage.h" +#include "Net/UnrealNetwork.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerState) + +class AController; +class APlayerState; +class FLifetimeProperty; + +const FName ALyraPlayerState::NAME_LyraAbilityReady("LyraAbilitiesReady"); + +ALyraPlayerState::ALyraPlayerState(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , MyPlayerConnectionType(ELyraPlayerConnectionType::Player) +{ + AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject(this, TEXT("AbilitySystemComponent")); + AbilitySystemComponent->SetIsReplicated(true); + AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed); + + // These attribute sets will be detected by AbilitySystemComponent::InitializeComponent. Keeping a reference so that the sets don't get garbage collected before that. + HealthSet = CreateDefaultSubobject(TEXT("HealthSet")); + CombatSet = CreateDefaultSubobject(TEXT("CombatSet")); + + // AbilitySystemComponent needs to be updated at a high frequency. + SetNetUpdateFrequency(100.0f); + + MyTeamID = FGenericTeamId::NoTeam; + MySquadID = INDEX_NONE; +} + +void ALyraPlayerState::PreInitializeComponents() +{ + Super::PreInitializeComponents(); +} + +void ALyraPlayerState::Reset() +{ + Super::Reset(); +} + +void ALyraPlayerState::ClientInitialize(AController* C) +{ + Super::ClientInitialize(C); + + if (ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(GetPawn())) + { + PawnExtComp->CheckDefaultInitialization(); + } +} + +void ALyraPlayerState::CopyProperties(APlayerState* PlayerState) +{ + Super::CopyProperties(PlayerState); + + //@TODO: Copy stats +} + +void ALyraPlayerState::OnDeactivated() +{ + bool bDestroyDeactivatedPlayerState = false; + + switch (GetPlayerConnectionType()) + { + case ELyraPlayerConnectionType::Player: + case ELyraPlayerConnectionType::InactivePlayer: + //@TODO: Ask the experience if we should destroy disconnecting players immediately or leave them around + // (e.g., for long running servers where they might build up if lots of players cycle through) + bDestroyDeactivatedPlayerState = true; + break; + default: + bDestroyDeactivatedPlayerState = true; + break; + } + + SetPlayerConnectionType(ELyraPlayerConnectionType::InactivePlayer); + + if (bDestroyDeactivatedPlayerState) + { + Destroy(); + } +} + +void ALyraPlayerState::OnReactivated() +{ + if (GetPlayerConnectionType() == ELyraPlayerConnectionType::InactivePlayer) + { + SetPlayerConnectionType(ELyraPlayerConnectionType::Player); + } +} + +void ALyraPlayerState::OnExperienceLoaded(const ULyraExperienceDefinition* /*CurrentExperience*/) +{ + if (ALyraGameMode* LyraGameMode = GetWorld()->GetAuthGameMode()) + { + if (const ULyraPawnData* NewPawnData = LyraGameMode->GetPawnDataForController(GetOwningController())) + { + SetPawnData(NewPawnData); + } + else + { + UE_LOG(LogLyra, Error, TEXT("ALyraPlayerState::OnExperienceLoaded(): Unable to find PawnData to initialize player state [%s]!"), *GetNameSafe(this)); + } + } +} + +void ALyraPlayerState::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + FDoRepLifetimeParams SharedParams; + SharedParams.bIsPushBased = true; + + DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, PawnData, SharedParams); + DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, MyPlayerConnectionType, SharedParams) + DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, MyTeamID, SharedParams); + DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, MySquadID, SharedParams); + + SharedParams.Condition = ELifetimeCondition::COND_SkipOwner; + DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, ReplicatedViewRotation, SharedParams); + + DOREPLIFETIME(ThisClass, StatTags); +} + +FRotator ALyraPlayerState::GetReplicatedViewRotation() const +{ + // Could replace this with custom replication + return ReplicatedViewRotation; +} + +void ALyraPlayerState::SetReplicatedViewRotation(const FRotator& NewRotation) +{ + if (NewRotation != ReplicatedViewRotation) + { + MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, ReplicatedViewRotation, this); + ReplicatedViewRotation = NewRotation; + } +} + +ALyraPlayerController* ALyraPlayerState::GetLyraPlayerController() const +{ + return Cast(GetOwner()); +} + +UAbilitySystemComponent* ALyraPlayerState::GetAbilitySystemComponent() const +{ + return GetLyraAbilitySystemComponent(); +} + +void ALyraPlayerState::PostInitializeComponents() +{ + Super::PostInitializeComponents(); + + check(AbilitySystemComponent); + AbilitySystemComponent->InitAbilityActorInfo(this, GetPawn()); + + UWorld* World = GetWorld(); + if (World && World->IsGameWorld() && World->GetNetMode() != NM_Client) + { + AGameStateBase* GameState = GetWorld()->GetGameState(); + check(GameState); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + ExperienceComponent->CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); + } +} + +void ALyraPlayerState::SetPawnData(const ULyraPawnData* InPawnData) +{ + check(InPawnData); + + if (GetLocalRole() != ROLE_Authority) + { + return; + } + + if (PawnData) + { + UE_LOG(LogLyra, Error, TEXT("Trying to set PawnData [%s] on player state [%s] that already has valid PawnData [%s]."), *GetNameSafe(InPawnData), *GetNameSafe(this), *GetNameSafe(PawnData)); + return; + } + + MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, PawnData, this); + PawnData = InPawnData; + + for (const ULyraAbilitySet* AbilitySet : PawnData->AbilitySets) + { + if (AbilitySet) + { + AbilitySet->GiveToAbilitySystem(AbilitySystemComponent, nullptr); + } + } + + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, NAME_LyraAbilityReady); + + ForceNetUpdate(); +} + +void ALyraPlayerState::OnRep_PawnData() +{ +} + +void ALyraPlayerState::SetPlayerConnectionType(ELyraPlayerConnectionType NewType) +{ + MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, MyPlayerConnectionType, this); + MyPlayerConnectionType = NewType; +} + +void ALyraPlayerState::SetSquadID(int32 NewSquadId) +{ + if (HasAuthority()) + { + MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, MySquadID, this); + + MySquadID = NewSquadId; + } +} + +void ALyraPlayerState::SetGenericTeamId(const FGenericTeamId& NewTeamID) +{ + if (HasAuthority()) + { + const FGenericTeamId OldTeamID = MyTeamID; + + MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, MyTeamID, this); + MyTeamID = NewTeamID; + ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); + } + else + { + UE_LOG(LogLyraTeams, Error, TEXT("Cannot set team for %s on non-authority"), *GetPathName(this)); + } +} + +FGenericTeamId ALyraPlayerState::GetGenericTeamId() const +{ + return MyTeamID; +} + +FOnLyraTeamIndexChangedDelegate* ALyraPlayerState::GetOnTeamIndexChangedDelegate() +{ + return &OnTeamChangedDelegate; +} + +void ALyraPlayerState::OnRep_MyTeamID(FGenericTeamId OldTeamID) +{ + ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID); +} + +void ALyraPlayerState::OnRep_MySquadID() +{ + //@TODO: Let the squad subsystem know (once that exists) +} + +void ALyraPlayerState::AddStatTagStack(FGameplayTag Tag, int32 StackCount) +{ + StatTags.AddStack(Tag, StackCount); +} + +void ALyraPlayerState::RemoveStatTagStack(FGameplayTag Tag, int32 StackCount) +{ + StatTags.RemoveStack(Tag, StackCount); +} + +int32 ALyraPlayerState::GetStatTagStackCount(FGameplayTag Tag) const +{ + return StatTags.GetStackCount(Tag); +} + +bool ALyraPlayerState::HasStatTag(FGameplayTag Tag) const +{ + return StatTags.ContainsTag(Tag); +} + +void ALyraPlayerState::ClientBroadcastMessage_Implementation(const FLyraVerbMessage Message) +{ + // This check is needed to prevent running the action when in standalone mode + if (GetNetMode() == NM_Client) + { + UGameplayMessageSubsystem::Get(this).BroadcastMessage(Message.Verb, Message); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.h b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.h new file mode 100644 index 0000000000000000000000000000000000000000..801aa3ebe5d56dced35edc45dacc2175f3bcc493 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Player/LyraPlayerState.h @@ -0,0 +1,188 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystemInterface.h" +#include "ModularPlayerState.h" +#include "System/GameplayTagStack.h" +#include "Teams/LyraTeamAgentInterface.h" + +#include "LyraPlayerState.generated.h" + +#define UE_API LYRAGAME_API + +struct FLyraVerbMessage; + +class AController; +class ALyraPlayerController; +class APlayerState; +class FName; +class UAbilitySystemComponent; +class ULyraAbilitySystemComponent; +class ULyraExperienceDefinition; +class ULyraPawnData; +class UObject; +struct FFrame; +struct FGameplayTag; + +/** Defines the types of client connected */ +UENUM() +enum class ELyraPlayerConnectionType : uint8 +{ + // An active player + Player = 0, + + // Spectator connected to a running game + LiveSpectator, + + // Spectating a demo recording offline + ReplaySpectator, + + // A deactivated player (disconnected) + InactivePlayer +}; + +/** + * ALyraPlayerState + * + * Base player state class used by this project. + */ +UCLASS(MinimalAPI, Config = Game) +class ALyraPlayerState : public AModularPlayerState, public IAbilitySystemInterface, public ILyraTeamAgentInterface +{ + GENERATED_BODY() + +public: + UE_API ALyraPlayerState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerState") + UE_API ALyraPlayerController* GetLyraPlayerController() const; + + UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerState") + ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; } + UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; + + template + const T* GetPawnData() const { return Cast(PawnData); } + + UE_API void SetPawnData(const ULyraPawnData* InPawnData); + + //~AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void PostInitializeComponents() override; + //~End of AActor interface + + //~APlayerState interface + UE_API virtual void Reset() override; + UE_API virtual void ClientInitialize(AController* C) override; + UE_API virtual void CopyProperties(APlayerState* PlayerState) override; + UE_API virtual void OnDeactivated() override; + UE_API virtual void OnReactivated() override; + //~End of APlayerState interface + + //~ILyraTeamAgentInterface interface + UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override; + UE_API virtual FGenericTeamId GetGenericTeamId() const override; + UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override; + //~End of ILyraTeamAgentInterface interface + + static UE_API const FName NAME_LyraAbilityReady; + + UE_API void SetPlayerConnectionType(ELyraPlayerConnectionType NewType); + ELyraPlayerConnectionType GetPlayerConnectionType() const { return MyPlayerConnectionType; } + + /** Returns the Squad ID of the squad the player belongs to. */ + UFUNCTION(BlueprintCallable) + int32 GetSquadId() const + { + return MySquadID; + } + + /** Returns the Team ID of the team the player belongs to. */ + UFUNCTION(BlueprintCallable) + int32 GetTeamId() const + { + return GenericTeamIdToInteger(MyTeamID); + } + + UE_API void SetSquadID(int32 NewSquadID); + + // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) + UE_API void AddStatTagStack(FGameplayTag Tag, int32 StackCount); + + // Removes a specified number of stacks from the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) + UE_API void RemoveStatTagStack(FGameplayTag Tag, int32 StackCount); + + // Returns the stack count of the specified tag (or 0 if the tag is not present) + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API int32 GetStatTagStackCount(FGameplayTag Tag) const; + + // Returns true if there is at least one stack of the specified tag + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API bool HasStatTag(FGameplayTag Tag) const; + + // Send a message to just this player + // (use only for client notifications like accolades, quest toasts, etc... that can handle being occasionally lost) + UFUNCTION(Client, Unreliable, BlueprintCallable, Category = "Lyra|PlayerState") + UE_API void ClientBroadcastMessage(const FLyraVerbMessage Message); + + // Gets the replicated view rotation of this player, used for spectating + UE_API FRotator GetReplicatedViewRotation() const; + + // Sets the replicated view rotation, only valid on the server + UE_API void SetReplicatedViewRotation(const FRotator& NewRotation); + +private: + UE_API void OnExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience); + +protected: + UFUNCTION() + UE_API void OnRep_PawnData(); + +protected: + + UPROPERTY(ReplicatedUsing = OnRep_PawnData) + TObjectPtr PawnData; + +private: + + // The ability system component sub-object used by player characters. + UPROPERTY(VisibleAnywhere, Category = "Lyra|PlayerState") + TObjectPtr AbilitySystemComponent; + + // Health attribute set used by this actor. + UPROPERTY() + TObjectPtr HealthSet; + // Combat attribute set used by this actor. + UPROPERTY() + TObjectPtr CombatSet; + + UPROPERTY(Replicated) + ELyraPlayerConnectionType MyPlayerConnectionType; + + UPROPERTY() + FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; + + UPROPERTY(ReplicatedUsing=OnRep_MyTeamID) + FGenericTeamId MyTeamID; + + UPROPERTY(ReplicatedUsing=OnRep_MySquadID) + int32 MySquadID; + + UPROPERTY(Replicated) + FGameplayTagStackContainer StatTags; + + UPROPERTY(Replicated) + FRotator ReplicatedViewRotation; + +private: + UFUNCTION() + UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID); + + UFUNCTION() + UE_API void OnRep_MySquadID(); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.cpp b/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6b65c965e221bcb1478d4ede70839ea84942bf0f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.cpp @@ -0,0 +1,59 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Replays/AsyncAction_QueryReplays.h" + +#include "GameFramework/PlayerController.h" +#include "LyraReplaySubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_QueryReplays) + +UAsyncAction_QueryReplays::UAsyncAction_QueryReplays(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_QueryReplays* UAsyncAction_QueryReplays::QueryReplays(APlayerController* InPlayerController) +{ + UAsyncAction_QueryReplays* Action = nullptr; + + if (InPlayerController != nullptr) + { + Action = NewObject(); + Action->PlayerController = InPlayerController; + } + + return Action; +} + +void UAsyncAction_QueryReplays::Activate() +{ + ReplayStreamer = FNetworkReplayStreaming::Get().GetFactory().CreateReplayStreamer(); + + ResultList = NewObject(); + if (ReplayStreamer.IsValid()) + { + FNetworkReplayVersion EnumerateStreamsVersion = FNetworkVersion::GetReplayVersion(); + + ReplayStreamer->EnumerateStreams(EnumerateStreamsVersion, INDEX_NONE, FString(), TArray(), FEnumerateStreamsCallback::CreateUObject(this, &ThisClass::OnEnumerateStreamsComplete)); + } + else + { + QueryComplete.Broadcast(ResultList); + } +} + +void UAsyncAction_QueryReplays::OnEnumerateStreamsComplete(const FEnumerateStreamsResult& Result) +{ + for (const FNetworkReplayStreamInfo& StreamInfo : Result.FoundStreams) + { + ULyraReplayListEntry* NewReplayEntry = NewObject(ResultList); + NewReplayEntry->StreamInfo = StreamInfo; + ResultList->Results.Add(NewReplayEntry); + } + + // Sort demo names by date + Algo::SortBy(ResultList->Results, [](const TObjectPtr& Data) { return Data->StreamInfo.Timestamp.GetTicks(); }, TGreater<>()); + + QueryComplete.Broadcast(ResultList); +} + diff --git a/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.h b/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.h new file mode 100644 index 0000000000000000000000000000000000000000..740dbe7e1ddc85a11f2d70ea157926b81be0efe5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Replays/AsyncAction_QueryReplays.h @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintAsyncActionBase.h" + +#include "UObject/ObjectPtr.h" +#include "AsyncAction_QueryReplays.generated.h" + +class APlayerController; +class INetworkReplayStreamer; +class ULyraReplayList; +class UObject; +struct FEnumerateStreamsResult; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FQueryReplayAsyncDelegate, ULyraReplayList*, Results); + +/** + * Watches for team changes in the specified player controller + */ +UCLASS() +class UAsyncAction_QueryReplays : public UBlueprintAsyncActionBase +{ + GENERATED_BODY() + +public: + UAsyncAction_QueryReplays(const FObjectInitializer& ObjectInitializer); + + // Watches for team changes in the specified player controller + UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true")) + static UAsyncAction_QueryReplays* QueryReplays(APlayerController* PlayerController); + + virtual void Activate() override; + +public: + // Called when the replay query completes + UPROPERTY(BlueprintAssignable) + FQueryReplayAsyncDelegate QueryComplete; + +private: + void OnEnumerateStreamsComplete(const FEnumerateStreamsResult& Result); + +private: + UPROPERTY() + TObjectPtr ResultList; + + TWeakObjectPtr PlayerController; + + TSharedPtr ReplayStreamer; +}; diff --git a/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.cpp b/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b89a8ff594c54c395042c9792f45f88fb8278123 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.cpp @@ -0,0 +1,197 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraReplaySubsystem.h" +#include "Engine/GameInstance.h" +#include "Engine/World.h" +#include "Engine/DemoNetDriver.h" +#include "Internationalization/Text.h" +#include "Misc/DateTime.h" +#include "CommonUISettings.h" +#include "ICommonUIModule.h" +#include "LyraLogChannels.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraReplaySubsystem) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_ReplaySupport, "Platform.Trait.ReplaySupport"); + +ULyraReplaySubsystem::ULyraReplaySubsystem() +{ +} + +bool ULyraReplaySubsystem::DoesPlatformSupportReplays() +{ + if (ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(GetPlatformSupportTraitTag())) + { + return true; + } + return false; +} + +FGameplayTag ULyraReplaySubsystem::GetPlatformSupportTraitTag() +{ + return TAG_Platform_Trait_ReplaySupport.GetTag(); +} + +void ULyraReplaySubsystem::PlayReplay(ULyraReplayListEntry* Replay) +{ + if (Replay != nullptr) + { + FString DemoName = Replay->StreamInfo.Name; + GetGameInstance()->PlayReplay(DemoName); + } +} + +void ULyraReplaySubsystem::RecordClientReplay(APlayerController* PlayerController) +{ + if (ensure(DoesPlatformSupportReplays() && PlayerController)) + { + FText FriendlyNameText = FText::Format(NSLOCTEXT("Lyra", "LyraReplayName_Format", "Client Replay {0}"), FText::AsDateTime(FDateTime::UtcNow(), EDateTimeStyle::Short, EDateTimeStyle::Short)); + GetGameInstance()->StartRecordingReplay(FString(), FriendlyNameText.ToString()); + + if (ULyraLocalPlayer* LyraLocalPlayer = Cast(PlayerController->GetLocalPlayer())) + { + // Start a cleanup of existing saved streams + int32 NumToKeep = LyraLocalPlayer->GetLocalSettings()->GetNumberOfReplaysToKeep(); + CleanupLocalReplays(LyraLocalPlayer, NumToKeep); + } + } +} + +void ULyraReplaySubsystem::CleanupLocalReplays(ULocalPlayer* LocalPlayer, int32 NumReplaysToKeep) +{ + // TODO this was only tested with the generic file streamer and may not fully work with the save game streamer + // This only handles one delete at a time, and will loop until it gets an error or goes below NumReplaysToKeep + // It does it this way because each delete may involve a server or save game query that invalidates the replay list + if (LocalPlayer != nullptr && LocalPlayerDeletingReplays == nullptr && NumReplaysToKeep != 0) + { + LocalPlayerDeletingReplays = LocalPlayer; + DeletingReplaysNumberToKeep = NumReplaysToKeep; + + CurrentReplayStreamer = FNetworkReplayStreaming::Get().GetFactory().CreateReplayStreamer(); + if (CurrentReplayStreamer.IsValid()) + { + // Use the default version to get old version replays as well + FNetworkReplayVersion EnumerateStreamsVersion; + + CurrentReplayStreamer->EnumerateStreams(EnumerateStreamsVersion, LocalPlayer->GetPlatformUserIndex(), FString(), TArray(), FEnumerateStreamsCallback::CreateUObject(this, &ThisClass::OnEnumerateStreamsCompleteForDelete)); + } + } +} + +void ULyraReplaySubsystem::OnEnumerateStreamsCompleteForDelete(const FEnumerateStreamsResult& Result) +{ + if (!CurrentReplayStreamer.IsValid() || !IsValid(LocalPlayerDeletingReplays)) + { + // Lost context, don't do anything + return; + } + + TArray StreamsToDelete; + for (const FNetworkReplayStreamInfo& StreamInfo : Result.FoundStreams) + { + // Never delete keep streams + if (!StreamInfo.bShouldKeep) + { + StreamsToDelete.Add(StreamInfo); + } + } + + // Sort by date + Algo::SortBy(StreamsToDelete, [](const FNetworkReplayStreamInfo& Data) { return Data.Timestamp.GetTicks(); }, TGreater<>()); + + if (UDemoNetDriver* DemoDriver = GetDemoDriver()) + { + if (DemoDriver->IsRecording()) + { + // If we're recording, the live stream may or may not show up in the query which affects the keep count + // Add a fake live stream if the active one is missing from the results + if (StreamsToDelete.Num() > 0 && !StreamsToDelete[0].bIsLive) + { + StreamsToDelete.Insert(FNetworkReplayStreamInfo(), 0); + } + } + } + + if (StreamsToDelete.Num() > DeletingReplaysNumberToKeep) + { + // Delete the first replay above the limit, if successful it won't be in the loop during the next loop + // If unsuccessful, it will stop looping + FString ReplayName = StreamsToDelete[DeletingReplaysNumberToKeep].Name; + UE_LOG(LogLyra, Log, TEXT("LyraReplaySubsystem asked to delete replay %s"), *ReplayName); + CurrentReplayStreamer->DeleteFinishedStream(ReplayName, LocalPlayerDeletingReplays->GetPlatformUserIndex(), FDeleteFinishedStreamCallback::CreateUObject(this, &ThisClass::OnDeleteReplay)); + } + else + { + // We're below the limit so stop iterating + CurrentReplayStreamer = nullptr; + LocalPlayerDeletingReplays = nullptr; + DeletingReplaysNumberToKeep = 0; + } +} + +void ULyraReplaySubsystem::OnDeleteReplay(const FDeleteFinishedStreamResult& DeleteResult) +{ + if (!CurrentReplayStreamer.IsValid() || !IsValid(LocalPlayerDeletingReplays)) + { + // Lost context, don't do anything + return; + } + + if (DeleteResult.WasSuccessful()) + { + // Enumerate list again to see if we're under the limit yet + FNetworkReplayVersion EnumerateStreamsVersion; + + CurrentReplayStreamer->EnumerateStreams(EnumerateStreamsVersion, LocalPlayerDeletingReplays->GetPlatformUserIndex(), FString(), TArray(), FEnumerateStreamsCallback::CreateUObject(this, &ThisClass::OnEnumerateStreamsCompleteForDelete)); + } + else + { + // Failed, stop trying to delete anything else + // TODO properly integrate with platform-specific error reporting + UE_LOG(LogLyra, Warning, TEXT("Failed to delete replay with error %d!"), (int32)DeleteResult.Result); + + CurrentReplayStreamer = nullptr; + LocalPlayerDeletingReplays = nullptr; + DeletingReplaysNumberToKeep = 0; + } +} + +void ULyraReplaySubsystem::SeekInActiveReplay(float TimeInSeconds) +{ + if (UDemoNetDriver* DemoDriver = GetDemoDriver()) + { + DemoDriver->GotoTimeInSeconds(TimeInSeconds); + } +} + +float ULyraReplaySubsystem::GetReplayLengthInSeconds() const +{ + if (UDemoNetDriver* DemoDriver = GetDemoDriver()) + { + return DemoDriver->GetDemoTotalTime(); + } + return 0.0f; +} + +float ULyraReplaySubsystem::GetReplayCurrentTime() const +{ + if (UDemoNetDriver* DemoDriver = GetDemoDriver()) + { + return DemoDriver->GetDemoCurrentTime(); + } + return 0.0f; +} + +UDemoNetDriver* ULyraReplaySubsystem::GetDemoDriver() const +{ + if (UWorld* World = GetGameInstance()->GetWorld()) + { + return World->GetDemoNetDriver(); + } + return nullptr; +} + + + diff --git a/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.h b/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..caa398c8334f3f953eb701566a1dd3e0aec29cca --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Replays/LyraReplaySubsystem.h @@ -0,0 +1,113 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "NetworkReplayStreaming.h" +#include "Subsystems/GameInstanceSubsystem.h" +#include "GameplayTagContainer.h" + +#include "LyraReplaySubsystem.generated.h" + +#define UE_API LYRAGAME_API + +class UDemoNetDriver; +class APlayerController; +class ULocalPlayer; +struct FFrame; + +/** An available replay for display in the UI */ +UCLASS(MinimalAPI, BlueprintType) +class ULyraReplayListEntry : public UObject +{ + GENERATED_BODY() + +public: + FNetworkReplayStreamInfo StreamInfo; + + /** The UI friendly name of the stream */ + UFUNCTION(BlueprintPure, Category=Replays) + FString GetFriendlyName() const { return StreamInfo.FriendlyName; } + + /** The date and time the stream was recorded */ + UFUNCTION(BlueprintPure, Category=Replays) + FDateTime GetTimestamp() const { return StreamInfo.Timestamp; } + + /** The duration of the stream in MS */ + UFUNCTION(BlueprintPure, Category=Replays) + FTimespan GetDuration() const { return FTimespan::FromMilliseconds(StreamInfo.LengthInMS); } + + /** Number of viewers viewing this stream */ + UFUNCTION(BlueprintPure, Category=Replays) + int32 GetNumViewers() const { return StreamInfo.NumViewers; } + + /** True if the stream is live and the game hasn't completed yet */ + UFUNCTION(BlueprintPure, Category=Replays) + bool GetIsLive() const { return StreamInfo.bIsLive; } +}; + +/** Results of querying for replays list of results for the UI */ +UCLASS(MinimalAPI, BlueprintType) +class ULyraReplayList : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite, Category=Replays) + TArray> Results; +}; + +/** Subsystem to handle recording/loading replays */ +UCLASS(MinimalAPI) +class ULyraReplaySubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + UE_API ULyraReplaySubsystem(); + + /** Returns true if this platform supports replays at all */ + UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false) + static UE_API bool DoesPlatformSupportReplays(); + + /** Returns the trait tag for platform support, used in options */ + static UE_API FGameplayTag GetPlatformSupportTraitTag(); + + /** Loads the appropriate map and plays a replay */ + UFUNCTION(BlueprintCallable, Category=Replays) + UE_API void PlayReplay(ULyraReplayListEntry* Replay); + + /** Starts recording a client replay, and handles any file cleanup needed */ + UFUNCTION(BlueprintCallable, Category = Replays) + UE_API void RecordClientReplay(APlayerController* PlayerController); + + /** Starts deleting local replays starting with the oldest until there are NumReplaysToKeep or fewer */ + UFUNCTION(BlueprintCallable, Category = Replays) + UE_API void CleanupLocalReplays(ULocalPlayer* LocalPlayer, int32 NumReplaysToKeep); + + /** Move forward or back in currently playing replay */ + UFUNCTION(BlueprintCallable, Category=Replays) + UE_API void SeekInActiveReplay(float TimeInSeconds); + + /** Gets length of current replay */ + UFUNCTION(BlueprintCallable, Category = Replays, BlueprintPure = false) + UE_API float GetReplayLengthInSeconds() const; + + /** Gets current playback time */ + UFUNCTION(BlueprintCallable, Category=Replays, BlueprintPure=false) + UE_API float GetReplayCurrentTime() const; + +private: + TSharedPtr CurrentReplayStreamer; + + UPROPERTY() + TObjectPtr LocalPlayerDeletingReplays; + + int32 DeletingReplaysNumberToKeep; + + UDemoNetDriver* GetDemoDriver() const; + + void OnEnumerateStreamsCompleteForDelete(const FEnumerateStreamsResult& Result); + void OnDeleteReplay(const FDeleteFinishedStreamResult& DeleteResult); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f0a347cd55578e9978b61cafa351c31ecab6dcff --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.cpp @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingAction_SafeZoneEditor.h" + +#include "DataSource/GameSettingDataSource.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraGameSettingRegistry.h" +#include "Widgets/Layout/SSafeZone.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingAction_SafeZoneEditor) + +class UGameSetting; + +#define LOCTEXT_NAMESPACE "LyraSettings" + +ULyraSettingAction_SafeZoneEditor::ULyraSettingAction_SafeZoneEditor() +{ + SafeZoneValueSetting = NewObject(); + SafeZoneValueSetting->SetDevName(TEXT("SafeZoneValue")); + SafeZoneValueSetting->SetDisplayName(LOCTEXT("SafeZoneValue_Name", "Safe Zone Value")); + SafeZoneValueSetting->SetDescriptionRichText(LOCTEXT("SafeZoneValue_Description", "The safezone area percentage.")); + SafeZoneValueSetting->SetDefaultValue(0.0f); + SafeZoneValueSetting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetSafeZone)); + SafeZoneValueSetting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetSafeZone)); + SafeZoneValueSetting->SetDisplayFormat([](double SourceValue, double NormalizedValue){ return FText::AsNumber(SourceValue); }); + SafeZoneValueSetting->SetSettingParent(this); +} + +TArray ULyraSettingAction_SafeZoneEditor::GetChildSettings() +{ + return { SafeZoneValueSetting }; +} + +void ULyraSettingValueScalarDynamic_SafeZoneValue::ResetToDefault() +{ + Super::ResetToDefault(); + SSafeZone::SetGlobalSafeZoneScale(TOptional(DefaultValue.Get(0.0f))); +} + +void ULyraSettingValueScalarDynamic_SafeZoneValue::RestoreToInitial() +{ + Super::RestoreToInitial(); + SSafeZone::SetGlobalSafeZoneScale(TOptional(InitialValue)); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.h new file mode 100644 index 0000000000000000000000000000000000000000..777dce58e98e47de5fa30f0a82fcdbc711b627da --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingAction_SafeZoneEditor.h @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingAction.h" +#include "GameSettingValueScalarDynamic.h" + +#include "LyraSettingAction_SafeZoneEditor.generated.h" + +class UGameSetting; +class UObject; + + +UCLASS() +class ULyraSettingValueScalarDynamic_SafeZoneValue : public UGameSettingValueScalarDynamic +{ + GENERATED_BODY() + +public: + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; +}; + +UCLASS() +class ULyraSettingAction_SafeZoneEditor : public UGameSettingAction +{ + GENERATED_BODY() + +public: + ULyraSettingAction_SafeZoneEditor(); + virtual TArray GetChildSettings() override; + +private: + UPROPERTY() + TObjectPtr SafeZoneValueSetting; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a7e6a4f81be21e5c11aa12901df6e98d670bb82e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.cpp @@ -0,0 +1,256 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingKeyboardInput.h" + +#include "EnhancedInputSubsystems.h" +#include "../LyraSettingsLocal.h" +#include "Player/LyraLocalPlayer.h" +#include "PlayerMappableInputConfig.h" +#include "EnhancedInputSubsystems.h" +#include "UserSettings/EnhancedInputUserSettings.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingKeyboardInput) + +class ULocalPlayer; + +#define LOCTEXT_NAMESPACE "LyraSettings" + +namespace Lyra::ErrorMessages +{ + static const FText UnknownMappingName = LOCTEXT("LyraErrors_UnknownMappingName", "Unknown Mapping"); +} + + +ULyraSettingKeyboardInput::ULyraSettingKeyboardInput() +{ + bReportAnalytics = false; +} + +FText ULyraSettingKeyboardInput::GetSettingDisplayName() const +{ + if (const FKeyMappingRow* Row = FindKeyMappingRow()) + { + if (Row->HasAnyMappings()) + { + return Row->Mappings.begin()->GetDisplayName(); + } + } + + return Lyra::ErrorMessages::UnknownMappingName; +} + +FText ULyraSettingKeyboardInput::GetSettingDisplayCategory() const +{ + if (const FKeyMappingRow* Row = FindKeyMappingRow()) + { + if (Row->HasAnyMappings()) + { + return Row->Mappings.begin()->GetDisplayCategory(); + } + } + + return Lyra::ErrorMessages::UnknownMappingName; +} + +const FKeyMappingRow* ULyraSettingKeyboardInput::FindKeyMappingRow() const +{ + if (const UEnhancedPlayerMappableKeyProfile* Profile = FindMappableKeyProfile()) + { + return Profile->FindKeyMappingRow(ActionMappingName); + } + + ensure(false); + return nullptr; +} + +UEnhancedPlayerMappableKeyProfile* ULyraSettingKeyboardInput::FindMappableKeyProfile() const +{ + if (UEnhancedInputUserSettings* Settings = GetUserSettings()) + { + return Settings->GetKeyProfileWithId(ProfileIdentifier); + } + + ensure(false); + return nullptr; +} + +UEnhancedInputUserSettings* ULyraSettingKeyboardInput::GetUserSettings() const +{ + if(ULyraLocalPlayer* LyraLocalPlayer = Cast(LocalPlayer)) + { + // Map the key to the player key profile + if (UEnhancedInputLocalPlayerSubsystem* System = LyraLocalPlayer->GetSubsystem()) + { + return System->GetUserSettings(); + } + } + + return nullptr; +} + +void ULyraSettingKeyboardInput::OnInitialized() +{ + DynamicDetails = FGetGameSettingsDetails::CreateLambda([this](ULocalPlayer&) + { + if (const FKeyMappingRow* Row = FindKeyMappingRow()) + { + if (Row->HasAnyMappings()) + { + return FText::Format(LOCTEXT("DynamicDetails_KeyboardInputAction", "Bindings for {0}"), Row->Mappings.begin()->GetDisplayName()); + } + } + return FText::GetEmpty(); + }); + + Super::OnInitialized(); +} + +void ULyraSettingKeyboardInput::InitializeInputData(const UEnhancedPlayerMappableKeyProfile* KeyProfile, const FKeyMappingRow& MappingData, const FPlayerMappableKeyQueryOptions& InQueryOptions) +{ + check(KeyProfile); + + ProfileIdentifier = KeyProfile->GetProfileIdString(); + QueryOptions = InQueryOptions; + + for (const FPlayerKeyMapping& Mapping : MappingData.Mappings) + { + // Only add mappings that pass the query filters that have been provided upon creation + if (!KeyProfile->DoesMappingPassQueryOptions(Mapping, QueryOptions)) + { + continue; + } + + ActionMappingName = Mapping.GetMappingName(); + InitialKeyMappings.Add(Mapping.GetSlot(), Mapping.GetCurrentKey()); + const FText& MappingDisplayName =Mapping.GetDisplayName(); + + if (!MappingDisplayName.IsEmpty()) + { + SetDisplayName(MappingDisplayName); + } + } + + const FString NameString = TEXT("KBM_Input_") + ActionMappingName.ToString(); + SetDevName(*NameString); +} + +FText ULyraSettingKeyboardInput::GetKeyTextFromSlot(const EPlayerMappableKeySlot InSlot) const +{ + if (const UEnhancedPlayerMappableKeyProfile* Profile = FindMappableKeyProfile()) + { + FPlayerMappableKeyQueryOptions QueryOptionsForSlot = QueryOptions; + QueryOptionsForSlot.SlotToMatch = InSlot; + + if (const FKeyMappingRow* Row = FindKeyMappingRow()) + { + for (const FPlayerKeyMapping& Mapping : Row->Mappings) + { + if (Profile->DoesMappingPassQueryOptions(Mapping, QueryOptionsForSlot)) + { + return Mapping.GetCurrentKey().GetDisplayName(); + } + } + } + } + + return EKeys::Invalid.GetDisplayName(); +} + +void ULyraSettingKeyboardInput::ResetToDefault() +{ + if (UEnhancedInputUserSettings* Settings = GetUserSettings()) + { + FMapPlayerKeyArgs Args = {}; + Args.MappingName = ActionMappingName; + + FGameplayTagContainer FailureReason; + Settings->ResetAllPlayerKeysInRow(Args, FailureReason); + + NotifySettingChanged(EGameSettingChangeReason::Change); + } +} + +void ULyraSettingKeyboardInput::StoreInitial() +{ + if (const UEnhancedPlayerMappableKeyProfile* Profile = FindMappableKeyProfile()) + { + if(const FKeyMappingRow* Row = FindKeyMappingRow()) + { + for (const FPlayerKeyMapping& Mapping : Row->Mappings) + { + if (Profile->DoesMappingPassQueryOptions(Mapping, QueryOptions)) + { + ActionMappingName = Mapping.GetMappingName(); + InitialKeyMappings.Add(Mapping.GetSlot(), Mapping.GetCurrentKey()); + } + } + } + } +} + +void ULyraSettingKeyboardInput::RestoreToInitial() +{ + for (TPair Pair : InitialKeyMappings) + { + ChangeBinding((int32)Pair.Key, Pair.Value); + } +} + +bool ULyraSettingKeyboardInput::ChangeBinding(int32 InKeyBindSlot, FKey NewKey) +{ + if (!NewKey.IsGamepadKey()) + { + FMapPlayerKeyArgs Args = {}; + Args.MappingName = ActionMappingName; + Args.Slot = (EPlayerMappableKeySlot) (static_cast(InKeyBindSlot)); + Args.NewKey = NewKey; + // If you want to, you can additionally specify this mapping to only be applied to a certain hardware device or key profile + //Args.ProfileId = + //Args.HardwareDeviceId = + + if (UEnhancedInputUserSettings* Settings = GetUserSettings()) + { + FGameplayTagContainer FailureReason; + Settings->MapPlayerKey(Args, FailureReason); + NotifySettingChanged(EGameSettingChangeReason::Change); + } + + return true; + } + + return false; +} + +void ULyraSettingKeyboardInput::GetAllMappedActionsFromKey(int32 InKeyBindSlot, FKey Key, TArray& OutActionNames) const +{ + if (const UEnhancedPlayerMappableKeyProfile* Profile = FindMappableKeyProfile()) + { + Profile->GetMappingNamesForKey(Key, OutActionNames); + } +} + +bool ULyraSettingKeyboardInput::IsMappingCustomized() const +{ + bool bResult = false; + + if (const UEnhancedPlayerMappableKeyProfile* Profile = FindMappableKeyProfile()) + { + FPlayerMappableKeyQueryOptions QueryOptionsForSlot = QueryOptions; + + if (const FKeyMappingRow* Row = FindKeyMappingRow()) + { + for (const FPlayerKeyMapping& Mapping : Row->Mappings) + { + if (Profile->DoesMappingPassQueryOptions(Mapping, QueryOptionsForSlot)) + { + bResult |= Mapping.IsCustomized(); + } + } + } + } + + return bResult; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.h new file mode 100644 index 0000000000000000000000000000000000000000..15a2d7c5ada958e7b11d0da2b6a895558da277c6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingKeyboardInput.h @@ -0,0 +1,63 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "EnhancedActionKeyMapping.h" +#include "GameSettingValue.h" +#include "UserSettings/EnhancedInputUserSettings.h" + +#include "LyraSettingKeyboardInput.generated.h" + +class UObject; + +//-------------------------------------- +// ULyraSettingKeyboardInput +//-------------------------------------- + +UCLASS() +class ULyraSettingKeyboardInput : public UGameSettingValue +{ + GENERATED_BODY() + +public: + ULyraSettingKeyboardInput(); + + void InitializeInputData(const UEnhancedPlayerMappableKeyProfile* KeyProfile, const FKeyMappingRow& MappingData, const FPlayerMappableKeyQueryOptions& QueryOptions); + + FText GetKeyTextFromSlot(const EPlayerMappableKeySlot InSlot) const; + + virtual void StoreInitial() override; + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; + + bool ChangeBinding(int32 InKeyBindSlot, FKey NewKey); + void GetAllMappedActionsFromKey(int32 InKeyBindSlot, FKey Key, TArray& OutActionNames) const; + + /** Returns true if mappings on this setting have been customized */ + bool IsMappingCustomized() const; + + FText GetSettingDisplayName() const; + FText GetSettingDisplayCategory() const; + + const FKeyMappingRow* FindKeyMappingRow() const; + UEnhancedPlayerMappableKeyProfile* FindMappableKeyProfile() const; + UEnhancedInputUserSettings* GetUserSettings() const; + +protected: + /** ULyraSetting */ + virtual void OnInitialized() override; + +protected: + + /** The name of this action's mappings */ + FName ActionMappingName; + + /** The query options to filter down keys on this setting for */ + FPlayerMappableKeyQueryOptions QueryOptions; + + /** The profile identifier that this key setting is from */ + FString ProfileIdentifier; + + /** Store the initial key mappings that are set on this for each slot */ + TMap InitialKeyMappings; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.cpp new file mode 100644 index 0000000000000000000000000000000000000000..46a94d64ac534e4063144d9532df06e482464e7f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.cpp @@ -0,0 +1,136 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscreteDynamic_AudioOutputDevice.h" + +#include "AudioDeviceNotificationSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscreteDynamic_AudioOutputDevice) + +#define LOCTEXT_NAMESPACE "LyraSettings" + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::OnInitialized() +{ + Super::OnInitialized(); + + DevicesObtainedCallback.BindUFunction(this, FName("OnAudioOutputDevicesObtained")); + DevicesSwappedCallback.BindUFunction(this, FName("OnCompletedDeviceSwap")); + + if (UAudioDeviceNotificationSubsystem* AudioDeviceNotifSubsystem = UAudioDeviceNotificationSubsystem::Get()) + { + AudioDeviceNotifSubsystem->DeviceAddedNative.AddUObject(this, &ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DeviceAddedOrRemoved); + AudioDeviceNotifSubsystem->DeviceRemovedNative.AddUObject(this, &ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DeviceAddedOrRemoved); + //AudioDeviceNotifSubsystem->DeviceSwitchedNative.AddUObject(this, &ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DeviceSwitched); + AudioDeviceNotifSubsystem->DefaultRenderDeviceChangedNative.AddUObject(this, &ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DefaultDeviceChanged); + } + + UAudioMixerBlueprintLibrary::GetAvailableAudioOutputDevices(this, DevicesObtainedCallback); +} + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::OnAudioOutputDevicesObtained(const TArray& AvailableDevices) +{ + int32 NewSize = AvailableDevices.Num(); + OutputDevices.Reset(NewSize++); + OutputDevices.Append(AvailableDevices); + + OptionValues.Reset(NewSize); + OptionDisplayTexts.Reset(NewSize); + + // Placeholder - needs to be first option so we can format the default device string later + AddDynamicOption(TEXT(""), FText::GetEmpty()); + FString SystemDefaultDeviceName; + + for (const FAudioOutputDeviceInfo& DeviceInfo : OutputDevices) + { + if (!DeviceInfo.DeviceId.IsEmpty() && !DeviceInfo.Name.IsEmpty()) + { + // System Default + if (DeviceInfo.bIsSystemDefault) + { + SystemDefaultDeviceId = DeviceInfo.DeviceId; + SystemDefaultDeviceName = DeviceInfo.Name; + } + + // Current Device + if (DeviceInfo.bIsCurrentDevice) + { + CurrentDeviceId = DeviceInfo.DeviceId; + } + + // Add the menu option + AddDynamicOption(DeviceInfo.DeviceId, FText::FromString(DeviceInfo.Name)); + } + } + + OptionDisplayTexts[0] = FText::Format(LOCTEXT("DefaultAudioOutputDevice", "Default Output - {0}"), FText::FromString(SystemDefaultDeviceName)); + SetDefaultValueFromString(TEXT("")); + RefreshEditableState(); + + //LastKnownGoodIndex = GetDiscreteOptionDefaultIndex(); + //SetDiscreteOptionByIndex(GetDiscreteOptionIndex()); +} + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::OnCompletedDeviceSwap(const FSwapAudioOutputResult& SwapResult) +{ + //if (SwapResult.Result == ESwapAudioOutputDeviceResultState::Failure) + //{ + // UE_LOG(LogLyra, VeryVerbose, TEXT("AudioOutputDevice failure! Resetting to: %s"), *(OptionDisplayTexts[LastKnownGoodIndex].ToString())); + // if (OptionValues.Num() < LastKnownGoodIndex && SwapResult.RequestedDeviceId != OptionValues[LastKnownGoodIndex]) + // { + // SetDiscreteOptionByIndex(LastKnownGoodIndex); + // } + + // // Remove the invalid device + // if (SwapResult.RequestedDeviceId != SystemDefaultDeviceId) + // { + // OutputDevices.RemoveAll([&SwapResult](FAudioOutputDeviceInfo& Device) + // { + // return Device.DeviceId == SwapResult.RequestedDeviceId; + // }); + + // RemoveDynamicOption(SwapResult.RequestedDeviceId); + // RefreshEditableState(); + // } + //} +} + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DeviceAddedOrRemoved(FString DeviceId) +{ + UAudioMixerBlueprintLibrary::GetAvailableAudioOutputDevices(this, DevicesObtainedCallback); +} + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::DefaultDeviceChanged(EAudioDeviceChangedRole InRole, FString DeviceId) +{ + UAudioMixerBlueprintLibrary::GetAvailableAudioOutputDevices(this, DevicesObtainedCallback); +} + +void ULyraSettingValueDiscreteDynamic_AudioOutputDevice::SetDiscreteOptionByIndex(int32 Index) +{ + Super::SetDiscreteOptionByIndex(Index); + //UE_LOG(LogLyra, VeryVerbose, TEXT("AudioOutputDevice set to %s - %s"), *(OptionDisplayTexts[Index].ToString()), *OptionValues[Index]); + //bRequestDefault = false; + + //FString RequestedAudioDeviceId = GetValueAsString(); + + //// Grab the correct deviceId if the user has selected default + //const int32 DefaultOptionIndex = GetDiscreteOptionDefaultIndex(); + //if (Index == DefaultOptionIndex) + //{ + // RequestedAudioDeviceId = SystemDefaultDeviceId; + //} + + //// Only swap if the requested deviceId is different than our current + //if (RequestedAudioDeviceId == CurrentDeviceId) + //{ + // LastKnownGoodIndex = Index; + // UE_LOG(LogLyra, VeryVerbose, TEXT("AudioOutputDevice (Not Swapping) - LKG set to index :%d"), LastKnownGoodIndex); + //} + //else + //{ + // bRequestDefault = (Index == DefaultOptionIndex); + // UAudioMixerBlueprintLibrary::SwapAudioOutputDevice(LocalPlayer, RequestedAudioDeviceId, DevicesSwappedCallback); + // UE_LOG(LogLyra, VeryVerbose, TEXT("AudioOutputDevice requesting %s"), *RequestedAudioDeviceId); + //} +} + + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.h new file mode 100644 index 0000000000000000000000000000000000000000..62d7aa570e373473dee8c4b2e5f56bc3fc440c01 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AudioMixerBlueprintLibrary.h" +#include "GameSettingValueDiscreteDynamic.h" + +#include "LyraSettingValueDiscreteDynamic_AudioOutputDevice.generated.h" + +class UObject; +struct FFrame; + +enum class EAudioDeviceChangedRole : uint8; + +UCLASS() +class ULyraSettingValueDiscreteDynamic_AudioOutputDevice : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + + virtual ~ULyraSettingValueDiscreteDynamic_AudioOutputDevice() = default; + + /** UGameSettingValueDiscrete */ + virtual void SetDiscreteOptionByIndex(int32 Index) override; + +protected: + + virtual void OnInitialized() override; + +public: + + UFUNCTION() + void OnAudioOutputDevicesObtained(const TArray& AvailableDevices); + + UFUNCTION() + void OnCompletedDeviceSwap(const FSwapAudioOutputResult& SwapResult); + + UFUNCTION() + void DeviceAddedOrRemoved(FString DeviceId); + + UFUNCTION() + void DefaultDeviceChanged(EAudioDeviceChangedRole InRole, FString DeviceId); + +protected: + + TArray OutputDevices; + FString CurrentDeviceId; + FString SystemDefaultDeviceId; + int32 LastKnownGoodIndex = 0; + bool bRequestDefault = false; + + FOnAudioOutputDevicesObtained DevicesObtainedCallback; + FOnCompletedDeviceSwap DevicesSwappedCallback; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a4f28c07eb9689c461a67a3c1ac5424edef1b9f2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.cpp @@ -0,0 +1,170 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscrete_Language.h" + +#include "Internationalization/Culture.h" +#include "Internationalization/TextLocalizationManager.h" +#include "Messaging/CommonGameDialog.h" +#include "Messaging/CommonMessagingSubsystem.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraSettingsShared.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_Language) + +#define LOCTEXT_NAMESPACE "Lyra" + +static const int32 SettingSystemDefaultLanguageIndex = 0; + +ULyraSettingValueDiscrete_Language::ULyraSettingValueDiscrete_Language() +{ +} + +void ULyraSettingValueDiscrete_Language::OnInitialized() +{ + Super::OnInitialized(); + + const TArray AllCultureNames = FTextLocalizationManager::Get().GetLocalizedCultureNames(ELocalizationLoadFlags::Game); + for (const FString& CultureName : AllCultureNames) + { + if (FInternationalization::Get().IsCultureAllowed(CultureName)) + { + AvailableCultureNames.Add(CultureName); + } + } + + AvailableCultureNames.Insert(TEXT(""), SettingSystemDefaultLanguageIndex); +} + +void ULyraSettingValueDiscrete_Language::StoreInitial() +{ + // ? +} + +void ULyraSettingValueDiscrete_Language::OnApply() +{ + if (UCommonMessagingSubsystem* Messaging = LocalPlayer->GetSubsystem()) + { + Messaging->ShowConfirmation( + UCommonGameDialogDescriptor::CreateConfirmationOk( + LOCTEXT("WarningLanguage_Title", "Language Changed"), + LOCTEXT("WarningLanguage_Message", "You will need to restart the game completely for all language related changes to take effect.") + ) + ); + } +} + +void ULyraSettingValueDiscrete_Language::ResetToDefault() +{ + SetDiscreteOptionByIndex(SettingSystemDefaultLanguageIndex); +} + +void ULyraSettingValueDiscrete_Language::RestoreToInitial() +{ + if (ULyraSettingsShared* Settings = CastChecked(LocalPlayer)->GetSharedSettings()) + { + Settings->ClearPendingCulture(); + NotifySettingChanged(EGameSettingChangeReason::RestoreToInitial); + } +} + +void ULyraSettingValueDiscrete_Language::SetDiscreteOptionByIndex(int32 Index) +{ + if (ULyraSettingsShared* Settings = CastChecked(LocalPlayer)->GetSharedSettings()) + { + if (Index == SettingSystemDefaultLanguageIndex) + { + Settings->ResetToDefaultCulture(); + } + else if (AvailableCultureNames.IsValidIndex(Index)) + { + Settings->SetPendingCulture(AvailableCultureNames[Index]); + } + + NotifySettingChanged(EGameSettingChangeReason::Change); + } +} + +int32 ULyraSettingValueDiscrete_Language::GetDiscreteOptionIndex() const +{ + if (const ULyraSettingsShared* Settings = CastChecked(LocalPlayer)->GetSharedSettings()) + { + if (Settings->ShouldResetToDefaultCulture()) + { + return SettingSystemDefaultLanguageIndex; + } + + // We prefer the pending culture to the current culture as the options UI updates the pending culture before it + // gets applied, and we need the UI to reflect that choice + FString PendingCulture = Settings->GetPendingCulture(); + if (PendingCulture.IsEmpty()) + { + if (Settings->IsUsingDefaultCulture()) + { + return SettingSystemDefaultLanguageIndex; + } + + PendingCulture = FInternationalization::Get().GetCurrentCulture()->GetName(); + } + + // Try to find an exact match + { + const int32 ExactMatchIndex = AvailableCultureNames.IndexOfByKey(PendingCulture); + if (ExactMatchIndex != INDEX_NONE) + { + return ExactMatchIndex; + } + } + + // Try to find a prioritized match (eg, allowing "en-US" to show as "en" in the UI) + const TArray PrioritizedPendingCultures = FInternationalization::Get().GetPrioritizedCultureNames(PendingCulture); + for (int32 i = 0; i < AvailableCultureNames.Num(); ++i) + { + if (PrioritizedPendingCultures.Contains(AvailableCultureNames[i])) + { + return i; + } + } + } + + return 0; +} + +TArray ULyraSettingValueDiscrete_Language::GetDiscreteOptions() const +{ + TArray Options; + + for (const FString& CultureName : AvailableCultureNames) + { + if (CultureName == TEXT("")) + { + const FCulturePtr SystemDefaultCulture = FInternationalization::Get().GetDefaultCulture(); + if (ensure(SystemDefaultCulture)) + { + const FString& DefaultCultureDisplayName = SystemDefaultCulture->GetDisplayName(); + FText LocalizedSystemDefault = FText::Format(LOCTEXT("SystemDefaultLanguage", "System Default ({0})"), FText::FromString(DefaultCultureDisplayName)); + + Options.Add(MoveTemp(LocalizedSystemDefault)); + } + } + else + { + FCulturePtr Culture = FInternationalization::Get().GetCulture(CultureName); + if (ensureMsgf(Culture, TEXT("Unable to find Culture '%s'!"), *CultureName)) + { + const FString CultureDisplayName = Culture->GetDisplayName(); + const FString CultureNativeName = Culture->GetNativeName(); + + // Only show both names if they're different (to avoid repetition) + FString Entry = (!CultureNativeName.Equals(CultureDisplayName, ESearchCase::CaseSensitive)) + ? FString::Printf(TEXT("%s (%s)"), *CultureNativeName, *CultureDisplayName) + : CultureNativeName; + + Options.Add(FText::FromString(Entry)); + } + } + } + + return Options; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.h new file mode 100644 index 0000000000000000000000000000000000000000..94056f93e1c6b04d3834e80217ed8b1ae5afc75d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Language.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueDiscrete.h" + +#include "LyraSettingValueDiscrete_Language.generated.h" + +#define UE_API LYRAGAME_API + +class FText; +class UObject; + +UCLASS(MinimalAPI) +class ULyraSettingValueDiscrete_Language : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + + UE_API ULyraSettingValueDiscrete_Language(); + + /** UGameSettingValue */ + UE_API virtual void StoreInitial() override; + UE_API virtual void ResetToDefault() override; + UE_API virtual void RestoreToInitial() override; + + /** UGameSettingValueDiscrete */ + UE_API virtual void SetDiscreteOptionByIndex(int32 Index) override; + UE_API virtual int32 GetDiscreteOptionIndex() const override; + UE_API virtual TArray GetDiscreteOptions() const override; + +protected: + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; + UE_API virtual void OnApply() override; + +protected: + TArray AvailableCultureNames; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cea6135b4f3329e1ee30cfe35221607256df010c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.cpp @@ -0,0 +1,101 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscrete_MobileFPSType.h" + +#include "Performance/LyraPerformanceSettings.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_MobileFPSType) + +#define LOCTEXT_NAMESPACE "LyraSettings" + +ULyraSettingValueDiscrete_MobileFPSType::ULyraSettingValueDiscrete_MobileFPSType() +{ +} + +void ULyraSettingValueDiscrete_MobileFPSType::OnInitialized() +{ + Super::OnInitialized(); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + const ULyraSettingsLocal* UserSettings = ULyraSettingsLocal::Get(); + + for (int32 TestLimit : PlatformSettings->MobileFrameRateLimits) + { + if (ULyraSettingsLocal::IsSupportedMobileFramePace(TestLimit)) + { + FPSOptions.Add(TestLimit, MakeLimitString(TestLimit)); + } + } + + const int32 FirstFrameRateWithQualityLimit = UserSettings->GetFirstFrameRateWithQualityLimit(); + if (FirstFrameRateWithQualityLimit > 0) + { + SetWarningRichText(FText::Format(LOCTEXT("MobileFPSType_Note", "Note: Changing the framerate setting to {0} or higher might lower your Quality Presets."), MakeLimitString(FirstFrameRateWithQualityLimit))); + } +} + +int32 ULyraSettingValueDiscrete_MobileFPSType::GetDefaultFPS() const +{ + return ULyraSettingsLocal::GetDefaultMobileFrameRate(); +} + +FText ULyraSettingValueDiscrete_MobileFPSType::MakeLimitString(int32 Number) +{ + return FText::Format(LOCTEXT("MobileFrameRateOption", "{0} FPS"), FText::AsNumber(Number)); +} + +void ULyraSettingValueDiscrete_MobileFPSType::StoreInitial() +{ + InitialValue = GetValue(); +} + +void ULyraSettingValueDiscrete_MobileFPSType::ResetToDefault() +{ + SetValue(GetDefaultFPS(), EGameSettingChangeReason::ResetToDefault); +} + +void ULyraSettingValueDiscrete_MobileFPSType::RestoreToInitial() +{ + SetValue(InitialValue, EGameSettingChangeReason::RestoreToInitial); +} + +void ULyraSettingValueDiscrete_MobileFPSType::SetDiscreteOptionByIndex(int32 Index) +{ + TArray FPSOptionsModes; + FPSOptions.GenerateKeyArray(FPSOptionsModes); + + int32 NewMode = FPSOptionsModes.IsValidIndex(Index) ? FPSOptionsModes[Index] : GetDefaultFPS(); + + SetValue(NewMode, EGameSettingChangeReason::Change); +} + +int32 ULyraSettingValueDiscrete_MobileFPSType::GetDiscreteOptionIndex() const +{ + TArray FPSOptionsModes; + FPSOptions.GenerateKeyArray(FPSOptionsModes); + return FPSOptionsModes.IndexOfByKey(GetValue()); +} + +TArray ULyraSettingValueDiscrete_MobileFPSType::GetDiscreteOptions() const +{ + TArray Options; + FPSOptions.GenerateValueArray(Options); + + return Options; +} + +int32 ULyraSettingValueDiscrete_MobileFPSType::GetValue() const +{ + return ULyraSettingsLocal::Get()->GetDesiredMobileFrameRateLimit(); +} + +void ULyraSettingValueDiscrete_MobileFPSType::SetValue(int32 NewLimitFPS, EGameSettingChangeReason InReason) +{ + ULyraSettingsLocal::Get()->SetDesiredMobileFrameRateLimit(NewLimitFPS); + + NotifySettingChanged(InReason); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.h new file mode 100644 index 0000000000000000000000000000000000000000..de99a9308f45faa01c283a86c8b307c2d0512012 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_MobileFPSType.h @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +//#include "Settings/LyraMobilePerformance.h" +#include "GameSettingValueDiscrete.h" + +#include "LyraSettingValueDiscrete_MobileFPSType.generated.h" + +enum class EGameSettingChangeReason : uint8; + +class UObject; + +UCLASS() +class ULyraSettingValueDiscrete_MobileFPSType : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + + ULyraSettingValueDiscrete_MobileFPSType(); + + //~UGameSettingValue interface + virtual void StoreInitial() override; + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; + //~End of UGameSettingValue interface + + //~UGameSettingValueDiscrete interface + virtual void SetDiscreteOptionByIndex(int32 Index) override; + virtual int32 GetDiscreteOptionIndex() const override; + virtual TArray GetDiscreteOptions() const override; + //~End of UGameSettingValueDiscrete interface + +protected: + /** UFortSettingValue */ + virtual void OnInitialized() override; + + int32 GetValue() const; + void SetValue(int32 NewLimitFPS, EGameSettingChangeReason InReason); + + int32 GetDefaultFPS() const; + + static FText MakeLimitString(int32 Number); + +protected: + int32 InitialValue; + TSortedMap FPSOptions; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e8dcc9563a0bc6ccba6299d79505fe5654e20865 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.cpp @@ -0,0 +1,104 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscrete_OverallQuality.h" + +#include "Engine/Engine.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_OverallQuality) + +#define LOCTEXT_NAMESPACE "LyraSettings" + +ULyraSettingValueDiscrete_OverallQuality::ULyraSettingValueDiscrete_OverallQuality() +{ +} + +void ULyraSettingValueDiscrete_OverallQuality::OnInitialized() +{ + Super::OnInitialized(); + + ULyraSettingsLocal* UserSettings = ULyraSettingsLocal::Get(); + const int32 MaxQualityLevel = UserSettings->GetMaxSupportedOverallQualityLevel(); + + auto AddOptionIfPossible = [&](int Index, FText&& Value) { if ((MaxQualityLevel < 0) || (Index <= MaxQualityLevel)) { Options.Add(Value); }}; + + AddOptionIfPossible(0, LOCTEXT("VideoQualityOverall_Low", "Low")); + AddOptionIfPossible(1, LOCTEXT("VideoQualityOverall_Medium", "Medium")); + AddOptionIfPossible(2, LOCTEXT("VideoQualityOverall_High", "High")); + AddOptionIfPossible(3, LOCTEXT("VideoQualityOverall_Epic", "Epic")); + + OptionsWithCustom = Options; + OptionsWithCustom.Add(LOCTEXT("VideoQualityOverall_Custom", "Custom")); + + const int32 LowestQualityWithFrameRateLimit = UserSettings->GetLowestQualityWithFrameRateLimit(); + if (Options.IsValidIndex(LowestQualityWithFrameRateLimit)) + { + SetWarningRichText(FText::Format(LOCTEXT("OverallQuality_Mobile_ImpactsFramerate", "Note: Changing the Quality setting to {0} or higher might limit your framerate."), Options[LowestQualityWithFrameRateLimit])); + } +} + +void ULyraSettingValueDiscrete_OverallQuality::StoreInitial() +{ +} + +void ULyraSettingValueDiscrete_OverallQuality::ResetToDefault() +{ +} + +void ULyraSettingValueDiscrete_OverallQuality::RestoreToInitial() +{ +} + +void ULyraSettingValueDiscrete_OverallQuality::SetDiscreteOptionByIndex(int32 Index) +{ + UGameUserSettings* UserSettings = CastChecked(GEngine->GetGameUserSettings()); + + if (Index == GetCustomOptionIndex()) + { + // Leave everything as is we're in a custom setup. + } + else + { + // Low / Medium / High / Epic + UserSettings->SetOverallScalabilityLevel(Index); + } + + NotifySettingChanged(EGameSettingChangeReason::Change); +} + +int32 ULyraSettingValueDiscrete_OverallQuality::GetDiscreteOptionIndex() const +{ + const int32 OverallQualityLevel = GetOverallQualityLevel(); + if (OverallQualityLevel == INDEX_NONE) + { + return GetCustomOptionIndex(); + } + + return OverallQualityLevel; +} + +TArray ULyraSettingValueDiscrete_OverallQuality::GetDiscreteOptions() const +{ + const int32 OverallQualityLevel = GetOverallQualityLevel(); + if (OverallQualityLevel == INDEX_NONE) + { + return OptionsWithCustom; + } + else + { + return Options; + } +} + +int32 ULyraSettingValueDiscrete_OverallQuality::GetCustomOptionIndex() const +{ + return OptionsWithCustom.Num() - 1; +} + +int32 ULyraSettingValueDiscrete_OverallQuality::GetOverallQualityLevel() const +{ + const UGameUserSettings* UserSettings = CastChecked(GEngine->GetGameUserSettings()); + return UserSettings->GetOverallScalabilityLevel(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.h new file mode 100644 index 0000000000000000000000000000000000000000..25a530fa5d60ad952bbb50aa202d791085709df7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_OverallQuality.h @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueDiscrete.h" + +#include "LyraSettingValueDiscrete_OverallQuality.generated.h" + +class UObject; + +UCLASS() +class ULyraSettingValueDiscrete_OverallQuality : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + + ULyraSettingValueDiscrete_OverallQuality(); + + /** UGameSettingValue */ + virtual void StoreInitial() override; + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; + + /** UGameSettingValueDiscrete */ + virtual void SetDiscreteOptionByIndex(int32 Index) override; + virtual int32 GetDiscreteOptionIndex() const override; + virtual TArray GetDiscreteOptions() const override; + +protected: + /** UGameSettingValue */ + virtual void OnInitialized() override; + + int32 GetCustomOptionIndex() const; + int32 GetOverallQualityLevel() const; + + TArray Options; + TArray OptionsWithCustom; + +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.cpp new file mode 100644 index 0000000000000000000000000000000000000000..0ba59ed86aa72471d6612d317b64ce8f4b4a25fd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.cpp @@ -0,0 +1,133 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscrete_PerfStat.h" + +#include "CommonUIVisibilitySubsystem.h" +#include "Performance/LyraPerformanceSettings.h" +#include "Performance/LyraPerformanceStatTypes.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_PerfStat) + +class ULocalPlayer; + +#define LOCTEXT_NAMESPACE "LyraSettings" + +////////////////////////////////////////////////////////////////////// + +class FGameSettingEditCondition_PerfStatAllowed : public FGameSettingEditCondition +{ +public: + static TSharedRef Get(ELyraDisplayablePerformanceStat Stat) + { + return MakeShared(Stat); + } + + FGameSettingEditCondition_PerfStatAllowed(ELyraDisplayablePerformanceStat Stat) + : AssociatedStat(Stat) + { + } + + //~FGameSettingEditCondition interface + virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override + { + const FGameplayTagContainer& VisibilityTags = UCommonUIVisibilitySubsystem::GetChecked(InLocalPlayer)->GetVisibilityTags(); + + bool bCanShowStat = false; + for (const FLyraPerformanceStatGroup& Group : GetDefault()->UserFacingPerformanceStats) //@TODO: Move this stuff to per-platform instead of doing vis queries too? + { + if (Group.AllowedStats.Contains(AssociatedStat)) + { + const bool bShowGroup = (Group.VisibilityQuery.IsEmpty() || Group.VisibilityQuery.Matches(VisibilityTags)); + if (bShowGroup) + { + bCanShowStat = true; + break; + } + } + } + + if (!bCanShowStat) + { + InOutEditState.Hide(TEXT("Stat is not listed in ULyraPerformanceSettings or is suppressed by current platform traits")); + } + } + //~End of FGameSettingEditCondition interface + +private: + ELyraDisplayablePerformanceStat AssociatedStat; +}; + +////////////////////////////////////////////////////////////////////// + +ULyraSettingValueDiscrete_PerfStat::ULyraSettingValueDiscrete_PerfStat() +{ +} + +void ULyraSettingValueDiscrete_PerfStat::SetStat(ELyraDisplayablePerformanceStat InStat) +{ + StatToDisplay = InStat; + SetDevName(FName(*FString::Printf(TEXT("PerfStat_%d"), (int32)StatToDisplay))); + AddEditCondition(FGameSettingEditCondition_PerfStatAllowed::Get(StatToDisplay)); +} + +void ULyraSettingValueDiscrete_PerfStat::AddMode(FText&& Label, ELyraStatDisplayMode Mode) +{ + Options.Emplace(MoveTemp(Label)); + DisplayModes.Add(Mode); +} + +void ULyraSettingValueDiscrete_PerfStat::OnInitialized() +{ + Super::OnInitialized(); + + AddMode(LOCTEXT("PerfStatDisplayMode_None", "None"), ELyraStatDisplayMode::Hidden); + AddMode(LOCTEXT("PerfStatDisplayMode_TextOnly", "Text Only"), ELyraStatDisplayMode::TextOnly); + AddMode(LOCTEXT("PerfStatDisplayMode_GraphOnly", "Graph Only"), ELyraStatDisplayMode::GraphOnly); + AddMode(LOCTEXT("PerfStatDisplayMode_TextAndGraph", "Text and Graph"), ELyraStatDisplayMode::TextAndGraph); +} + +void ULyraSettingValueDiscrete_PerfStat::StoreInitial() +{ + const ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + InitialMode = Settings->GetPerfStatDisplayState(StatToDisplay); +} + +void ULyraSettingValueDiscrete_PerfStat::ResetToDefault() +{ + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + Settings->SetPerfStatDisplayState(StatToDisplay, ELyraStatDisplayMode::Hidden); + NotifySettingChanged(EGameSettingChangeReason::ResetToDefault); +} + +void ULyraSettingValueDiscrete_PerfStat::RestoreToInitial() +{ + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + Settings->SetPerfStatDisplayState(StatToDisplay, InitialMode); + NotifySettingChanged(EGameSettingChangeReason::RestoreToInitial); +} + +void ULyraSettingValueDiscrete_PerfStat::SetDiscreteOptionByIndex(int32 Index) +{ + if (DisplayModes.IsValidIndex(Index)) + { + const ELyraStatDisplayMode DisplayMode = DisplayModes[Index]; + + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + Settings->SetPerfStatDisplayState(StatToDisplay, DisplayMode); + } + NotifySettingChanged(EGameSettingChangeReason::Change); +} + +int32 ULyraSettingValueDiscrete_PerfStat::GetDiscreteOptionIndex() const +{ + const ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + return DisplayModes.Find(Settings->GetPerfStatDisplayState(StatToDisplay)); +} + +TArray ULyraSettingValueDiscrete_PerfStat::GetDiscreteOptions() const +{ + return Options; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.h new file mode 100644 index 0000000000000000000000000000000000000000..f700b121fc186615a93e49f53c6af7d38d590040 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_PerfStat.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueDiscrete.h" + +#include "LyraSettingValueDiscrete_PerfStat.generated.h" + +enum class ELyraDisplayablePerformanceStat : uint8; +enum class ELyraStatDisplayMode : uint8; + +class UObject; + +UCLASS() +class ULyraSettingValueDiscrete_PerfStat : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + + ULyraSettingValueDiscrete_PerfStat(); + + void SetStat(ELyraDisplayablePerformanceStat InStat); + + /** UGameSettingValue */ + virtual void StoreInitial() override; + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; + + /** UGameSettingValueDiscrete */ + virtual void SetDiscreteOptionByIndex(int32 Index) override; + virtual int32 GetDiscreteOptionIndex() const override; + virtual TArray GetDiscreteOptions() const override; + +protected: + /** UGameSettingValue */ + virtual void OnInitialized() override; + + void AddMode(FText&& Label, ELyraStatDisplayMode Mode); +protected: + TArray Options; + TArray DisplayModes; + + ELyraDisplayablePerformanceStat StatToDisplay; + ELyraStatDisplayMode InitialMode; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.cpp b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.cpp new file mode 100644 index 0000000000000000000000000000000000000000..0b24acb99707a66c45711fa67662983a5e57e9fd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.cpp @@ -0,0 +1,448 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingValueDiscrete_Resolution.h" + +#include "Framework/Application/SlateApplication.h" +#include "GameFramework/GameUserSettings.h" +#include "RHI.h" +#include "UnrealEngine.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingValueDiscrete_Resolution) + +#define LOCTEXT_NAMESPACE "LyraSettings" + +ULyraSettingValueDiscrete_Resolution::ULyraSettingValueDiscrete_Resolution() +{ +} + +void ULyraSettingValueDiscrete_Resolution::OnInitialized() +{ + Super::OnInitialized(); + + InitializeResolutions(); +} + +void ULyraSettingValueDiscrete_Resolution::StoreInitial() +{ + // Ignored +} + +void ULyraSettingValueDiscrete_Resolution::ResetToDefault() +{ + // Ignored +} + +void ULyraSettingValueDiscrete_Resolution::RestoreToInitial() +{ + // Ignored +} + +void ULyraSettingValueDiscrete_Resolution::SetDiscreteOptionByIndex(int32 Index) +{ + if (Resolutions.IsValidIndex(Index) && Resolutions[Index].IsValid()) + { + GEngine->GetGameUserSettings()->SetScreenResolution(Resolutions[Index]->GetResolution()); + NotifySettingChanged(EGameSettingChangeReason::Change); + } +} + +int32 ULyraSettingValueDiscrete_Resolution::GetDiscreteOptionIndex() const +{ + const UGameUserSettings* UserSettings = CastChecked(GEngine->GetGameUserSettings()); + + return FindIndexOfDisplayResolutionForceValid(UserSettings->GetScreenResolution()); +} + +TArray ULyraSettingValueDiscrete_Resolution::GetDiscreteOptions() const +{ + TArray ReturnResolutionTexts; + + for (int32 i = 0; i < Resolutions.Num(); ++i) + { + ReturnResolutionTexts.Add(Resolutions[i]->GetDisplayText()); + } + + return ReturnResolutionTexts; +} + +void ULyraSettingValueDiscrete_Resolution::OnDependencyChanged() +{ + const FIntPoint CurrentResolution = GEngine->GetGameUserSettings()->GetScreenResolution(); + SelectAppropriateResolutions(); + SetDiscreteOptionByIndex(FindClosestResolutionIndex(CurrentResolution)); +} + +void ULyraSettingValueDiscrete_Resolution::InitializeResolutions() +{ + Resolutions.Empty(); + ResolutionsFullscreen.Empty(); + ResolutionsWindowed.Empty(); + ResolutionsWindowedFullscreen.Empty(); + + FDisplayMetrics InitialDisplayMetrics; + FSlateApplication::Get().GetInitialDisplayMetrics(InitialDisplayMetrics); + + FScreenResolutionArray ResArray; + RHIGetAvailableResolutions(ResArray, true); + + // Determine available windowed modes + { + TArray WindowedResolutions; + const FIntPoint MinResolution(1280, 720); + // Use the primary display resolution minus 1 to exclude the primary display resolution from the list. + // This is so you don't make a window so large that part of the game is off screen and you are unable to change resolutions back. + const FIntPoint MaxResolution(InitialDisplayMetrics.PrimaryDisplayWidth - 1, InitialDisplayMetrics.PrimaryDisplayHeight - 1); + // Excluding 4:3 and below + const float MinAspectRatio = 16 / 10.f; + + if (MaxResolution.X >= MinResolution.X && MaxResolution.Y >= MinResolution.Y) + { + GetStandardWindowResolutions(MinResolution, MaxResolution, MinAspectRatio, WindowedResolutions); + } + + if (GSystemResolution.WindowMode == EWindowMode::Windowed) + { + WindowedResolutions.AddUnique(FIntPoint(GSystemResolution.ResX, GSystemResolution.ResY)); + WindowedResolutions.Sort([](const FIntPoint& A, const FIntPoint& B) { return A.X != B.X ? A.X < B.X : A.Y < B.Y; }); + } + + // If there were no standard resolutions. Add the primary display size, just so one exists. + // This might happen if we are running on a non-standard device. + if (WindowedResolutions.Num() == 0) + { + WindowedResolutions.Add(FIntPoint(InitialDisplayMetrics.PrimaryDisplayWidth, InitialDisplayMetrics.PrimaryDisplayHeight)); + } + + ResolutionsWindowed.Empty(WindowedResolutions.Num()); + for (const FIntPoint& Res : WindowedResolutions) + { + TSharedRef Entry = MakeShared(); + Entry->Width = Res.X; + Entry->Height = Res.Y; + + ResolutionsWindowed.Add(Entry); + } + } + + // Determine available windowed full-screen modes + { + FScreenResolutionRHI* RHIInitialResolution = ResArray.FindByPredicate([InitialDisplayMetrics](const FScreenResolutionRHI& ScreenRes) { + return ScreenRes.Width == InitialDisplayMetrics.PrimaryDisplayWidth && ScreenRes.Height == InitialDisplayMetrics.PrimaryDisplayHeight; + }); + + TSharedRef Entry = MakeShared(); + if (RHIInitialResolution) + { + // If this is in the official list use that + Entry->Width = RHIInitialResolution->Width; + Entry->Height = RHIInitialResolution->Height; + Entry->RefreshRate = RHIInitialResolution->RefreshRate; + } + else + { + // Custom resolution the RHI doesn't expect + Entry->Width = InitialDisplayMetrics.PrimaryDisplayWidth; + Entry->Height = InitialDisplayMetrics.PrimaryDisplayHeight; + + // TODO: Unsure how to calculate refresh rate + Entry->RefreshRate = FPlatformMisc::GetMaxRefreshRate(); + } + + ResolutionsWindowedFullscreen.Add(Entry); + } + + // Determine available full-screen modes + if (ResArray.Num() > 0) + { + // try more strict first then more relaxed, we want at least one resolution to remain + for (int32 FilterThreshold = 0; FilterThreshold < 3; ++FilterThreshold) + { + for (int32 ModeIndex = 0; ModeIndex < ResArray.Num(); ModeIndex++) + { + const FScreenResolutionRHI& ScreenRes = ResArray[ModeIndex]; + + // first try with struct test, than relaxed test + if (ShouldAllowFullScreenResolution(ScreenRes, FilterThreshold)) + { + TSharedRef Entry = MakeShared(); + Entry->Width = ScreenRes.Width; + Entry->Height = ScreenRes.Height; + Entry->RefreshRate = ScreenRes.RefreshRate; + + ResolutionsFullscreen.Add(Entry); + } + } + + if (ResolutionsFullscreen.Num()) + { + // we found some resolutions, otherwise we try with more relaxed tests + break; + } + } + } + + SelectAppropriateResolutions(); +} + +void ULyraSettingValueDiscrete_Resolution::SelectAppropriateResolutions() +{ + EWindowMode::Type const WindowMode = GEngine->GetGameUserSettings()->GetFullscreenMode(); + if (LastWindowMode != WindowMode) + { + LastWindowMode = WindowMode; + + Resolutions.Empty(); + switch (WindowMode) + { + case EWindowMode::Windowed: + Resolutions.Append(ResolutionsWindowed); + break; + case EWindowMode::WindowedFullscreen: + Resolutions.Append(ResolutionsWindowedFullscreen); + break; + case EWindowMode::Fullscreen: + Resolutions.Append(ResolutionsFullscreen); + break; + } + + NotifyEditConditionsChanged(); + } +} + +// To filter out odd resolution so UI and testing has less issues. This is game specific. +// @param ScreenRes resolution and +// @param FilterThreshold 0/1/2 to make sure we get at least some resolutions (might be an issues with UI but at least we get some resolution entries) +bool ULyraSettingValueDiscrete_Resolution::ShouldAllowFullScreenResolution(const FScreenResolutionRHI& SrcScreenRes, int32 FilterThreshold) const +{ + FScreenResolutionRHI ScreenRes = SrcScreenRes; + + // expected: 4:3=1.333, 16:9=1.777, 16:10=1.6, multi-monitor-wide: >2 + bool bIsPortrait = ScreenRes.Width < ScreenRes.Height; + float AspectRatio = (float)ScreenRes.Width / (float)ScreenRes.Height; + + // If portrait, flip values back to landscape so we can don't have to special case all the tests below + if (bIsPortrait) + { + AspectRatio = 1.0f / AspectRatio; + ScreenRes.Width = SrcScreenRes.Height; + ScreenRes.Height = SrcScreenRes.Width; + } + + // Filter out resolutions that don't match the native aspect ratio of the primary monitor + // TODO: Other games allow the user to choose which monitor the games goes fullscreen on. This would allow + // this filtering to be correct when the users monitors are of different types! ATM, the game can change + // which monitor it uses based on other factors (max window overlap etc.) so we could end up choosing a + // resolution which the target monitor doesn't support. + if (FilterThreshold < 1) + { + FDisplayMetrics DisplayMetrics; + FSlateApplication::Get().GetInitialDisplayMetrics(DisplayMetrics); + + // Default display aspect to required aspect in case this platform can't provide the information. Forces acceptance of this resolution. + float DisplayAspect = AspectRatio; + + // Some platforms might not be able to detect the native resolution of the display device, so don't filter in that case + for (int32 MonitorIndex = 0; MonitorIndex < DisplayMetrics.MonitorInfo.Num(); ++MonitorIndex) + { + FMonitorInfo& MonitorInfo = DisplayMetrics.MonitorInfo[MonitorIndex]; + + if (MonitorInfo.bIsPrimary) + { + DisplayAspect = (float)MonitorInfo.NativeWidth / (float)MonitorInfo.NativeHeight; + break; + } + } + + // If aspects are not almost exactly equal, reject + if (FMath::Abs(DisplayAspect - AspectRatio) > KINDA_SMALL_NUMBER) + { + return false; + } + } + + // more relaxed tests have a larger FilterThreshold + + // minimum is 1280x720 + if (FilterThreshold < 2 && (ScreenRes.Width < 1280 || ScreenRes.Height < 720)) + { + // filter resolutions that are too small + return false; + } + + return true; +} + +int32 ULyraSettingValueDiscrete_Resolution::FindIndexOfDisplayResolution(const FIntPoint& InPoint) const +{ + // find the current res + for (int32 i = 0, Num = Resolutions.Num(); i < Num; ++i) + { + if (Resolutions[i]->GetResolution() == InPoint) + { + return i; + } + } + + return INDEX_NONE; +} + +int32 ULyraSettingValueDiscrete_Resolution::FindIndexOfDisplayResolutionForceValid(const FIntPoint& InPoint) const +{ + int32 Result = FindIndexOfDisplayResolution(InPoint); + if (Result == INDEX_NONE && Resolutions.Num() > 0) + { + Result = Resolutions.Num() - 1; + } + + return Result; +} + +int32 ULyraSettingValueDiscrete_Resolution::FindClosestResolutionIndex(const FIntPoint& Resolution) const +{ + int32 Index = 0; + int32 LastDiff = Resolution.SizeSquared(); + + for (int32 i = 0, Num = Resolutions.Num(); i < Num; ++i) + { + // We compare the squared diagonals + int32 Diff = FMath::Abs(Resolution.SizeSquared() - Resolutions[i]->GetResolution().SizeSquared()); + if (Diff <= LastDiff) + { + Index = i; + } + LastDiff = Diff; + } + + return Index; +} + +void ULyraSettingValueDiscrete_Resolution::GetStandardWindowResolutions(const FIntPoint& MinResolution, const FIntPoint& MaxResolution, float MinAspectRatio, TArray& OutResolutions) +{ + static TArray StandardResolutions; + if (StandardResolutions.Num() == 0) + { + // Standard resolutions as provided by Wikipedia (http://en.wikipedia.org/wiki/Graphics_display_resolution) + + // Extended Graphics Array + { + new(StandardResolutions) FIntPoint(1024, 768); // XGA + + // WXGA (3 versions) + new(StandardResolutions) FIntPoint(1366, 768); // FWXGA + new(StandardResolutions) FIntPoint(1360, 768); + new(StandardResolutions) FIntPoint(1280, 800); + + new(StandardResolutions) FIntPoint(1152, 864); // XGA+ + new(StandardResolutions) FIntPoint(1440, 900); // WXGA+ + new(StandardResolutions) FIntPoint(1280, 1024); // SXGA + new(StandardResolutions) FIntPoint(1400, 1050); // SXGA+ + new(StandardResolutions) FIntPoint(1680, 1050); // WSXGA+ + new(StandardResolutions) FIntPoint(1600, 1200); // UXGA + new(StandardResolutions) FIntPoint(1920, 1200); // WUXGA + } + + // Quad Extended Graphics Array + { + new(StandardResolutions) FIntPoint(2048, 1152); // QWXGA + new(StandardResolutions) FIntPoint(2048, 1536); // QXGA + new(StandardResolutions) FIntPoint(2560, 1600); // WQXGA + new(StandardResolutions) FIntPoint(2560, 2048); // QSXGA + new(StandardResolutions) FIntPoint(3200, 2048); // WQSXGA + new(StandardResolutions) FIntPoint(3200, 2400); // QUXGA + new(StandardResolutions) FIntPoint(3840, 2400); // WQUXGA + } + + // Hyper Extended Graphics Array + { + new(StandardResolutions) FIntPoint(4096, 3072); // HXGA + new(StandardResolutions) FIntPoint(5120, 3200); // WHXGA + new(StandardResolutions) FIntPoint(5120, 4096); // HSXGA + new(StandardResolutions) FIntPoint(6400, 4096); // WHSXGA + new(StandardResolutions) FIntPoint(6400, 4800); // HUXGA + new(StandardResolutions) FIntPoint(7680, 4800); // WHUXGA + } + + // High-Definition + { + new(StandardResolutions) FIntPoint(640, 360); // nHD + new(StandardResolutions) FIntPoint(960, 540); // qHD + new(StandardResolutions) FIntPoint(1280, 720); // HD + new(StandardResolutions) FIntPoint(1920, 1080); // FHD + new(StandardResolutions) FIntPoint(2560, 1440); // QHD + new(StandardResolutions) FIntPoint(3200, 1800); // WQXGA+ + new(StandardResolutions) FIntPoint(3840, 2160); // UHD 4K + new(StandardResolutions) FIntPoint(4096, 2160); // Digital Cinema Initiatives 4K + new(StandardResolutions) FIntPoint(7680, 4320); // FUHD + new(StandardResolutions) FIntPoint(5120, 2160); // UHD 5K + new(StandardResolutions) FIntPoint(5120, 2880); // UHD+ + new(StandardResolutions) FIntPoint(15360, 8640); // QUHD + } + + // Sort the list by total resolution size + StandardResolutions.Sort([](const FIntPoint& A, const FIntPoint& B) { return (A.X * A.Y) < (B.X * B.Y); }); + } + + // Return all standard resolutions that are within the size constraints + for (const auto& Resolution : StandardResolutions) + { + if (Resolution.X >= MinResolution.X && Resolution.Y >= MinResolution.Y && Resolution.X <= MaxResolution.X && Resolution.Y <= MaxResolution.Y) + { + const float AspectRatio = Resolution.X / (float)Resolution.Y; + if (AspectRatio > MinAspectRatio || FMath::IsNearlyEqual(AspectRatio, MinAspectRatio)) + { + OutResolutions.Add(Resolution); + } + } + } +} + +FText ULyraSettingValueDiscrete_Resolution::FScreenResolutionEntry::GetDisplayText() const +{ + if (!OverrideText.IsEmpty()) + { + return OverrideText; + } + + FText Aspect = FText::GetEmpty(); + + // expected: 4:3=1.333, 16:9=1.777, 16:10=1.6, multi-monitor-wide: >2 + float AspectRatio = (float)Width / (float)Height; + + if (FMath::Abs(AspectRatio - (4.0f / 3.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-4:3", "4:3"); + } + else if (FMath::Abs(AspectRatio - (16.0f / 9.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-16:9", "16:9"); + } + else if (FMath::Abs(AspectRatio - (16.0f / 10.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-16:10", "16:10"); + } + else if (FMath::Abs(AspectRatio - (3.0f / 4.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-3:4", "3:4"); + } + else if (FMath::Abs(AspectRatio - (9.0f / 16.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-9:16", "9:16"); + } + else if (FMath::Abs(AspectRatio - (10.0f / 16.0f)) < KINDA_SMALL_NUMBER) + { + Aspect = LOCTEXT("AspectRatio-10:16", "10:16"); + } + + FNumberFormattingOptions Options; + Options.UseGrouping = false; + + FFormatNamedArguments Args; + Args.Add(TEXT("X"), FText::AsNumber(Width, &Options)); + Args.Add(TEXT("Y"), FText::AsNumber(Height, &Options)); + Args.Add(TEXT("AspectRatio"), Aspect); + Args.Add(TEXT("RefreshRate"), RefreshRate); + + return FText::Format(LOCTEXT("AspectRatio", "{X} x {Y}"), Args); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.h b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.h new file mode 100644 index 0000000000000000000000000000000000000000..e4b49ea0317b91df0c3a7b075ad6013e4a9fe002 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/CustomSettings/LyraSettingValueDiscrete_Resolution.h @@ -0,0 +1,70 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueDiscrete.h" + +#include "LyraSettingValueDiscrete_Resolution.generated.h" + +namespace EWindowMode { enum Type : int; } + +class UObject; +struct FScreenResolutionRHI; + +UCLASS() +class ULyraSettingValueDiscrete_Resolution : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + + ULyraSettingValueDiscrete_Resolution(); + + /** UGameSettingValue */ + virtual void StoreInitial() override; + virtual void ResetToDefault() override; + virtual void RestoreToInitial() override; + + /** UGameSettingValueDiscrete */ + virtual void SetDiscreteOptionByIndex(int32 Index) override; + virtual int32 GetDiscreteOptionIndex() const override; + virtual TArray GetDiscreteOptions() const override; + +protected: + /** UGameSettingValue */ + virtual void OnInitialized() override; + virtual void OnDependencyChanged() override; + + void InitializeResolutions(); + bool ShouldAllowFullScreenResolution(const FScreenResolutionRHI& SrcScreenRes, int32 FilterThreshold) const; + static void GetStandardWindowResolutions(const FIntPoint& MinResolution, const FIntPoint& MaxResolution, float MinAspectRatio, TArray& OutResolutions); + void SelectAppropriateResolutions(); + int32 FindIndexOfDisplayResolution(const FIntPoint& InPoint) const; + int32 FindIndexOfDisplayResolutionForceValid(const FIntPoint& InPoint) const; + int32 FindClosestResolutionIndex(const FIntPoint& Resolution) const; + + TOptional LastWindowMode; + + struct FScreenResolutionEntry + { + uint32 Width = 0; + uint32 Height = 0; + uint32 RefreshRate = 0; + FText OverrideText; + + FIntPoint GetResolution() const { return FIntPoint(Width, Height); } + FText GetDisplayText() const; + }; + + /** An array of strings the map to resolutions, populated based on the window mode */ + TArray< TSharedPtr< FScreenResolutionEntry > > Resolutions; + + /** An array of strings the map to fullscreen resolutions */ + TArray< TSharedPtr< FScreenResolutionEntry > > ResolutionsFullscreen; + + /** An array of strings the map to windowed fullscreen resolutions */ + TArray< TSharedPtr< FScreenResolutionEntry > > ResolutionsWindowedFullscreen; + + /** An array of strings the map to windowed resolutions */ + TArray< TSharedPtr< FScreenResolutionEntry > > ResolutionsWindowed; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cb8ecc9505170d05c97fa530d732bdf1106351d0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.cpp @@ -0,0 +1,90 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameSettingRegistry.h" + +#include "GameSettingCollection.h" +#include "LyraSettingsLocal.h" +#include "LyraSettingsShared.h" +#include "Player/LyraLocalPlayer.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameSettingRegistry) + +DEFINE_LOG_CATEGORY(LogLyraGameSettingRegistry); + +#define LOCTEXT_NAMESPACE "Lyra" + +//-------------------------------------- +// ULyraGameSettingRegistry +//-------------------------------------- + +ULyraGameSettingRegistry::ULyraGameSettingRegistry() +{ +} + +ULyraGameSettingRegistry* ULyraGameSettingRegistry::Get(ULyraLocalPlayer* InLocalPlayer) +{ + ULyraGameSettingRegistry* Registry = FindObject(InLocalPlayer, TEXT("LyraGameSettingRegistry"), true); + if (Registry == nullptr) + { + Registry = NewObject(InLocalPlayer, TEXT("LyraGameSettingRegistry")); + Registry->Initialize(InLocalPlayer); + } + + return Registry; +} + +bool ULyraGameSettingRegistry::IsFinishedInitializing() const +{ + if (Super::IsFinishedInitializing()) + { + if (ULyraLocalPlayer* LocalPlayer = Cast(OwningLocalPlayer)) + { + if (LocalPlayer->GetSharedSettings() == nullptr) + { + return false; + } + } + + return true; + } + + return false; +} + +void ULyraGameSettingRegistry::OnInitialize(ULocalPlayer* InLocalPlayer) +{ + ULyraLocalPlayer* LyraLocalPlayer = Cast(InLocalPlayer); + + VideoSettings = InitializeVideoSettings(LyraLocalPlayer); + InitializeVideoSettings_FrameRates(VideoSettings, LyraLocalPlayer); + RegisterSetting(VideoSettings); + + AudioSettings = InitializeAudioSettings(LyraLocalPlayer); + RegisterSetting(AudioSettings); + + GameplaySettings = InitializeGameplaySettings(LyraLocalPlayer); + RegisterSetting(GameplaySettings); + + MouseAndKeyboardSettings = InitializeMouseAndKeyboardSettings(LyraLocalPlayer); + RegisterSetting(MouseAndKeyboardSettings); + + GamepadSettings = InitializeGamepadSettings(LyraLocalPlayer); + RegisterSetting(GamepadSettings); +} + +void ULyraGameSettingRegistry::SaveChanges() +{ + Super::SaveChanges(); + + if (ULyraLocalPlayer* LocalPlayer = Cast(OwningLocalPlayer)) + { + // Game user settings need to be applied to handle things like resolution, this saves indirectly + LocalPlayer->GetLocalSettings()->ApplySettings(false); + + LocalPlayer->GetSharedSettings()->ApplySettings(); + LocalPlayer->GetSharedSettings()->SaveSettings(); + } +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.h b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.h new file mode 100644 index 0000000000000000000000000000000000000000..a2500fa22fc9baf71fd37a25b54050b38f98bb49 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry.h @@ -0,0 +1,78 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "DataSource/GameSettingDataSourceDynamic.h" // IWYU pragma: keep +#include "GameSettingRegistry.h" +#include "Settings/LyraSettingsLocal.h" // IWYU pragma: keep + +#include "LyraGameSettingRegistry.generated.h" + +class ULocalPlayer; +class UObject; + +//-------------------------------------- +// ULyraGameSettingRegistry +//-------------------------------------- + +class UGameSettingCollection; +class ULyraLocalPlayer; + +DECLARE_LOG_CATEGORY_EXTERN(LogLyraGameSettingRegistry, Log, Log); + +#define GET_SHARED_SETTINGS_FUNCTION_PATH(FunctionOrPropertyName) \ + MakeShared(TArray({ \ + GET_FUNCTION_NAME_STRING_CHECKED(ULyraLocalPlayer, GetSharedSettings), \ + GET_FUNCTION_NAME_STRING_CHECKED(ULyraSettingsShared, FunctionOrPropertyName) \ + })) + +#define GET_LOCAL_SETTINGS_FUNCTION_PATH(FunctionOrPropertyName) \ + MakeShared(TArray({ \ + GET_FUNCTION_NAME_STRING_CHECKED(ULyraLocalPlayer, GetLocalSettings), \ + GET_FUNCTION_NAME_STRING_CHECKED(ULyraSettingsLocal, FunctionOrPropertyName) \ + })) + +/** + * + */ +UCLASS() +class ULyraGameSettingRegistry : public UGameSettingRegistry +{ + GENERATED_BODY() + +public: + ULyraGameSettingRegistry(); + + static ULyraGameSettingRegistry* Get(ULyraLocalPlayer* InLocalPlayer); + + virtual void SaveChanges() override; + +protected: + virtual void OnInitialize(ULocalPlayer* InLocalPlayer) override; + virtual bool IsFinishedInitializing() const override; + + UGameSettingCollection* InitializeVideoSettings(ULyraLocalPlayer* InLocalPlayer); + void InitializeVideoSettings_FrameRates(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer); + void AddPerformanceStatPage(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer); + + UGameSettingCollection* InitializeAudioSettings(ULyraLocalPlayer* InLocalPlayer); + UGameSettingCollection* InitializeGameplaySettings(ULyraLocalPlayer* InLocalPlayer); + + UGameSettingCollection* InitializeMouseAndKeyboardSettings(ULyraLocalPlayer* InLocalPlayer); + UGameSettingCollection* InitializeGamepadSettings(ULyraLocalPlayer* InLocalPlayer); + + UPROPERTY() + TObjectPtr VideoSettings; + + UPROPERTY() + TObjectPtr AudioSettings; + + UPROPERTY() + TObjectPtr GameplaySettings; + + UPROPERTY() + TObjectPtr MouseAndKeyboardSettings; + + UPROPERTY() + TObjectPtr GamepadSettings; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Audio.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Audio.cpp new file mode 100644 index 0000000000000000000000000000000000000000..04e89513f06a86d733efb74c354d480e247be5c2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Audio.cpp @@ -0,0 +1,316 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CustomSettings/LyraSettingValueDiscreteDynamic_AudioOutputDevice.h" +#include "DataSource/GameSettingDataSource.h" +#include "EditCondition/WhenCondition.h" +#include "EditCondition/WhenPlatformHasTrait.h" +#include "EditCondition/WhenPlayingAsPrimaryPlayer.h" +#include "GameSettingCollection.h" +#include "GameSettingValueScalarDynamic.h" +#include "LyraGameSettingRegistry.h" +#include "LyraSettingsLocal.h" +#include "LyraSettingsShared.h" +#include "NativeGameplayTags.h" +#include "Player/LyraLocalPlayer.h" + +class ULocalPlayer; + +#define LOCTEXT_NAMESPACE "Lyra" + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsChangingAudioOutputDevice, "Platform.Trait.SupportsChangingAudioOutputDevice"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsBackgroundAudio, "Platform.Trait.SupportsBackgroundAudio"); + +UGameSettingCollection* ULyraGameSettingRegistry::InitializeAudioSettings(ULyraLocalPlayer* InLocalPlayer) +{ + UGameSettingCollection* Screen = NewObject(); + Screen->SetDevName(TEXT("AudioCollection")); + Screen->SetDisplayName(LOCTEXT("AudioCollection_Name", "Audio")); + Screen->Initialize(InLocalPlayer); + + // Volume + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Volume = NewObject(); + Volume->SetDevName(TEXT("VolumeCollection")); + Volume->SetDisplayName(LOCTEXT("VolumeCollection_Name", "Volume")); + Screen->AddSetting(Volume); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("OverallVolume")); + Setting->SetDisplayName(LOCTEXT("OverallVolume_Name", "Overall")); + Setting->SetDescriptionRichText(LOCTEXT("OverallVolume_Description", "Adjusts the volume of everything.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetOverallVolume)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetOverallVolume)); + Setting->SetDefaultValue(GetDefault()->GetOverallVolume()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Volume->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("MusicVolume")); + Setting->SetDisplayName(LOCTEXT("MusicVolume_Name", "Music")); + Setting->SetDescriptionRichText(LOCTEXT("MusicVolume_Description", "Adjusts the volume of music.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetMusicVolume)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetMusicVolume)); + Setting->SetDefaultValue(GetDefault()->GetMusicVolume()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Volume->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("SoundEffectsVolume")); + Setting->SetDisplayName(LOCTEXT("SoundEffectsVolume_Name", "Sound Effects")); + Setting->SetDescriptionRichText(LOCTEXT("SoundEffectsVolume_Description", "Adjusts the volume of sound effects.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetSoundFXVolume)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetSoundFXVolume)); + Setting->SetDefaultValue(GetDefault()->GetSoundFXVolume()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Volume->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("DialogueVolume")); + Setting->SetDisplayName(LOCTEXT("DialogueVolume_Name", "Dialogue")); + Setting->SetDescriptionRichText(LOCTEXT("DialogueVolume_Description", "Adjusts the volume of dialogue for game characters and voice overs.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetDialogueVolume)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetDialogueVolume)); + Setting->SetDefaultValue(GetDefault()->GetDialogueVolume()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Volume->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("VoiceChatVolume")); + Setting->SetDisplayName(LOCTEXT("VoiceChatVolume_Name", "Voice Chat")); + Setting->SetDescriptionRichText(LOCTEXT("VoiceChatVolume_Description", "Adjusts the volume of voice chat.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetVoiceChatVolume)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetVoiceChatVolume)); + Setting->SetDefaultValue(GetDefault()->GetVoiceChatVolume()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Volume->AddSetting(Setting); + } + } + + + // Sound + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Sound = NewObject(); + Sound->SetDevName(TEXT("SoundCollection")); + Sound->SetDisplayName(LOCTEXT("SoundCollection_Name", "Sound")); + Screen->AddSetting(Sound); + + //---------------------------------------------------------------------------------- + { + UGameSettingCollectionPage* SubtitlePage = NewObject(); + SubtitlePage->SetDevName(TEXT("SubtitlePage")); + SubtitlePage->SetDisplayName(LOCTEXT("SubtitlePage_Name", "Subtitles")); + SubtitlePage->SetDescriptionRichText(LOCTEXT("SubtitlePage_Description", "Configure the visual appearance of subtitles.")); + SubtitlePage->SetNavigationText(LOCTEXT("SubtitlePage_Navigation", "Options")); + + SubtitlePage->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Sound->AddSetting(SubtitlePage); + + // Subtitles + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* SubtitleCollection = NewObject(); + SubtitleCollection->SetDevName(TEXT("SubtitlesCollection")); + SubtitleCollection->SetDisplayName(LOCTEXT("SubtitlesCollection_Name", "Subtitles")); + SubtitlePage->AddSetting(SubtitleCollection); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("Subtitles")); + Setting->SetDisplayName(LOCTEXT("Subtitles_Name", "Subtitles")); + Setting->SetDescriptionRichText(LOCTEXT("Subtitles_Description", "Turns subtitles on/off.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetSubtitlesEnabled)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetSubtitlesEnabled)); + Setting->SetDefaultValue(GetDefault()->GetSubtitlesEnabled()); + + SubtitleCollection->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("SubtitleTextSize")); + Setting->SetDisplayName(LOCTEXT("SubtitleTextSize_Name", "Text Size")); + Setting->SetDescriptionRichText(LOCTEXT("SubtitleTextSize_Description", "Choose different sizes of the the subtitle text.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetSubtitlesTextSize)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetSubtitlesTextSize)); + Setting->SetDefaultValue(GetDefault()->GetSubtitlesTextSize()); + Setting->AddEnumOption(ESubtitleDisplayTextSize::ExtraSmall, LOCTEXT("ESubtitleTextSize_ExtraSmall", "Extra Small")); + Setting->AddEnumOption(ESubtitleDisplayTextSize::Small, LOCTEXT("ESubtitleTextSize_Small", "Small")); + Setting->AddEnumOption(ESubtitleDisplayTextSize::Medium, LOCTEXT("ESubtitleTextSize_Medium", "Medium")); + Setting->AddEnumOption(ESubtitleDisplayTextSize::Large, LOCTEXT("ESubtitleTextSize_Large", "Large")); + Setting->AddEnumOption(ESubtitleDisplayTextSize::ExtraLarge, LOCTEXT("ESubtitleTextSize_ExtraLarge", "Extra Large")); + + SubtitleCollection->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("SubtitleTextColor")); + Setting->SetDisplayName(LOCTEXT("SubtitleTextColor_Name", "Text Color")); + Setting->SetDescriptionRichText(LOCTEXT("SubtitleTextColor_Description", "Choose different colors for the subtitle text.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetSubtitlesTextColor)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetSubtitlesTextColor)); + Setting->SetDefaultValue(GetDefault()->GetSubtitlesTextColor()); + Setting->AddEnumOption(ESubtitleDisplayTextColor::White, LOCTEXT("ESubtitleTextColor_White", "White")); + Setting->AddEnumOption(ESubtitleDisplayTextColor::Yellow, LOCTEXT("ESubtitleTextColor_Yellow", "Yellow")); + + SubtitleCollection->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("SubtitleTextBorder")); + Setting->SetDisplayName(LOCTEXT("SubtitleBackgroundStyle_Name", "Text Border")); + Setting->SetDescriptionRichText(LOCTEXT("SubtitleTextBorder_Description", "Choose different borders for the text.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetSubtitlesTextBorder)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetSubtitlesTextBorder)); + Setting->SetDefaultValue(GetDefault()->GetSubtitlesTextBorder()); + Setting->AddEnumOption(ESubtitleDisplayTextBorder::None, LOCTEXT("ESubtitleTextBorder_None", "None")); + Setting->AddEnumOption(ESubtitleDisplayTextBorder::Outline, LOCTEXT("ESubtitleTextBorder_Outline", "Outline")); + Setting->AddEnumOption(ESubtitleDisplayTextBorder::DropShadow, LOCTEXT("ESubtitleTextBorder_DropShadow", "Drop Shadow")); + + SubtitleCollection->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("SubtitleBackgroundOpacity")); + Setting->SetDisplayName(LOCTEXT("SubtitleBackground_Name", "Background Opacity")); + Setting->SetDescriptionRichText(LOCTEXT("SubtitleBackgroundOpacity_Description", "Choose a different background or letterboxing for the subtitles.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetSubtitlesBackgroundOpacity)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetSubtitlesBackgroundOpacity)); + Setting->SetDefaultValue(GetDefault()->GetSubtitlesBackgroundOpacity()); + Setting->AddEnumOption(ESubtitleDisplayBackgroundOpacity::Clear, LOCTEXT("ESubtitleBackgroundOpacity_Clear", "Clear")); + Setting->AddEnumOption(ESubtitleDisplayBackgroundOpacity::Low, LOCTEXT("ESubtitleBackgroundOpacity_Low", "Low")); + Setting->AddEnumOption(ESubtitleDisplayBackgroundOpacity::Medium, LOCTEXT("ESubtitleBackgroundOpacity_Medium", "Medium")); + Setting->AddEnumOption(ESubtitleDisplayBackgroundOpacity::High, LOCTEXT("ESubtitleBackgroundOpacity_High", "High")); + Setting->AddEnumOption(ESubtitleDisplayBackgroundOpacity::Solid, LOCTEXT("ESubtitleBackgroundOpacity_Solid", "Solid")); + + SubtitleCollection->AddSetting(Setting); + } + } + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscreteDynamic_AudioOutputDevice* Setting = NewObject(); + Setting->SetDevName(TEXT("AudioOutputDevice")); + Setting->SetDisplayName(LOCTEXT("AudioOutputDevice_Name", "Audio Output Device")); + Setting->SetDescriptionRichText(LOCTEXT("AudioOutputDevice_Description", "Changes the audio output device for game audio (not voice chat).")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetAudioOutputDeviceId)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetAudioOutputDeviceId)); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing( + TAG_Platform_Trait_SupportsChangingAudioOutputDevice, + TEXT("Platform does not support changing audio output device")) + ); + + Sound->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("BackgroundAudio")); + Setting->SetDisplayName(LOCTEXT("BackgroundAudio_Name", "Background Audio")); + Setting->SetDescriptionRichText(LOCTEXT("BackgroundAudio_Description", "Turns game audio on/off when the game is in the background. When on, the game audio will continue to play when the game is minimized, or another window is focused.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetAllowAudioInBackgroundSetting)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetAllowAudioInBackgroundSetting)); + Setting->SetDefaultValue(GetDefault()->GetAllowAudioInBackgroundSetting()); + + Setting->AddEnumOption(ELyraAllowBackgroundAudioSetting::Off, LOCTEXT("ELyraAllowBackgroundAudioSetting_Off", "Off")); + Setting->AddEnumOption(ELyraAllowBackgroundAudioSetting::AllSounds, LOCTEXT("ELyraAllowBackgroundAudioSetting_AllSounds", "All Sounds")); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing( + TAG_Platform_Trait_SupportsBackgroundAudio, + TEXT("Platform does not support background audio")) + ); + + Sound->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("HeadphoneMode")); + Setting->SetDisplayName(LOCTEXT("HeadphoneMode_Name", "3D Headphones")); + Setting->SetDescriptionRichText(LOCTEXT("HeadphoneMode_Description", "Enable binaural audio. Provides 3D audio spatialization, so you can hear the location of sounds more precisely, including above, below, and behind you. Recommended for use with stereo headphones only.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(bDesiredHeadphoneMode)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(bDesiredHeadphoneMode)); + Setting->SetDefaultValue(GetDefault()->IsHeadphoneModeEnabled()); + + Setting->AddEditCondition(MakeShared( + [](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) + { + if (!GetDefault()->CanModifyHeadphoneModeEnabled()) + { + InOutEditState.Kill(TEXT("Binaural Spatialization option cannot be modified on this platform")); + } + })); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Sound->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("HDRAudioMode")); + Setting->SetDisplayName(LOCTEXT("HDRAudioMode_Name", "High Dynamic Range Audio")); + Setting->SetDescriptionRichText(LOCTEXT("HDRAudioMode_Description", "Enable high dynamic range audio. Changes the runtime processing chain to increase the dynamic range of the audio mixdown, appropriate for theater or more cinematic experiences.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(bUseHDRAudioMode)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetHDRAudioModeEnabled)); + Setting->SetDefaultValue(GetDefault()->IsHDRAudioModeEnabled()); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Sound->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + return Screen; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gamepad.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gamepad.cpp new file mode 100644 index 0000000000000000000000000000000000000000..22393e004c872b99028d961e1676a22322146dfe --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gamepad.cpp @@ -0,0 +1,233 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CommonInputBaseTypes.h" +#include "DataSource/GameSettingDataSource.h" +#include "GameSettingCollection.h" +#include "GameSettingValueDiscreteDynamic.h" +#include "GameSettingValueScalarDynamic.h" +#include "LyraGameSettingRegistry.h" +#include "LyraSettingsLocal.h" +#include "LyraSettingsShared.h" +#include "NativeGameplayTags.h" +#include "Player/LyraLocalPlayer.h" + +#define LOCTEXT_NAMESPACE "Lyra" + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_SupportsGamepad, "Platform.Trait.Input.SupportsGamepad"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_SupportsTriggerHaptics, "Platform.Trait.Input.SupportsTriggerHaptics"); + +UGameSettingCollection* ULyraGameSettingRegistry::InitializeGamepadSettings(ULyraLocalPlayer* InLocalPlayer) +{ + UGameSettingCollection* Screen = NewObject(); + Screen->SetDevName(TEXT("GamepadCollection")); + Screen->SetDisplayName(LOCTEXT("GamepadCollection_Name", "Gamepad")); + Screen->Initialize(InLocalPlayer); + + // Hardware + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Hardware = NewObject(); + Hardware->SetDevName(TEXT("HardwareCollection")); + Hardware->SetDisplayName(LOCTEXT("HardwareCollection_Name", "Hardware")); + Screen->AddSetting(Hardware); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("ControllerHardware")); + Setting->SetDisplayName(LOCTEXT("ControllerHardware_Name", "Controller Hardware")); + Setting->SetDescriptionRichText(LOCTEXT("ControllerHardware_Description", "The type of controller you're using.")); + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetControllerPlatform)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetControllerPlatform)); + + if (UCommonInputPlatformSettings* PlatformInputSettings = UPlatformSettingsManager::Get().GetSettingsForPlatform()) + { + const TArray>& ControllerDatas = PlatformInputSettings->GetControllerData(); + for (TSoftClassPtr ControllerDataPtr : ControllerDatas) + { + if (TSubclassOf ControllerDataClass = ControllerDataPtr.LoadSynchronous()) + { + const UCommonInputBaseControllerData* ControllerData = ControllerDataClass.GetDefaultObject(); + if (ControllerData->InputType == ECommonInputType::Gamepad) + { + Setting->AddDynamicOption(ControllerData->GamepadName.ToString(), ControllerData->GamepadDisplayName); + } + } + } + + // Add the setting if we can select more than one game controller type on this platform + // and we are allowed to change it + if (Setting->GetDynamicOptions().Num() > 1 && PlatformInputSettings->CanChangeGamepadType()) + { + Hardware->AddSetting(Setting); + + const FName CurrentControllerPlatform = GetDefault()->GetControllerPlatform(); + if (CurrentControllerPlatform == NAME_None) + { + Setting->SetDiscreteOptionByIndex(0); + } + else + { + Setting->SetDefaultValueFromString(CurrentControllerPlatform.ToString()); + } + } + } + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("GamepadVibration")); + Setting->SetDisplayName(LOCTEXT("GamepadVibration_Name", "Vibration")); + Setting->SetDescriptionRichText(LOCTEXT("GamepadVibration_Description", "Turns controller vibration on/off.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetForceFeedbackEnabled)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetForceFeedbackEnabled)); + Setting->SetDefaultValue(GetDefault()->GetForceFeedbackEnabled()); + + Hardware->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InvertVerticalAxis_Gamepad")); + Setting->SetDisplayName(LOCTEXT("InvertVerticalAxis_Gamepad_Name", "Invert Vertical Axis")); + Setting->SetDescriptionRichText(LOCTEXT("InvertVerticalAxis_Gamepad_Description", "Enable the inversion of the vertical look axis.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertVerticalAxis)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertVerticalAxis)); + Setting->SetDefaultValue(GetDefault()->GetInvertVerticalAxis()); + + Hardware->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InvertHorizontalAxis_Gamepad")); + Setting->SetDisplayName(LOCTEXT("InvertHorizontalAxis_Gamepad_Name", "Invert Horizontal Axis")); + Setting->SetDescriptionRichText(LOCTEXT("InvertHorizontalAxis_Gamepad_Description", "Enable the inversion of the Horizontal look axis.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertHorizontalAxis)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertHorizontalAxis)); + Setting->SetDefaultValue(GetDefault()->GetInvertHorizontalAxis()); + + Hardware->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* GamepadBinding = NewObject(); + GamepadBinding->SetDevName(TEXT("GamepadBindingCollection")); + GamepadBinding->SetDisplayName(LOCTEXT("GamepadBindingCollection_Name", "Controls")); + Screen->AddSetting(GamepadBinding); + } + + // Basic - Look Sensitivity + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* BasicSensitivity = NewObject(); + BasicSensitivity->SetDevName(TEXT("BasicSensitivityCollection")); + BasicSensitivity->SetDisplayName(LOCTEXT("BasicSensitivityCollection_Name", "Sensitivity")); + Screen->AddSetting(BasicSensitivity); + + const FText EGamepadSensitivityText[] = { + FText::GetEmpty(), + LOCTEXT("EFortGamepadSensitivity_Slow", "1 (Slow)"), + LOCTEXT("EFortGamepadSensitivity_SlowPlus", "2 (Slow+)"), + LOCTEXT("EFortGamepadSensitivity_SlowPlusPlus", "3 (Slow++)"), + LOCTEXT("EFortGamepadSensitivity_Normal", "4 (Normal)"), + LOCTEXT("EFortGamepadSensitivity_NormalPlus", "5 (Normal+)"), + LOCTEXT("EFortGamepadSensitivity_NormalPlusPlus", "6 (Normal++)"), + LOCTEXT("EFortGamepadSensitivity_Fast", "7 (Fast)"), + LOCTEXT("EFortGamepadSensitivity_FastPlus", "8 (Fast+)"), + LOCTEXT("EFortGamepadSensitivity_FastPlusPlus", "9 (Fast++)"), + LOCTEXT("EFortGamepadSensitivity_Insane", "10 (Insane)"), + }; + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("LookSensitivityPreset")); + Setting->SetDisplayName(LOCTEXT("LookSensitivityPreset_Name", "Look Sensitivity")); + Setting->SetDescriptionRichText(LOCTEXT("LookSensitivityPreset_Description", "How quickly your view rotates.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadLookSensitivityPreset)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetLookSensitivityPreset)); + Setting->SetDefaultValue(GetDefault()->GetGamepadLookSensitivityPreset()); + + for (int32 PresetIndex = 1; PresetIndex < (int32)ELyraGamepadSensitivity::MAX; PresetIndex++) + { + Setting->AddEnumOption(static_cast(PresetIndex), EGamepadSensitivityText[PresetIndex]); + } + + BasicSensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("LookSensitivityPresetAds")); + Setting->SetDisplayName(LOCTEXT("LookSensitivityPresetAds_Name", "Aim Sensitivity (ADS)")); + Setting->SetDescriptionRichText(LOCTEXT("LookSensitivityPresetAds_Description", "How quickly your view rotates while aiming down sights (ADS).")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadTargetingSensitivityPreset)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadTargetingSensitivityPreset)); + Setting->SetDefaultValue(GetDefault()->GetGamepadTargetingSensitivityPreset()); + + for (int32 PresetIndex = 1; PresetIndex < (int32)ELyraGamepadSensitivity::MAX; PresetIndex++) + { + Setting->AddEnumOption(static_cast(PresetIndex), EGamepadSensitivityText[PresetIndex]); + } + + BasicSensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + // Dead Zone + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* DeadZone = NewObject(); + DeadZone->SetDevName(TEXT("DeadZoneCollection")); + DeadZone->SetDisplayName(LOCTEXT("DeadZoneCollection_Name", "Controller DeadZone")); + Screen->AddSetting(DeadZone); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("MoveStickDeadZone")); + Setting->SetDisplayName(LOCTEXT("MoveStickDeadZone_Name", "Left Stick DeadZone")); + Setting->SetDescriptionRichText(LOCTEXT("MoveStickDeadZone_Description", "Increase or decrease the area surrounding the stick that we ignore input from. Setting this value too low may result in the character continuing to move even after removing your finger from the stick.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadMoveStickDeadZone)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadMoveStickDeadZone)); + Setting->SetDefaultValue(GetDefault()->GetGamepadMoveStickDeadZone()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + Setting->SetMinimumLimit(0.05); + Setting->SetMaximumLimit(0.95); + + DeadZone->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("LookStickDeadZone")); + Setting->SetDisplayName(LOCTEXT("LookStickDeadZone_Name", "Right Stick DeadZone")); + Setting->SetDescriptionRichText(LOCTEXT("LookStickDeadZone_Description", "Increase or decrease the area surrounding the stick that we ignore input from. Setting this value too low may result in the camera continuing to move even after removing your finger from the stick.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetGamepadLookStickDeadZone)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetGamepadLookStickDeadZone)); + Setting->SetDefaultValue(GetDefault()->GetGamepadLookStickDeadZone()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + Setting->SetMinimumLimit(0.05); + Setting->SetMaximumLimit(0.95); + + DeadZone->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + return Screen; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gameplay.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gameplay.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ed2884e8751e902466fb3c1ae1dfca0826adefab --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Gameplay.cpp @@ -0,0 +1,102 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameSettingRegistry.h" + +#include "GameSettingCollection.h" +#include "EditCondition/WhenPlayingAsPrimaryPlayer.h" +#include "EditCondition/WhenPlatformHasTrait.h" +#include "CustomSettings/LyraSettingValueDiscrete_Language.h" +#include "LyraSettingsLocal.h" +#include "GameSettingValueDiscreteDynamic.h" +#include "Player/LyraLocalPlayer.h" +#include "Replays/LyraReplaySubsystem.h" + +#define LOCTEXT_NAMESPACE "Lyra" + +UGameSettingCollection* ULyraGameSettingRegistry::InitializeGameplaySettings(ULyraLocalPlayer* InLocalPlayer) +{ + UGameSettingCollection* Screen = NewObject(); + Screen->SetDevName(TEXT("GameplayCollection")); + Screen->SetDisplayName(LOCTEXT("GameplayCollection_Name", "Gameplay")); + Screen->Initialize(InLocalPlayer); + + { + UGameSettingCollection* LanguageSubsection = NewObject(); + LanguageSubsection->SetDevName(TEXT("LanguageCollection")); + LanguageSubsection->SetDisplayName(LOCTEXT("LanguageCollection_Name", "Language")); + Screen->AddSetting(LanguageSubsection); + + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_Language* Setting = NewObject(); + Setting->SetDevName(TEXT("Language")); + Setting->SetDisplayName(LOCTEXT("LanguageSetting_Name", "Language")); + Setting->SetDescriptionRichText(LOCTEXT("LanguageSetting_Description", "The language of the game.")); + +#if WITH_EDITOR + if (GIsEditor) + { + Setting->SetDescriptionRichText(LOCTEXT("LanguageSetting_WithEditor_Description", "The language of the game.\n\nWARNING: Language changes will not affect PIE, you'll need to run with -game to test this, or change your PIE language options in the editor preferences.")); + } +#endif + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + LanguageSubsection->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + { + UGameSettingCollection* ReplaySubsection = NewObject(); + ReplaySubsection->SetDevName(TEXT("ReplayCollection")); + ReplaySubsection->SetDisplayName(LOCTEXT("ReplayCollection_Name", "Replays")); + Screen->AddSetting(ReplaySubsection); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("RecordReplay")); + Setting->SetDisplayName(LOCTEXT("RecordReplaySetting_Name", "Record Replays")); + Setting->SetDescriptionRichText(LOCTEXT("RecordReplaySetting_Description", "Automatically record game replays. Experimental feature, recorded demos may have playback issues.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(ShouldAutoRecordReplays)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetShouldAutoRecordReplays)); + Setting->SetDefaultValue(GetDefault()->ShouldAutoRecordReplays()); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(ULyraReplaySubsystem::GetPlatformSupportTraitTag(), TEXT("Platform does not support saving replays"))); + + ReplaySubsection->AddSetting(Setting); + + } + //---------------------------------------------------------------------------------- + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("KeepReplayLimit")); + Setting->SetDisplayName(LOCTEXT("KeepReplayLimitSetting_Name", "Keep Replay Limit")); + Setting->SetDescriptionRichText(LOCTEXT("KeepReplayLimitSetting_Description", "Number of saved replays to keep, set to 0 for infinite.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetNumberOfReplaysToKeep)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetNumberOfReplaysToKeep)); + Setting->SetDefaultValue(GetDefault()->GetNumberOfReplaysToKeep()); + for (int32 Index = 0; Index <= 20; Index++) + { + Setting->AddOption(Index, FText::AsNumber(Index)); + } + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(ULyraReplaySubsystem::GetPlatformSupportTraitTag(), TEXT("Platform does not support saving replays"))); + + ReplaySubsection->AddSetting(Setting); + + } + //---------------------------------------------------------------------------------- + } + + return Screen; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_MouseAndKeyboard.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_MouseAndKeyboard.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f0097f7f13cdd6e057739801c853faf3229dfb63 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_MouseAndKeyboard.cpp @@ -0,0 +1,221 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CommonInputBaseTypes.h" +#include "EnhancedInputSubsystems.h" +#include "CustomSettings/LyraSettingKeyboardInput.h" +#include "DataSource/GameSettingDataSource.h" +#include "EditCondition/WhenCondition.h" +#include "GameSettingCollection.h" +#include "GameSettingValueDiscreteDynamic.h" +#include "GameSettingValueScalarDynamic.h" +#include "LyraGameSettingRegistry.h" +#include "LyraSettingsLocal.h" +#include "LyraSettingsShared.h" +#include "Player/LyraLocalPlayer.h" +#include "PlayerMappableInputConfig.h" + +class ULocalPlayer; + +#define LOCTEXT_NAMESPACE "Lyra" + +UGameSettingCollection* ULyraGameSettingRegistry::InitializeMouseAndKeyboardSettings(ULyraLocalPlayer* InLocalPlayer) +{ + UGameSettingCollection* Screen = NewObject(); + Screen->SetDevName(TEXT("MouseAndKeyboardCollection")); + Screen->SetDisplayName(LOCTEXT("MouseAndKeyboardCollection_Name", "Mouse & Keyboard")); + Screen->Initialize(InLocalPlayer); + + const TSharedRef WhenPlatformSupportsMouseAndKeyboard = MakeShared( + [](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) + { + const UCommonInputPlatformSettings* PlatformInput = UPlatformSettingsManager::Get().GetSettingsForPlatform(); + if (!PlatformInput->SupportsInputType(ECommonInputType::MouseAndKeyboard)) + { + InOutEditState.Kill(TEXT("Platform does not support mouse and keyboard")); + } + }); + + // Mouse Sensitivity + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Sensitivity = NewObject(); + Sensitivity->SetDevName(TEXT("MouseSensitivityCollection")); + Sensitivity->SetDisplayName(LOCTEXT("MouseSensitivityCollection_Name", "Sensitivity")); + Screen->AddSetting(Sensitivity); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("MouseSensitivityYaw")); + Setting->SetDisplayName(LOCTEXT("MouseSensitivityYaw_Name", "X-Axis Sensitivity")); + Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityYaw_Description", "Sets the sensitivity of the mouse's horizontal (x) axis. With higher settings the camera will move faster when looking left and right with the mouse.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityX)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityX)); + Setting->SetDefaultValue(GetDefault()->GetMouseSensitivityX()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); + Setting->SetSourceRangeAndStep(TRange(0, 10), 0.01); + Setting->SetMinimumLimit(0.01); + + Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Sensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("MouseSensitivityPitch")); + Setting->SetDisplayName(LOCTEXT("MouseSensitivityPitch_Name", "Y-Axis Sensitivity")); + Setting->SetDescriptionRichText(LOCTEXT("MouseSensitivityPitch_Description", "Sets the sensitivity of the mouse's vertical (y) axis. With higher settings the camera will move faster when looking up and down with the mouse.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetMouseSensitivityY)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetMouseSensitivityY)); + Setting->SetDefaultValue(GetDefault()->GetMouseSensitivityY()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); + Setting->SetSourceRangeAndStep(TRange(0, 10), 0.01); + Setting->SetMinimumLimit(0.01); + + Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Sensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("MouseTargetingMultiplier")); + Setting->SetDisplayName(LOCTEXT("MouseTargetingMultiplier_Name", "Targeting Sensitivity")); + Setting->SetDescriptionRichText(LOCTEXT("MouseTargetingMultiplier_Description", "Sets the modifier for reducing mouse sensitivity when targeting. 100% will have no slow down when targeting. Lower settings will have more slow down when targeting.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetTargetingMultiplier)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetTargetingMultiplier)); + Setting->SetDefaultValue(GetDefault()->GetTargetingMultiplier()); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::RawTwoDecimals); + Setting->SetSourceRangeAndStep(TRange(0, 10), 0.01); + Setting->SetMinimumLimit(0.01); + + Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Sensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InvertVerticalAxis")); + Setting->SetDisplayName(LOCTEXT("InvertVerticalAxis_Name", "Invert Vertical Axis")); + Setting->SetDescriptionRichText(LOCTEXT("InvertVerticalAxis_Description", "Enable the inversion of the vertical look axis.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertVerticalAxis)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertVerticalAxis)); + Setting->SetDefaultValue(GetDefault()->GetInvertVerticalAxis()); + + Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Sensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InvertHorizontalAxis")); + Setting->SetDisplayName(LOCTEXT("InvertHorizontalAxis_Name", "Invert Horizontal Axis")); + Setting->SetDescriptionRichText(LOCTEXT("InvertHorizontalAxis_Description", "Enable the inversion of the Horizontal look axis.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetInvertHorizontalAxis)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetInvertHorizontalAxis)); + Setting->SetDefaultValue(GetDefault()->GetInvertHorizontalAxis()); + + Setting->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Sensitivity->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + // Bindings for Mouse & Keyboard - Automatically Generated + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* KeyBinding = NewObject(); + KeyBinding->SetDevName(TEXT("KeyBindingCollection")); + KeyBinding->SetDisplayName(LOCTEXT("KeyBindingCollection_Name", "Keyboard & Mouse")); + Screen->AddSetting(KeyBinding); + + const UEnhancedInputLocalPlayerSubsystem* EISubsystem = InLocalPlayer->GetSubsystem(); + const UEnhancedInputUserSettings* UserSettings = EISubsystem->GetUserSettings(); + + // If you want to just get one profile pair, then you can do UserSettings->GetCurrentProfile + + // A map of key bindings mapped to their display category + TMap CategoryToSettingCollection; + + // Returns an existing setting collection for the display category if there is one. + // If there isn't one, then it will create a new one and initialize it + auto GetOrCreateSettingCollection = [&CategoryToSettingCollection, &Screen](FText DisplayCategory) -> UGameSettingCollection* + { + static const FString DefaultDevName = TEXT("Default_KBM"); + static const FText DefaultDevDisplayName = NSLOCTEXT("LyraInputSettings", "LyraInputDefaults", "Default Experiences"); + + if (DisplayCategory.IsEmpty()) + { + DisplayCategory = DefaultDevDisplayName; + } + + FString DisplayCatString = DisplayCategory.ToString(); + + if (UGameSettingCollection** ExistingCategory = CategoryToSettingCollection.Find(DisplayCatString)) + { + return *ExistingCategory; + } + + UGameSettingCollection* ConfigSettingCollection = NewObject(); + ConfigSettingCollection->SetDevName(FName(DisplayCatString)); + ConfigSettingCollection->SetDisplayName(DisplayCategory); + Screen->AddSetting(ConfigSettingCollection); + CategoryToSettingCollection.Add(DisplayCatString, ConfigSettingCollection); + + return ConfigSettingCollection; + }; + + static TSet CreatedMappingNames; + CreatedMappingNames.Reset(); + + for (const TPair>& ProfilePair : UserSettings->GetAllAvailableKeyProfiles()) + { + const FString& ProfileName = ProfilePair.Key; + const TObjectPtr& Profile = ProfilePair.Value; + + for (const TPair& RowPair : Profile->GetPlayerMappingRows()) + { + // Create a setting row for anything with valid mappings and that we haven't created yet + if (RowPair.Value.HasAnyMappings() /* && !CreatedMappingNames.Contains(RowPair.Key)*/) + { + // We only want keyboard keys on this settings screen, so we will filter down by mappings + // that are set to keyboard keys + FPlayerMappableKeyQueryOptions Options = {}; + Options.KeyToMatch = EKeys::W; + Options.bMatchBasicKeyTypes = true; + + const FText& DesiredDisplayCategory = RowPair.Value.Mappings.begin()->GetDisplayCategory(); + + if (UGameSettingCollection* Collection = GetOrCreateSettingCollection(DesiredDisplayCategory)) + { + // Create the settings widget and initialize it, adding it to this config's section + ULyraSettingKeyboardInput* InputBinding = NewObject(); + + InputBinding->InitializeInputData(Profile, RowPair.Value, Options); + InputBinding->AddEditCondition(WhenPlatformSupportsMouseAndKeyboard); + + Collection->AddSetting(InputBinding); + CreatedMappingNames.Add(RowPair.Key); + } + else + { + ensure(false); + } + } + } + } + } + + return Screen; +} + +#undef LOCTEXT_NAMESPACE \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_PerfStats.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_PerfStats.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ab4664e9aaeb6556efca4c541c362a58110f0ce4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_PerfStats.cpp @@ -0,0 +1,351 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CustomSettings/LyraSettingValueDiscrete_PerfStat.h" +#include "EditCondition/WhenPlayingAsPrimaryPlayer.h" +#include "GameSettingCollection.h" +#include "GameSettingValueDiscreteDynamic.h" +#include "HAL/IConsoleManager.h" +#include "LyraGameSettingRegistry.h" +#include "LyraSettingsLocal.h" +#include "Performance/LyraPerformanceStatTypes.h" +#include "Player/LyraLocalPlayer.h" +#include "RHI.h" + +class ULyraLocalPlayer; + +#define LOCTEXT_NAMESPACE "Lyra" + +static TAutoConsoleVariable CVarLatencyMarkersRequireNVIDIA(TEXT("Lyra.Settings.LatencyMarkersRequireNVIDIA"), + true, + TEXT("If true, then only allow latency markers to be enabled on NVIDIA hardware"), + ECVF_Default); + +// Checks if the current platform can even support latency stats (game, render, total, etc latency stats) +class FGameSettingEditCondition_LatencyStatsSupported final : public FGameSettingEditCondition +{ +public: + FGameSettingEditCondition_LatencyStatsSupported() = default; + + virtual void GatherEditState(const ULocalPlayer * InLocalPlayer, FGameSettingEditableState & InOutEditState) const override + { + if (!ULyraSettingsLocal::DoesPlatformSupportLatencyTrackingStats()) + { + InOutEditState.Disable(LOCTEXT("PlatformDoesNotSupportLatencyStates", "Latency performance stats are not supported on this device")); + } + } +}; + +// Checks if latency stats are currently enabled and listens for when that changes to correclt update the edit condition state +class FGameSettingEditCondition_LatencyStatsCurrentlyEnabled final : public FGameSettingEditCondition +{ +public: + FGameSettingEditCondition_LatencyStatsCurrentlyEnabled() = default; + + virtual ~FGameSettingEditCondition_LatencyStatsCurrentlyEnabled() override + { + if (!SettingChangedDelegate.IsValid()) + { + return; + } + + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + Settings->OnLatencyStatIndicatorSettingsChangedEvent().Remove(SettingChangedDelegate); + } + +private: + + virtual void Initialize(const ULocalPlayer* InLocalPlayer) override + { + // Bind to an event for when the settings are updated so that we can broadcast that we need + // to be re-evaluated + ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + SettingChangedDelegate = Settings->OnLatencyStatIndicatorSettingsChangedEvent().AddSP(this->AsShared(), &FGameSettingEditCondition_LatencyStatsCurrentlyEnabled::BroadcastEditConditionChanged); + } + + virtual void GatherEditState(const ULocalPlayer * InLocalPlayer, FGameSettingEditableState & InOutEditState) const override + { + const ULyraSettingsLocal* Settings = ULyraSettingsLocal::Get(); + if (!Settings) + { + return; + } + + if (!Settings->GetEnableLatencyTrackingStats()) + { + InOutEditState.Disable(LOCTEXT("LatencyMarkerRequireStatsEnabled", "Latency Tracking Stats must be enabled to use this.")); + } + } + + FDelegateHandle SettingChangedDelegate; +}; + +// Checks if latency markers are supported on the current platform +class FGameSettingEditCondition_LatencyMarkersSupported final : public FGameSettingEditCondition +{ +public: + FGameSettingEditCondition_LatencyMarkersSupported() = default; + + virtual void GatherEditState(const ULocalPlayer * InLocalPlayer, FGameSettingEditableState & InOutEditState) const override + { + if (!ULyraSettingsLocal::DoesPlatformSupportLatencyMarkers()) + { + InOutEditState.Disable(LOCTEXT("PlatformDoesNotSupportLatencyMarkers", "Latency markers are not supported on this device")); + } + + // Lyra is only going to use the "Reflex" plugin to track these latency stats, so restrict these settings to NVIDIA devices. + if (CVarLatencyMarkersRequireNVIDIA.GetValueOnAnyThread() && !IsRHIDeviceNVIDIA()) + { + InOutEditState.Disable(LOCTEXT("InputLatencyMarkersRequiresNVIDIA", "Latency markers only work on NVIDIA devices.")); + } + } +}; + +////////////////////////////////////////////////////////////////////// + +void ULyraGameSettingRegistry::AddPerformanceStatPage(UGameSettingCollection* PerfStatsOuterCategory, ULyraLocalPlayer* InLocalPlayer) +{ + //---------------------------------------------------------------------------------- + { + static_assert((int32)ELyraDisplayablePerformanceStat::Count == 18, "Consider updating this function to deal with new performance stats"); + + UGameSettingCollectionPage* StatsPage = NewObject(); + StatsPage->SetDevName(TEXT("PerfStatsPage")); + StatsPage->SetDisplayName(LOCTEXT("PerfStatsPage_Name", "Performance Stats")); + StatsPage->SetDescriptionRichText(LOCTEXT("PerfStatsPage_Description", "Configure the display of performance statistics.")); + StatsPage->SetNavigationText(LOCTEXT("PerfStatsPage_Navigation", "Edit")); + + StatsPage->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + PerfStatsOuterCategory->AddSetting(StatsPage); + + // Performance stats + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* StatCategory_Performance = NewObject(); + StatCategory_Performance->SetDevName(TEXT("StatCategory_Performance")); + StatCategory_Performance->SetDisplayName(LOCTEXT("StatCategory_Performance_Name", "Performance")); + StatsPage->AddSetting(StatCategory_Performance); + + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::ClientFPS); + Setting->SetDisplayName(LOCTEXT("PerfStat_ClientFPS", "Client FPS")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_ClientFPS", "Client frame rate (higher is better)")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::ServerFPS); + Setting->SetDisplayName(LOCTEXT("PerfStat_ServerFPS", "Server FPS")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_ServerFPS", "Server frame rate")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::FrameTime); + Setting->SetDisplayName(LOCTEXT("PerfStat_FrameTime", "Frame Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_FrameTime", "The total frame time.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::IdleTime); + Setting->SetDisplayName(LOCTEXT("PerfStat_IdleTime", "Idle Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_IdleTime", "The amount of time spent waiting idle for frame pacing.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::FrameTime_GameThread); + Setting->SetDisplayName(LOCTEXT("PerfStat_FrameTime_GameThread", "CPU Game Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_FrameTime_GameThread", "The amount of time spent on the main game thread.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::FrameTime_RenderThread); + Setting->SetDisplayName(LOCTEXT("PerfStat_FrameTime_RenderThread", "CPU Render Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_FrameTime_RenderThread", "The amount of time spent on the rendering thread.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::FrameTime_RHIThread); + Setting->SetDisplayName(LOCTEXT("PerfStat_FrameTime_RHIThread", "CPU RHI Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_FrameTime_RHIThread", "The amount of time spent on the Render Hardware Interface thread.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::FrameTime_GPU); + Setting->SetDisplayName(LOCTEXT("PerfStat_FrameTime_GPU", "GPU Render Time")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_FrameTime_GPU", "The amount of time spent on the GPU.")); + StatCategory_Performance->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + // Network stats + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* StatCategory_Network = NewObject(); + StatCategory_Network->SetDevName(TEXT("StatCategory_Network")); + StatCategory_Network->SetDisplayName(LOCTEXT("StatCategory_Network_Name", "Network")); + StatsPage->AddSetting(StatCategory_Network); + + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::Ping); + Setting->SetDisplayName(LOCTEXT("PerfStat_Ping", "Ping")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_Ping", "The roundtrip latency of your connection to the server.")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketLoss_Incoming); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketLoss_Incoming", "Incoming Packet Loss")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketLoss_Incoming", "The percentage of incoming packets lost.")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketLoss_Outgoing); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketLoss_Outgoing", "Outgoing Packet Loss")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketLoss_Outgoing", "The percentage of outgoing packets lost.")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketRate_Incoming); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketRate_Incoming", "Incoming Packet Rate")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketRate_Incoming", "Rate of incoming packets (per second)")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketRate_Outgoing); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketRate_Outgoing", "Outgoing Packet Rate")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketRate_Outgoing", "Rate of outgoing packets (per second)")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketSize_Incoming); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketSize_Incoming", "Incoming Packet Size")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketSize_Incoming", "The average size (in bytes) of packets recieved in the last second.")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::PacketSize_Outgoing); + Setting->SetDisplayName(LOCTEXT("PerfStat_PacketSize_Outgoing", "Outgoing Packet Size")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_PacketSize_Outgoing", "The average size (in bytes) of packets sent in the last second.")); + StatCategory_Network->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + // Latency stats + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* StatCategory_Latency = NewObject(); + StatCategory_Latency->SetDevName(TEXT("StatCategory_Latency")); + StatCategory_Latency->SetDisplayName(LOCTEXT("StatCategory_Latency_Name", "Latency")); + StatsPage->AddSetting(StatCategory_Latency); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InputLatencyTrackingStats")); + Setting->SetDisplayName(LOCTEXT("InputLatencyTrackingStats_Name", "Enable Latency Tracking Stats")); + Setting->SetDescriptionRichText(LOCTEXT("InputLatencyTrackingStats_Description", "Enabling Input Latency stat tracking")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetEnableLatencyTrackingStats)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetEnableLatencyTrackingStats)); + + // Set the default value to true if the platform supports latency tracking stats + Setting->SetDefaultValue(ULyraSettingsLocal::DoesPlatformSupportLatencyTrackingStats()); + Setting->AddEditCondition(MakeShared()); + + StatCategory_Latency->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("InputLatencyMarkers")); + Setting->SetDisplayName(LOCTEXT("InputLatencyMarkers_Name", "Enable Latency Markers")); + Setting->SetDescriptionRichText(LOCTEXT("InputLatencyMarkers_Description", "Enabling Input Latency Markers to flash the screen")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetEnableLatencyFlashIndicators)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetEnableLatencyFlashIndicators)); + Setting->SetDefaultValue(false); + + // Latency markers require the stats to be supported and enabled + Setting->AddEditCondition(MakeShared()); + Setting->AddEditCondition(MakeShared()); + + Setting->AddEditCondition(MakeShared()); + + StatCategory_Latency->AddSetting(Setting); + } + + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::Latency_Total); + Setting->SetDisplayName(LOCTEXT("PerfStat_Latency_Total", "Total Game Latency")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_Latency_Total", "The total amount of latency")); + Setting->AddEditCondition(MakeShared()); + Setting->AddEditCondition(MakeShared()); + StatCategory_Latency->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::Latency_Game); + Setting->SetDisplayName(LOCTEXT("PerfStat_Latency_Game", "Game Latency")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_Latency_Game", "Game simulation start to driver submission end")); + Setting->AddEditCondition(MakeShared()); + Setting->AddEditCondition(MakeShared()); + StatCategory_Latency->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_PerfStat* Setting = NewObject(); + Setting->SetStat(ELyraDisplayablePerformanceStat::Latency_Render); + Setting->SetDisplayName(LOCTEXT("PerfStat_Latency_Render", "Render Latency")); + Setting->SetDescriptionRichText(LOCTEXT("PerfStatDescription_Latency_Render", "OS render queue start to GPU render end")); + Setting->AddEditCondition(MakeShared()); + Setting->AddEditCondition(MakeShared()); + StatCategory_Latency->AddSetting(Setting); + } + } + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Video.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Video.cpp new file mode 100644 index 0000000000000000000000000000000000000000..dfa0571e8eee385552b9ad8a7d45c333db11a8a3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraGameSettingRegistry_Video.cpp @@ -0,0 +1,695 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CustomSettings/LyraSettingAction_SafeZoneEditor.h" +#include "CustomSettings/LyraSettingValueDiscrete_MobileFPSType.h" +#include "CustomSettings/LyraSettingValueDiscrete_OverallQuality.h" +#include "CustomSettings/LyraSettingValueDiscrete_Resolution.h" +#include "DataSource/GameSettingDataSource.h" +#include "EditCondition/WhenCondition.h" +#include "EditCondition/WhenPlatformHasTrait.h" +#include "EditCondition/WhenPlayingAsPrimaryPlayer.h" +#include "Framework/Application/SlateApplication.h" +#include "GameSettingCollection.h" +#include "GameSettingValueDiscreteDynamic.h" +#include "LyraGameSettingRegistry.h" +#include "LyraSettingsLocal.h" +#include "LyraSettingsShared.h" +#include "NativeGameplayTags.h" +#include "Performance/LyraPerformanceSettings.h" +#include "Player/LyraLocalPlayer.h" + +#define LOCTEXT_NAMESPACE "Lyra" + +UE_DEFINE_GAMEPLAY_TAG_STATIC(GameSettings_Action_EditSafeZone, "GameSettings.Action.EditSafeZone"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(GameSettings_Action_EditBrightness, "GameSettings.Action.EditBrightness"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsWindowedMode, "Platform.Trait.SupportsWindowedMode"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_NeedsBrightnessAdjustment, "Platform.Trait.NeedsBrightnessAdjustment"); + +////////////////////////////////////////////////////////////////////// + +enum class EFramePacingEditCondition +{ + EnableIf, + DisableIf +}; + +// Checks the platform-specific value for FramePacingMode +class FGameSettingEditCondition_FramePacingMode : public FGameSettingEditCondition +{ +public: + FGameSettingEditCondition_FramePacingMode(ELyraFramePacingMode InDesiredMode, EFramePacingEditCondition InMatchMode = EFramePacingEditCondition::EnableIf) + : DesiredMode(InDesiredMode) + , MatchMode(InMatchMode) + { + } + + virtual void GatherEditState(const ULocalPlayer * InLocalPlayer, FGameSettingEditableState & InOutEditState) const override + { + const ELyraFramePacingMode ActualMode = ULyraPlatformSpecificRenderingSettings::Get()->FramePacingMode; + + const bool bMatches = (ActualMode == DesiredMode); + const bool bMatchesAreBad = (MatchMode == EFramePacingEditCondition::DisableIf); + + if (bMatches == bMatchesAreBad) + { + InOutEditState.Kill(FString::Printf(TEXT("Frame pacing mode %d didn't match requirement %d"), (int32)ActualMode, (int32)DesiredMode)); + } + } +private: + ELyraFramePacingMode DesiredMode; + EFramePacingEditCondition MatchMode; +}; + +////////////////////////////////////////////////////////////////////// + +// Checks the platform-specific value for bSupportsGranularVideoQualitySettings +class FGameSettingEditCondition_VideoQuality : public FGameSettingEditCondition +{ +public: + FGameSettingEditCondition_VideoQuality(const FString& InDisableString) + : DisableString(InDisableString) + { + } + + virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override + { + if (!ULyraPlatformSpecificRenderingSettings::Get()->bSupportsGranularVideoQualitySettings) + { + InOutEditState.Kill(DisableString); + } + } + + virtual void SettingChanged(const ULocalPlayer* LocalPlayer, UGameSetting* Setting, EGameSettingChangeReason Reason) const override + { + // TODO for now this applies the setting immediately + const ULyraLocalPlayer* LyraLocalPlayer = CastChecked(LocalPlayer); + LyraLocalPlayer->GetLocalSettings()->ApplyScalabilitySettings(); + } + +private: + FString DisableString; +}; + +//////////////////////////////////////////////////////////////////////////////////// + +UGameSettingCollection* ULyraGameSettingRegistry::InitializeVideoSettings(ULyraLocalPlayer* InLocalPlayer) +{ + UGameSettingCollection* Screen = NewObject(); + Screen->SetDevName(TEXT("VideoCollection")); + Screen->SetDisplayName(LOCTEXT("VideoCollection_Name", "Video")); + Screen->Initialize(InLocalPlayer); + + UGameSettingValueDiscreteDynamic_Enum* WindowModeSetting = nullptr; + UGameSetting* MobileFPSType = nullptr; + + // Display + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Display = NewObject(); + Display->SetDevName(TEXT("DisplayCollection")); + Display->SetDisplayName(LOCTEXT("DisplayCollection_Name", "Display")); + Screen->AddSetting(Display); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("WindowMode")); + Setting->SetDisplayName(LOCTEXT("WindowMode_Name", "Window Mode")); + Setting->SetDescriptionRichText(LOCTEXT("WindowMode_Description", "In Windowed mode you can interact with other windows more easily, and drag the edges of the window to set the size. In Windowed Fullscreen mode you can easily switch between applications. In Fullscreen mode you cannot interact with other windows as easily, but the game will run slightly faster.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFullscreenMode)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFullscreenMode)); + Setting->AddEnumOption(EWindowMode::Fullscreen, LOCTEXT("WindowModeFullscreen", "Fullscreen")); + Setting->AddEnumOption(EWindowMode::WindowedFullscreen, LOCTEXT("WindowModeWindowedFullscreen", "Windowed Fullscreen")); + Setting->AddEnumOption(EWindowMode::Windowed, LOCTEXT("WindowModeWindowed", "Windowed")); + + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_SupportsWindowedMode, TEXT("Platform does not support window mode"))); + + WindowModeSetting = Setting; + + Display->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_Resolution* Setting = NewObject(); + Setting->SetDevName(TEXT("Resolution")); + Setting->SetDisplayName(LOCTEXT("Resolution_Name", "Resolution")); + Setting->SetDescriptionRichText(LOCTEXT("Resolution_Description", "Display Resolution determines the size of the window in Windowed mode. In Fullscreen mode, Display Resolution determines the graphics card output resolution, which can result in black bars depending on monitor and graphics card. Display Resolution is inactive in Windowed Fullscreen mode.")); + + Setting->AddEditDependency(WindowModeSetting); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_SupportsWindowedMode, TEXT("Platform does not support window mode"))); + Setting->AddEditCondition(MakeShared([WindowModeSetting](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) + { + if (WindowModeSetting->GetValue() == EWindowMode::WindowedFullscreen) + { + InOutEditState.Disable(LOCTEXT("ResolutionWindowedFullscreen_Disabled", "When the Window Mode is set to Windowed Fullscreen, the resolution must match the native desktop resolution.")); + } + })); + + Display->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + AddPerformanceStatPage(Display, InLocalPlayer); + } + //---------------------------------------------------------------------------------- + } + + // Graphics + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* Graphics = NewObject(); + Graphics->SetDevName(TEXT("GraphicsCollection")); + Graphics->SetDisplayName(LOCTEXT("GraphicsCollection_Name", "Graphics")); + Screen->AddSetting(Graphics); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Enum* Setting = NewObject(); + Setting->SetDevName(TEXT("ColorBlindMode")); + Setting->SetDisplayName(LOCTEXT("ColorBlindMode_Name", "Color Blind Mode")); + Setting->SetDescriptionRichText(LOCTEXT("ColorBlindMode_Description", "Using the provided images, test out the different color blind modes to find a color correction that works best for you.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetColorBlindMode)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetColorBlindMode)); + Setting->SetDefaultValue(GetDefault()->GetColorBlindMode()); + Setting->AddEnumOption(EColorBlindMode::Off, LOCTEXT("ColorBlindRotatorSettingOff", "Off")); + Setting->AddEnumOption(EColorBlindMode::Deuteranope, LOCTEXT("ColorBlindRotatorSettingDeuteranope", "Deuteranope")); + Setting->AddEnumOption(EColorBlindMode::Protanope, LOCTEXT("ColorBlindRotatorSettingProtanope", "Protanope")); + Setting->AddEnumOption(EColorBlindMode::Tritanope, LOCTEXT("ColorBlindRotatorSettingTritanope", "Tritanope")); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Graphics->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("ColorBlindStrength")); + Setting->SetDisplayName(LOCTEXT("ColorBlindStrength_Name", "Color Blind Strength")); + Setting->SetDescriptionRichText(LOCTEXT("ColorBlindStrength_Description", "Using the provided images, test out the different strengths to find a color correction that works best for you.")); + + Setting->SetDynamicGetter(GET_SHARED_SETTINGS_FUNCTION_PATH(GetColorBlindStrength)); + Setting->SetDynamicSetter(GET_SHARED_SETTINGS_FUNCTION_PATH(SetColorBlindStrength)); + Setting->SetDefaultValue(GetDefault()->GetColorBlindStrength()); + for (int32 Index = 0; Index <= 10; Index++) + { + Setting->AddOption(Index, FText::AsNumber(Index)); + } + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + + Graphics->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("Brightness")); + Setting->SetDisplayName(LOCTEXT("Brightness_Name", "Brightness")); + Setting->SetDescriptionRichText(LOCTEXT("Brightness_Description", "Adjusts the brightness.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetDisplayGamma)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetDisplayGamma)); + Setting->SetDefaultValue(2.2); + Setting->SetDisplayFormat([](double SourceValue, double NormalizedValue) { + return FText::Format(LOCTEXT("BrightnessFormat", "{0}%"), (int32)FMath::GetMappedRangeValueClamped(FVector2D(0, 1), FVector2D(50, 150), NormalizedValue)); + }); + Setting->SetSourceRangeAndStep(TRange(1.7, 2.7), 0.01); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(FWhenPlatformHasTrait::KillIfMissing(TAG_Platform_Trait_NeedsBrightnessAdjustment, TEXT("Platform does not require brightness adjustment."))); + + Graphics->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + ULyraSettingAction_SafeZoneEditor* Setting = NewObject(); + Setting->SetDevName(TEXT("SafeZone")); + Setting->SetDisplayName(LOCTEXT("SafeZone_Name", "Safe Zone")); + Setting->SetDescriptionRichText(LOCTEXT("SafeZone_Description", "Set the UI safe zone for the platform.")); + Setting->SetActionText(LOCTEXT("SafeZone_Action", "Set Safe Zone")); + Setting->SetNamedAction(GameSettings_Action_EditSafeZone); + + Setting->AddEditCondition(FWhenPlayingAsPrimaryPlayer::Get()); + Setting->AddEditCondition(MakeShared([](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) { + FDisplayMetrics Metrics; + FSlateApplication::Get().GetCachedDisplayMetrics(Metrics); + if (Metrics.TitleSafePaddingSize.Size() == 0) + { + InOutEditState.Kill(TEXT("Platform does not have any TitleSafePaddingSize configured in the display metrics.")); + } + })); + + Graphics->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + } + + + // Graphics Quality + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* GraphicsQuality = NewObject(); + GraphicsQuality->SetDevName(TEXT("GraphicsQuality")); + GraphicsQuality->SetDisplayName(LOCTEXT("GraphicsQuality_Name", "Graphics Quality")); + Screen->AddSetting(GraphicsQuality); + + UGameSetting* AutoSetQuality = nullptr; + UGameSetting* GraphicsQualityPresets = nullptr; + + //---------------------------------------------------------------------------------- + { + // Console-style device profile selection + UGameSettingValueDiscreteDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("DeviceProfileSuffix")); + Setting->SetDisplayName(LOCTEXT("DeviceProfileSuffix_Name", "Quality Presets")); + Setting->SetDescriptionRichText(LOCTEXT("DeviceProfileSuffix_Description", "Choose between different quality presets to make a trade off between quality and speed.")); + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetDesiredDeviceProfileQualitySuffix)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetDesiredDeviceProfileQualitySuffix)); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + + Setting->SetDefaultValueFromString(PlatformSettings->DefaultDeviceProfileSuffix); + for (const FLyraQualityDeviceProfileVariant& Variant : PlatformSettings->UserFacingDeviceProfileOptions) + { + if (FPlatformMisc::GetMaxRefreshRate() >= Variant.MinRefreshRate) + { + Setting->AddDynamicOption(Variant.DeviceProfileSuffix, Variant.DisplayName); + } + } + + if (Setting->GetDynamicOptions().Num() > 1) + { + GraphicsQuality->AddSetting(Setting); + } + } + + //---------------------------------------------------------------------------------- + { + // Mobile style frame rate selection + ULyraSettingValueDiscrete_MobileFPSType* Setting = NewObject(); + MobileFPSType = Setting; + + Setting->SetDevName(TEXT("FrameRateLimit_Mobile")); + Setting->SetDisplayName(LOCTEXT("FrameRateLimit_Mobile_Name", "Frame Rate Limit")); + Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_Mobile_Description", "Select a desired framerate. Use this to fine tune performance on your device.")); + + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::MobileStyle)); + + GraphicsQuality->AddSetting(Setting); + } + + //---------------------------------------------------------------------------------- + { + UGameSettingAction* Setting = NewObject(); + Setting->SetDevName(TEXT("AutoSetQuality")); + Setting->SetDisplayName(LOCTEXT("AutoSetQuality_Name", "Auto-Set Quality")); + Setting->SetDescriptionRichText(LOCTEXT("AutoSetQuality_Description", "Automatically configure the graphics quality options based on a benchmark of the hardware.")); + + Setting->SetDoesActionDirtySettings(true); + Setting->SetActionText(LOCTEXT("AutoSetQuality_Action", "Auto-Set")); + Setting->SetCustomAction([](ULocalPlayer* LocalPlayer) + { + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + ULyraSettingsLocal::Get()->ResetToMobileDeviceDefaults(); + } + else + { + const ULyraLocalPlayer* LyraLocalPlayer = CastChecked(LocalPlayer); + // We don't save state until users apply the settings. + constexpr bool bImmediatelySaveState = false; + LyraLocalPlayer->GetLocalSettings()->RunAutoBenchmark(bImmediatelySaveState); + } + }); + + Setting->AddEditCondition(MakeShared([](const ULocalPlayer* LocalPlayer, FGameSettingEditableState& InOutEditState) + { + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + const bool bCanUseDueToMobile = (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle); + + const ULyraLocalPlayer* LyraLocalPlayer = CastChecked(LocalPlayer); + const bool bCanBenchmark = LyraLocalPlayer->GetLocalSettings()->CanRunAutoBenchmark(); + + if (!bCanUseDueToMobile && !bCanBenchmark) + { + InOutEditState.Kill(TEXT("Auto quality not supported")); + } + })); + + if (MobileFPSType != nullptr) + { + MobileFPSType->AddEditDependency(Setting); + } + + GraphicsQuality->AddSetting(Setting); + + AutoSetQuality = Setting; + } + //---------------------------------------------------------------------------------- + { + ULyraSettingValueDiscrete_OverallQuality* Setting = NewObject(); + Setting->SetDevName(TEXT("GraphicsQualityPresets")); + Setting->SetDisplayName(LOCTEXT("GraphicsQualityPresets_Name", "Quality Presets")); + Setting->SetDescriptionRichText(LOCTEXT("GraphicsQualityPresets_Description", "Quality Preset allows you to adjust multiple video options at once. Try a few options to see what fits your preference and device's performance.")); + + Setting->AddEditDependency(AutoSetQuality); + + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::ConsoleStyle, EFramePacingEditCondition::DisableIf)); + + if (MobileFPSType != nullptr) + { + Setting->AddEditDependency(MobileFPSType); + MobileFPSType->AddEditDependency(Setting); + } + + GraphicsQuality->AddSetting(Setting); + + GraphicsQualityPresets = Setting; + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueScalarDynamic* Setting = NewObject(); + Setting->SetDevName(TEXT("ResolutionScale")); + Setting->SetDisplayName(LOCTEXT("ResolutionScale_Name", "3D Resolution")); + Setting->SetDescriptionRichText(LOCTEXT("ResolutionScale_Description", "3D resolution determines the resolution that objects are rendered in game, but does not affect the main menu. Lower resolutions can significantly increase frame rate.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetResolutionScaleNormalized)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetResolutionScaleNormalized)); + Setting->SetDisplayFormat(UGameSettingValueScalarDynamic::ZeroToOnePercent); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support 3D Resolution"))); + //@TODO: Add support for 3d res on mobile + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("GlobalIlluminationQuality")); + Setting->SetDisplayName(LOCTEXT("GlobalIlluminationQuality_Name", "Global Illumination")); + Setting->SetDescriptionRichText(LOCTEXT("GlobalIlluminationQuality_Description", "Global Illumination controls the quality of dynamically calculated indirect lighting bounces, sky shadowing and Ambient Occlusion. Settings of 'High' and above use more accurate ray tracing methods to solve lighting, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetGlobalIlluminationQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetGlobalIlluminationQuality)); + Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low")); + Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High")); + Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support GlobalIlluminationQuality"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("Shadows")); + Setting->SetDisplayName(LOCTEXT("Shadows_Name", "Shadows")); + Setting->SetDescriptionRichText(LOCTEXT("Shadows_Description", "Shadow quality determines the resolution and view distance of dynamic shadows. Shadows improve visual quality and give better depth perception, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetShadowQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetShadowQuality)); + Setting->AddOption(0, LOCTEXT("ShadowLow", "Off")); + Setting->AddOption(1, LOCTEXT("ShadowMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("ShadowHigh", "High")); + Setting->AddOption(3, LOCTEXT("ShadowEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support Shadows"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("AntiAliasing")); + Setting->SetDisplayName(LOCTEXT("AntiAliasing_Name", "Anti-Aliasing")); + Setting->SetDescriptionRichText(LOCTEXT("AntiAliasing_Description", "Anti-Aliasing reduces jaggy artifacts along geometry edges. Increasing this setting will make edges look smoother, but can reduce performance. Higher settings mean more anti-aliasing.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetAntiAliasingQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetAntiAliasingQuality)); + Setting->AddOption(0, LOCTEXT("AntiAliasingLow", "Off")); + Setting->AddOption(1, LOCTEXT("AntiAliasingMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("AntiAliasingHigh", "High")); + Setting->AddOption(3, LOCTEXT("AntiAliasingEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support Anti-Aliasing"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("ViewDistance")); + Setting->SetDisplayName(LOCTEXT("ViewDistance_Name", "View Distance")); + Setting->SetDescriptionRichText(LOCTEXT("ViewDistance_Description", "View distance determines how far away objects are culled for performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetViewDistanceQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetViewDistanceQuality)); + Setting->AddOption(0, LOCTEXT("ViewDistanceNear", "Near")); + Setting->AddOption(1, LOCTEXT("ViewDistanceMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("ViewDistanceFar", "Far")); + Setting->AddOption(3, LOCTEXT("ViewDistanceEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support View Distance"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("TextureQuality")); + Setting->SetDisplayName(LOCTEXT("TextureQuality_Name", "Textures")); + + Setting->SetDescriptionRichText(LOCTEXT("TextureQuality_Description", "Texture quality determines the resolution of textures in game. Increasing this setting will make objects more detailed, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetTextureQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetTextureQuality)); + Setting->AddOption(0, LOCTEXT("TextureQualityLow", "Low")); + Setting->AddOption(1, LOCTEXT("TextureQualityMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("TextureQualityHigh", "High")); + Setting->AddOption(3, LOCTEXT("TextureQualityEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support Texture quality"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("VisualEffectQuality")); + Setting->SetDisplayName(LOCTEXT("VisualEffectQuality_Name", "Effects")); + Setting->SetDescriptionRichText(LOCTEXT("VisualEffectQuality_Description", "Effects determines the quality of visual effects and lighting in game. Increasing this setting will increase the quality of visual effects, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetVisualEffectQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetVisualEffectQuality)); + Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low")); + Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High")); + Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support VisualEffectQuality"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("ReflectionQuality")); + Setting->SetDisplayName(LOCTEXT("ReflectionQuality_Name", "Reflections")); + Setting->SetDescriptionRichText(LOCTEXT("ReflectionQuality_Description", "Reflection quality determines the resolution and accuracy of reflections. Settings of 'High' and above use more accurate ray tracing methods to solve reflections, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetReflectionQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetReflectionQuality)); + Setting->AddOption(0, LOCTEXT("VisualEffectQualityLow", "Low")); + Setting->AddOption(1, LOCTEXT("VisualEffectQualityMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("VisualEffectQualityHigh", "High")); + Setting->AddOption(3, LOCTEXT("VisualEffectQualityEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support ReflectionQuality"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("PostProcessingQuality")); + Setting->SetDisplayName(LOCTEXT("PostProcessingQuality_Name", "Post Processing")); + Setting->SetDescriptionRichText(LOCTEXT("PostProcessingQuality_Description", "Post Processing effects include Motion Blur, Depth of Field and Bloom. Increasing this setting improves the quality of post process effects, but can reduce performance.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetPostProcessingQuality)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetPostProcessingQuality)); + Setting->AddOption(0, LOCTEXT("PostProcessingQualityLow", "Low")); + Setting->AddOption(1, LOCTEXT("PostProcessingQualityMedium", "Medium")); + Setting->AddOption(2, LOCTEXT("PostProcessingQualityHigh", "High")); + Setting->AddOption(3, LOCTEXT("PostProcessingQualityEpic", "Epic")); + + Setting->AddEditDependency(AutoSetQuality); + Setting->AddEditDependency(GraphicsQualityPresets); + Setting->AddEditCondition(MakeShared(TEXT("Platform does not support PostProcessingQuality"))); + + // When this setting changes, it can GraphicsQualityPresets to be set to custom, or a particular preset. + GraphicsQualityPresets->AddEditDependency(Setting); + + GraphicsQuality->AddSetting(Setting); + } + + } + + // Advanced Graphics + //////////////////////////////////////////////////////////////////////////////////// + { + UGameSettingCollection* AdvancedGraphics = NewObject(); + AdvancedGraphics->SetDevName(TEXT("AdvancedGraphics")); + AdvancedGraphics->SetDisplayName(LOCTEXT("AdvancedGraphics_Name", "Advanced Graphics")); + Screen->AddSetting(AdvancedGraphics); + + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Bool* Setting = NewObject(); + Setting->SetDevName(TEXT("VerticalSync")); + Setting->SetDisplayName(LOCTEXT("VerticalSync_Name", "Vertical Sync")); + Setting->SetDescriptionRichText(LOCTEXT("VerticalSync_Description", "Enabling Vertical Sync eliminates screen tearing by always rendering and presenting a full frame. Disabling Vertical Sync can give higher frame rate and better input response, but can result in horizontal screen tearing.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(IsVSyncEnabled)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetVSyncEnabled)); + Setting->SetDefaultValue(false); + + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::DesktopStyle)); + + Setting->AddEditDependency(WindowModeSetting); + Setting->AddEditCondition(MakeShared([WindowModeSetting](const ULocalPlayer*, FGameSettingEditableState& InOutEditState) { + if (WindowModeSetting->GetValue() != EWindowMode::Fullscreen) + { + InOutEditState.Disable(LOCTEXT("FullscreenNeededForVSync", "This feature only works if 'Window Mode' is set to 'Fullscreen'.")); + } + })); + + AdvancedGraphics->AddSetting(Setting); + } + } + + return Screen; +} + +void AddFrameRateOptions(UGameSettingValueDiscreteDynamic_Number* Setting) +{ + const FText FPSFormat = LOCTEXT("FPSFormat", "{0} FPS"); + for (int32 Rate : GetDefault()->DesktopFrameRateLimits) + { + Setting->AddOption((float)Rate, FText::Format(FPSFormat, Rate)); + } + Setting->AddOption(0.0f, LOCTEXT("UnlimitedFPS", "Unlimited")); +} + +void ULyraGameSettingRegistry::InitializeVideoSettings_FrameRates(UGameSettingCollection* Screen, ULyraLocalPlayer* InLocalPlayer) +{ + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("FrameRateLimit_OnBattery")); + Setting->SetDisplayName(LOCTEXT("FrameRateLimit_OnBattery_Name", "Frame Rate Limit (On Battery)")); + Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_OnBattery_Description", "Frame rate limit when running on battery. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_OnBattery)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_OnBattery)); + Setting->SetDefaultValue(GetDefault()->GetFrameRateLimit_OnBattery()); + + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::DesktopStyle)); + //@TODO: Hide if this device doesn't have a battery (no API for this right now) + + AddFrameRateOptions(Setting); + + Screen->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("FrameRateLimit_InMenu")); + Setting->SetDisplayName(LOCTEXT("FrameRateLimit_InMenu_Name", "Frame Rate Limit (Menu)")); + Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_InMenu_Description", "Frame rate limit when in the menu. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_InMenu)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_InMenu)); + Setting->SetDefaultValue(GetDefault()->GetFrameRateLimit_InMenu()); + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::DesktopStyle)); + + AddFrameRateOptions(Setting); + + Screen->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("FrameRateLimit_WhenBackgrounded")); + Setting->SetDisplayName(LOCTEXT("FrameRateLimit_WhenBackgrounded_Name", "Frame Rate Limit (Background)")); + Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_WhenBackgrounded_Description", "Frame rate limit when in the background. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_WhenBackgrounded)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_WhenBackgrounded)); + Setting->SetDefaultValue(GetDefault()->GetFrameRateLimit_WhenBackgrounded()); + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::DesktopStyle)); + + AddFrameRateOptions(Setting); + + Screen->AddSetting(Setting); + } + //---------------------------------------------------------------------------------- + { + UGameSettingValueDiscreteDynamic_Number* Setting = NewObject(); + Setting->SetDevName(TEXT("FrameRateLimit_Always")); + Setting->SetDisplayName(LOCTEXT("FrameRateLimit_Always_Name", "Frame Rate Limit")); + Setting->SetDescriptionRichText(LOCTEXT("FrameRateLimit_Always_Description", "Frame rate limit sets the highest frame rate that is allowed. Set this lower for a more consistent frame rate or higher for the best experience on faster machines. You may need to disable Vsync to reach high frame rates.")); + + Setting->SetDynamicGetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(GetFrameRateLimit_Always)); + Setting->SetDynamicSetter(GET_LOCAL_SETTINGS_FUNCTION_PATH(SetFrameRateLimit_Always)); + Setting->SetDefaultValue(GetDefault()->GetFrameRateLimit_Always()); + Setting->AddEditCondition(MakeShared(ELyraFramePacingMode::DesktopStyle)); + + AddFrameRateOptions(Setting); + + Screen->AddSetting(Setting); + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cccdf248dcd88c35415af9ee84cc340d8f25e0ad --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.cpp @@ -0,0 +1,1685 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingsLocal.h" +#include "Engine/Engine.h" +#include "Framework/Application/SlateApplication.h" +#include "Engine/World.h" +#include "Misc/App.h" +#include "CommonInputSubsystem.h" +#include "GenericPlatform/GenericPlatformFramePacer.h" +#include "Player/LyraLocalPlayer.h" +#include "Performance/LatencyMarkerModule.h" +#include "Performance/LyraPerformanceStatTypes.h" +#include "ICommonUIModule.h" +#include "CommonUISettings.h" +#include "SoundControlBusMix.h" +#include "Widgets/Layout/SSafeZone.h" +#include "Performance/LyraPerformanceSettings.h" +#include "DeviceProfiles/DeviceProfileManager.h" +#include "DeviceProfiles/DeviceProfile.h" +#include "HAL/PlatformFramePacer.h" +#include "Development/LyraPlatformEmulationSettings.h" +#include "SoundControlBus.h" +#include "AudioModulationStatics.h" +#include "Audio/LyraAudioSettings.h" +#include "Audio/LyraAudioMixEffectsSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingsLocal) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_BinauralSettingControlledByOS, "Platform.Trait.BinauralSettingControlledByOS"); + +namespace PerfStatTags +{ + UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsLatencyStats, "Platform.Trait.SupportsLatencyStats"); + UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_SupportsLatencyMarkers, "Platform.Trait.SupportsLatencyMarkers"); +} + +////////////////////////////////////////////////////////////////////// + +#if WITH_EDITOR +static TAutoConsoleVariable CVarApplyFrameRateSettingsInPIE(TEXT("Lyra.Settings.ApplyFrameRateSettingsInPIE"), + false, + TEXT("Should we apply frame rate settings in PIE?"), + ECVF_Default); + +static TAutoConsoleVariable CVarApplyFrontEndPerformanceOptionsInPIE(TEXT("Lyra.Settings.ApplyFrontEndPerformanceOptionsInPIE"), + false, + TEXT("Do we apply front-end specific performance options in PIE?"), + ECVF_Default); + +static TAutoConsoleVariable CVarApplyDeviceProfilesInPIE(TEXT("Lyra.Settings.ApplyDeviceProfilesInPIE"), + false, + TEXT("Should we apply experience/platform emulated device profiles in PIE?"), + ECVF_Default); +#endif + +////////////////////////////////////////////////////////////////////// +// Console frame pacing + +static TAutoConsoleVariable CVarDeviceProfileDrivenTargetFps( + TEXT("Lyra.DeviceProfile.Console.TargetFPS"), + -1, + TEXT("Target FPS when being driven by device profile"), + ECVF_Default | ECVF_Preview); + +static TAutoConsoleVariable CVarDeviceProfileDrivenFrameSyncType( + TEXT("Lyra.DeviceProfile.Console.FrameSyncType"), + -1, + TEXT("Sync type when being driven by device profile. Corresponds to r.GTSyncType"), + ECVF_Default | ECVF_Preview); + +////////////////////////////////////////////////////////////////////// +// Mobile frame pacing + +static TAutoConsoleVariable CVarDeviceProfileDrivenMobileDefaultFrameRate( + TEXT("Lyra.DeviceProfile.Mobile.DefaultFrameRate"), + 30, + TEXT("Default FPS when being driven by device profile"), + ECVF_Default | ECVF_Preview); + +static TAutoConsoleVariable CVarDeviceProfileDrivenMobileMaxFrameRate( + TEXT("Lyra.DeviceProfile.Mobile.MaxFrameRate"), + 30, + TEXT("Max FPS when being driven by device profile"), + ECVF_Default | ECVF_Preview); + +////////////////////////////////////////////////////////////////////// + +static TAutoConsoleVariable CVarMobileQualityLimits( + TEXT("Lyra.DeviceProfile.Mobile.OverallQualityLimits"), + TEXT(""), + TEXT("List of limits on resolution quality of the form \"FPS:MaxQuality,FPS2:MaxQuality2,...\", kicking in when FPS is at or above the threshold"), + ECVF_Default | ECVF_Preview); + +static TAutoConsoleVariable CVarMobileResolutionQualityLimits( + TEXT("Lyra.DeviceProfile.Mobile.ResolutionQualityLimits"), + TEXT(""), + TEXT("List of limits on resolution quality of the form \"FPS:MaxResQuality,FPS2:MaxResQuality2,...\", kicking in when FPS is at or above the threshold"), + ECVF_Default | ECVF_Preview); + +static TAutoConsoleVariable CVarMobileResolutionQualityRecommendation( + TEXT("Lyra.DeviceProfile.Mobile.ResolutionQualityRecommendation"), + TEXT("0:75"), + TEXT("List of limits on resolution quality of the form \"FPS:Recommendation,FPS2:Recommendation2,...\", kicking in when FPS is at or above the threshold"), + ECVF_Default | ECVF_Preview); + +////////////////////////////////////////////////////////////////////// + +FLyraScalabilitySnapshot::FLyraScalabilitySnapshot() +{ + static_assert(sizeof(Scalability::FQualityLevels) == 88, "This function may need to be updated to account for new members"); + + Qualities.ResolutionQuality = -1.0f; + Qualities.ViewDistanceQuality = -1; + Qualities.AntiAliasingQuality = -1; + Qualities.ShadowQuality = -1; + Qualities.GlobalIlluminationQuality = -1; + Qualities.ReflectionQuality = -1; + Qualities.PostProcessQuality = -1; + Qualities.TextureQuality = -1; + Qualities.EffectsQuality = -1; + Qualities.FoliageQuality = -1; + Qualities.ShadingQuality = -1; +} + +////////////////////////////////////////////////////////////////////// + +template +struct TMobileQualityWrapper +{ +private: + T DefaultValue; + TAutoConsoleVariable& WatchedVar; + FString LastSeenCVarString; + + struct FLimitPair + { + int32 Limit = 0; + T Value = T(0); + }; + + TArray Thresholds; + +public: + TMobileQualityWrapper(T InDefaultValue, TAutoConsoleVariable& InWatchedVar) + : DefaultValue(InDefaultValue) + , WatchedVar(InWatchedVar) + { + } + + T Query(int32 TestValue) + { + UpdateCache(); + + for (const FLimitPair& Pair : Thresholds) + { + if (TestValue >= Pair.Limit) + { + return Pair.Value; + } + } + + return DefaultValue; + } + + // Returns the first threshold value or INDEX_NONE if there aren't any + int32 GetFirstThreshold() + { + UpdateCache(); + return (Thresholds.Num() > 0) ? Thresholds[0].Limit : INDEX_NONE; + } + + // Returns the lowest value of all the pairs or DefaultIfNoPairs if there are no pairs + T GetLowestValue(T DefaultIfNoPairs) + { + UpdateCache(); + + T Result = DefaultIfNoPairs; + bool bFirstValue = true; + for (const FLimitPair& Pair : Thresholds) + { + if (bFirstValue) + { + Result = Pair.Value; + bFirstValue = false; + } + else + { + Result = FMath::Min(Result, Pair.Value); + } + } + + return Result; + } + +private: + void UpdateCache() + { + const FString CurrentValue = WatchedVar.GetValueOnGameThread(); + if (!CurrentValue.Equals(LastSeenCVarString, ESearchCase::CaseSensitive)) + { + LastSeenCVarString = CurrentValue; + + Thresholds.Reset(); + + // Parse the thresholds + int32 ScanIndex = 0; + while (ScanIndex < LastSeenCVarString.Len()) + { + const int32 ColonIndex = LastSeenCVarString.Find(TEXT(":"), ESearchCase::CaseSensitive, ESearchDir::FromStart, ScanIndex); + if (ColonIndex > 0) + { + const int32 CommaIndex = LastSeenCVarString.Find(TEXT(","), ESearchCase::CaseSensitive, ESearchDir::FromStart, ColonIndex); + const int32 EndOfPairIndex = (CommaIndex != INDEX_NONE) ? CommaIndex : LastSeenCVarString.Len(); + + FLimitPair Pair; + LexFromString(Pair.Limit, *LastSeenCVarString.Mid(ScanIndex, ColonIndex - ScanIndex)); + LexFromString(Pair.Value, *LastSeenCVarString.Mid(ColonIndex + 1, EndOfPairIndex - ColonIndex - 1)); + Thresholds.Add(Pair); + + ScanIndex = EndOfPairIndex + 1; + } + else + { + + UE_LOG(LogConsoleResponse, Error, TEXT("Malformed value for '%s'='%s', expecting a ':'"), + *IConsoleManager::Get().FindConsoleObjectName(WatchedVar.AsVariable()), + *LastSeenCVarString); + Thresholds.Reset(); + break; + } + } + + // Sort the pairs + Thresholds.Sort([](const FLimitPair A, const FLimitPair B) { return A.Limit < B.Limit; }); + } + } +}; + +namespace LyraSettingsHelpers +{ + bool HasPlatformTrait(FGameplayTag Tag) + { + return ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(Tag); + } + + // Returns the max level from the integer scalability settings (ignores ResolutionQuality) + int32 GetHighestLevelOfAnyScalabilityChannel(const Scalability::FQualityLevels& ScalabilityQuality) + { + static_assert(sizeof(Scalability::FQualityLevels) == 88, "This function may need to be updated to account for new members"); + + int32 MaxScalability = ScalabilityQuality.ViewDistanceQuality; + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.AntiAliasingQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.ShadowQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.GlobalIlluminationQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.ReflectionQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.PostProcessQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.TextureQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.EffectsQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.FoliageQuality); + MaxScalability = FMath::Max(MaxScalability, ScalabilityQuality.ShadingQuality); + + return (MaxScalability >= 0) ? MaxScalability : -1; + } + + void FillScalabilitySettingsFromDeviceProfile(FLyraScalabilitySnapshot& Mode, const FString& Suffix = FString()) + { + static_assert(sizeof(Scalability::FQualityLevels) == 88, "This function may need to be updated to account for new members"); + + // Default out before filling so we can correctly mark non-overridden scalability values. + // It's technically possible to swap device profile when testing so safest to clear and refill + Mode = FLyraScalabilitySnapshot(); + + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ResolutionQuality%s"), *Suffix), Mode.Qualities.ResolutionQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ViewDistanceQuality%s"), *Suffix), Mode.Qualities.ViewDistanceQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.AntiAliasingQuality%s"), *Suffix), Mode.Qualities.AntiAliasingQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ShadowQuality%s"), *Suffix), Mode.Qualities.ShadowQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.GlobalIlluminationQuality%s"), *Suffix), Mode.Qualities.GlobalIlluminationQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ReflectionQuality%s"), *Suffix), Mode.Qualities.ReflectionQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.PostProcessQuality%s"), *Suffix), Mode.Qualities.PostProcessQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.TextureQuality%s"), *Suffix), Mode.Qualities.TextureQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.EffectsQuality%s"), *Suffix), Mode.Qualities.EffectsQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.FoliageQuality%s"), *Suffix), Mode.Qualities.FoliageQuality); + Mode.bHasOverrides |= UDeviceProfileManager::GetScalabilityCVar(FString::Printf(TEXT("sg.ShadingQuality%s"), *Suffix), Mode.Qualities.ShadingQuality); + } + + TMobileQualityWrapper OverallQualityLimits(-1, CVarMobileQualityLimits); + TMobileQualityWrapper ResolutionQualityLimits(100.0f, CVarMobileResolutionQualityLimits); + TMobileQualityWrapper ResolutionQualityRecommendations(75.0f, CVarMobileResolutionQualityRecommendation); + + int32 GetApplicableOverallQualityLimit(int32 FrameRate) + { + return OverallQualityLimits.Query(FrameRate); + } + + float GetApplicableResolutionQualityLimit(int32 FrameRate) + { + return ResolutionQualityLimits.Query(FrameRate); + } + + float GetApplicableResolutionQualityRecommendation(int32 FrameRate) + { + return ResolutionQualityRecommendations.Query(FrameRate); + } + + int32 ConstrainFrameRateToBeCompatibleWithOverallQuality(int32 FrameRate, int32 OverallQuality) + { + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + const TArray& PossibleRates = PlatformSettings->MobileFrameRateLimits; + + // Choose the closest frame rate (without going over) to the user preferred one that is supported and compatible with the desired overall quality + int32 LimitIndex = PossibleRates.FindLastByPredicate([=](const int32& TestRate) + { + const bool bAtOrBelowDesiredRate = (TestRate <= FrameRate); + + const int32 LimitQuality = GetApplicableResolutionQualityLimit(TestRate); + const bool bQualityDoesntExceedLimit = (LimitQuality < 0) || (OverallQuality <= LimitQuality); + + const bool bIsSupported = ULyraSettingsLocal::IsSupportedMobileFramePace(TestRate); + + return bAtOrBelowDesiredRate && bQualityDoesntExceedLimit && bIsSupported; + }); + + return PossibleRates.IsValidIndex(LimitIndex) ? PossibleRates[LimitIndex] : ULyraSettingsLocal::GetDefaultMobileFrameRate(); + } + + // Returns the first frame rate at which overall quality is restricted/limited by the current device profile + int32 GetFirstFrameRateWithQualityLimit() + { + return OverallQualityLimits.GetFirstThreshold(); + } + + // Returns the lowest quality at which there's a limit on the overall frame rate (or -1 if there is no limit) + int32 GetLowestQualityWithFrameRateLimit() + { + return OverallQualityLimits.GetLowestValue(-1); + } +} + +////////////////////////////////////////////////////////////////////// + +ULyraSettingsLocal::ULyraSettingsLocal() +{ + if (!HasAnyFlags(RF_ClassDefaultObject) && FSlateApplication::IsInitialized()) + { + OnApplicationActivationStateChangedHandle = FSlateApplication::Get().OnApplicationActivationStateChanged().AddUObject(this, &ThisClass::OnAppActivationStateChanged); + } + + bEnableScalabilitySettings = ULyraPlatformSpecificRenderingSettings::Get()->bSupportsGranularVideoQualitySettings; + + SetToDefaults(); +} + +void ULyraSettingsLocal::SetToDefaults() +{ + Super::SetToDefaults(); + + bUseHeadphoneMode = false; + bUseHDRAudioMode = false; + bSoundControlBusMixLoaded = false; + bEnableLatencyTrackingStats = ULyraSettingsLocal::DoesPlatformSupportLatencyTrackingStats(); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + UserChosenDeviceProfileSuffix = PlatformSettings->DefaultDeviceProfileSuffix; + DesiredUserChosenDeviceProfileSuffix = UserChosenDeviceProfileSuffix; + + FrameRateLimit_InMenu = 144.0f; + FrameRateLimit_WhenBackgrounded = 30.0f; + FrameRateLimit_OnBattery = 60.0f; + + MobileFrameRateLimit = GetDefaultMobileFrameRate(); + DesiredMobileFrameRateLimit = MobileFrameRateLimit; +} + +void ULyraSettingsLocal::LoadSettings(bool bForceReload) +{ + Super::LoadSettings(bForceReload); + + // Console platforms use rhi.SyncInterval to limit framerate + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::ConsoleStyle) + { + FrameRateLimit = 0.0f; + } + + // Enable HRTF if needed + bDesiredHeadphoneMode = bUseHeadphoneMode; + SetHeadphoneModeEnabled(bUseHeadphoneMode); + + ApplyLatencyTrackingStatSetting(); + + DesiredUserChosenDeviceProfileSuffix = UserChosenDeviceProfileSuffix; + + LyraSettingsHelpers::FillScalabilitySettingsFromDeviceProfile(DeviceDefaultScalabilitySettings); + + DesiredMobileFrameRateLimit = MobileFrameRateLimit; + ClampMobileQuality(); + + + PerfStatSettingsChangedEvent.Broadcast(); +} + +void ULyraSettingsLocal::ResetToCurrentSettings() +{ + Super::ResetToCurrentSettings(); + + bDesiredHeadphoneMode = bUseHeadphoneMode; + + UserChosenDeviceProfileSuffix = DesiredUserChosenDeviceProfileSuffix; + + MobileFrameRateLimit = DesiredMobileFrameRateLimit; +} + +void ULyraSettingsLocal::BeginDestroy() +{ + if (FSlateApplication::IsInitialized()) + { + FSlateApplication::Get().OnApplicationActivationStateChanged().Remove(OnApplicationActivationStateChangedHandle); + } + + Super::BeginDestroy(); +} + +ULyraSettingsLocal* ULyraSettingsLocal::Get() +{ + return GEngine ? CastChecked(GEngine->GetGameUserSettings()) : nullptr; +} + +void ULyraSettingsLocal::ConfirmVideoMode() +{ + Super::ConfirmVideoMode(); + + SetMobileFPSMode(DesiredMobileFrameRateLimit); +} + +// Combines two limits, always taking the minimum of the two (with special handling for values of <= 0 meaning unlimited) +float CombineFrameRateLimits(float Limit1, float Limit2) +{ + if (Limit1 <= 0.0f) + { + return Limit2; + } + else if (Limit2 <= 0.0f) + { + return Limit1; + } + else + { + return FMath::Min(Limit1, Limit2); + } +} + +float ULyraSettingsLocal::GetEffectiveFrameRateLimit() +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + +#if WITH_EDITOR + if (GIsEditor && !CVarApplyFrameRateSettingsInPIE.GetValueOnGameThread()) + { + return Super::GetEffectiveFrameRateLimit(); + } +#endif + + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::ConsoleStyle) + { + return 0.0f; + } + + float EffectiveFrameRateLimit = Super::GetEffectiveFrameRateLimit(); + + if (ShouldUseFrontendPerformanceSettings()) + { + EffectiveFrameRateLimit = CombineFrameRateLimits(EffectiveFrameRateLimit, FrameRateLimit_InMenu); + } + + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::DesktopStyle) + { + if (FPlatformMisc::IsRunningOnBattery()) + { + EffectiveFrameRateLimit = CombineFrameRateLimits(EffectiveFrameRateLimit, FrameRateLimit_OnBattery); + } + + if (FSlateApplication::IsInitialized() && !FSlateApplication::Get().IsActive()) + { + EffectiveFrameRateLimit = CombineFrameRateLimits(EffectiveFrameRateLimit, FrameRateLimit_WhenBackgrounded); + } + } + + return EffectiveFrameRateLimit; +} + +int32 ULyraSettingsLocal::GetHighestLevelOfAnyScalabilityChannel() const +{ + return LyraSettingsHelpers::GetHighestLevelOfAnyScalabilityChannel(ScalabilityQuality); +} + +void ULyraSettingsLocal::OverrideQualityLevelsToScalabilityMode(const FLyraScalabilitySnapshot& InMode, Scalability::FQualityLevels& InOutLevels) +{ + static_assert(sizeof(Scalability::FQualityLevels) == 88, "This function may need to be updated to account for new members"); + + // Overrides any valid (non-negative) settings + InOutLevels.ResolutionQuality = (InMode.Qualities.ResolutionQuality >= 0.f) ? InMode.Qualities.ResolutionQuality : InOutLevels.ResolutionQuality; + InOutLevels.ViewDistanceQuality = (InMode.Qualities.ViewDistanceQuality >= 0) ? InMode.Qualities.ViewDistanceQuality : InOutLevels.ViewDistanceQuality; + InOutLevels.AntiAliasingQuality = (InMode.Qualities.AntiAliasingQuality >= 0) ? InMode.Qualities.AntiAliasingQuality : InOutLevels.AntiAliasingQuality; + InOutLevels.ShadowQuality = (InMode.Qualities.ShadowQuality >= 0) ? InMode.Qualities.ShadowQuality : InOutLevels.ShadowQuality; + InOutLevels.GlobalIlluminationQuality = (InMode.Qualities.GlobalIlluminationQuality >= 0) ? InMode.Qualities.GlobalIlluminationQuality : InOutLevels.GlobalIlluminationQuality; + InOutLevels.ReflectionQuality = (InMode.Qualities.ReflectionQuality >= 0) ? InMode.Qualities.ReflectionQuality : InOutLevels.ReflectionQuality; + InOutLevels.PostProcessQuality = (InMode.Qualities.PostProcessQuality >= 0) ? InMode.Qualities.PostProcessQuality : InOutLevels.PostProcessQuality; + InOutLevels.TextureQuality = (InMode.Qualities.TextureQuality >= 0) ? InMode.Qualities.TextureQuality : InOutLevels.TextureQuality; + InOutLevels.EffectsQuality = (InMode.Qualities.EffectsQuality >= 0) ? InMode.Qualities.EffectsQuality : InOutLevels.EffectsQuality; + InOutLevels.FoliageQuality = (InMode.Qualities.FoliageQuality >= 0) ? InMode.Qualities.FoliageQuality : InOutLevels.FoliageQuality; + InOutLevels.ShadingQuality = (InMode.Qualities.ShadingQuality >= 0) ? InMode.Qualities.ShadingQuality : InOutLevels.ShadingQuality; +} + +void ULyraSettingsLocal::ClampQualityLevelsToDeviceProfile(const Scalability::FQualityLevels& ClampLevels, Scalability::FQualityLevels& InOutLevels) +{ + static_assert(sizeof(Scalability::FQualityLevels) == 88, "This function may need to be updated to account for new members"); + + // Clamps any valid (non-negative) settings + InOutLevels.ResolutionQuality = (ClampLevels.ResolutionQuality >= 0.f) ? FMath::Min(ClampLevels.ResolutionQuality, InOutLevels.ResolutionQuality) : InOutLevels.ResolutionQuality; + InOutLevels.ViewDistanceQuality = (ClampLevels.ViewDistanceQuality >= 0) ? FMath::Min(ClampLevels.ViewDistanceQuality, InOutLevels.ViewDistanceQuality) : InOutLevels.ViewDistanceQuality; + InOutLevels.AntiAliasingQuality = (ClampLevels.AntiAliasingQuality >= 0) ? FMath::Min(ClampLevels.AntiAliasingQuality, InOutLevels.AntiAliasingQuality) : InOutLevels.AntiAliasingQuality; + InOutLevels.ShadowQuality = (ClampLevels.ShadowQuality >= 0) ? FMath::Min(ClampLevels.ShadowQuality, InOutLevels.ShadowQuality) : InOutLevels.ShadowQuality; + InOutLevels.GlobalIlluminationQuality = (ClampLevels.GlobalIlluminationQuality >= 0) ? FMath::Min(ClampLevels.GlobalIlluminationQuality, InOutLevels.GlobalIlluminationQuality) : InOutLevels.GlobalIlluminationQuality; + InOutLevels.ReflectionQuality = (ClampLevels.ReflectionQuality >= 0) ? FMath::Min(ClampLevels.ReflectionQuality, InOutLevels.ReflectionQuality) : InOutLevels.ReflectionQuality; + InOutLevels.PostProcessQuality = (ClampLevels.PostProcessQuality >= 0) ? FMath::Min(ClampLevels.PostProcessQuality, InOutLevels.PostProcessQuality) : InOutLevels.PostProcessQuality; + InOutLevels.TextureQuality = (ClampLevels.TextureQuality >= 0) ? FMath::Min(ClampLevels.TextureQuality, InOutLevels.TextureQuality) : InOutLevels.TextureQuality; + InOutLevels.EffectsQuality = (ClampLevels.EffectsQuality >= 0) ? FMath::Min(ClampLevels.EffectsQuality, InOutLevels.EffectsQuality) : InOutLevels.EffectsQuality; + InOutLevels.FoliageQuality = (ClampLevels.FoliageQuality >= 0) ? FMath::Min(ClampLevels.FoliageQuality, InOutLevels.FoliageQuality) : InOutLevels.FoliageQuality; + InOutLevels.ShadingQuality = (ClampLevels.ShadingQuality >= 0) ? FMath::Min(ClampLevels.ShadingQuality, InOutLevels.ShadingQuality) : InOutLevels.ShadingQuality; +} + +void ULyraSettingsLocal::OnExperienceLoaded() +{ + ReapplyThingsDueToPossibleDeviceProfileChange(); +} + +void ULyraSettingsLocal::OnHotfixDeviceProfileApplied() +{ + ReapplyThingsDueToPossibleDeviceProfileChange(); +} + +void ULyraSettingsLocal::ReapplyThingsDueToPossibleDeviceProfileChange() +{ + ApplyNonResolutionSettings(); +} + +void ULyraSettingsLocal::SetShouldUseFrontendPerformanceSettings(bool bInFrontEnd) +{ + bInFrontEndForPerformancePurposes = bInFrontEnd; + UpdateEffectiveFrameRateLimit(); +} + +bool ULyraSettingsLocal::ShouldUseFrontendPerformanceSettings() const +{ +#if WITH_EDITOR + if (GIsEditor && !CVarApplyFrontEndPerformanceOptionsInPIE.GetValueOnGameThread()) + { + return false; + } +#endif + + return bInFrontEndForPerformancePurposes; +} + +ELyraStatDisplayMode ULyraSettingsLocal::GetPerfStatDisplayState(ELyraDisplayablePerformanceStat Stat) const +{ + if (const ELyraStatDisplayMode* pMode = DisplayStatList.Find(Stat)) + { + return *pMode; + } + else + { + return ELyraStatDisplayMode::Hidden; + } +} + +void ULyraSettingsLocal::SetPerfStatDisplayState(ELyraDisplayablePerformanceStat Stat, ELyraStatDisplayMode DisplayMode) +{ + if (DisplayMode == ELyraStatDisplayMode::Hidden) + { + DisplayStatList.Remove(Stat); + } + else + { + DisplayStatList.FindOrAdd(Stat) = DisplayMode; + } + PerfStatSettingsChangedEvent.Broadcast(); +} + +bool ULyraSettingsLocal::DoesPlatformSupportLatencyMarkers() +{ + return ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(PerfStatTags::TAG_Platform_Trait_SupportsLatencyMarkers); +} + +void ULyraSettingsLocal::SetEnableLatencyFlashIndicators(const bool bNewVal) +{ + if (bNewVal != bEnableLatencyFlashIndicators) + { + bEnableLatencyFlashIndicators = bNewVal; + LatencyFlashInidicatorSettingsChangedEvent.Broadcast(); + } +} + +void ULyraSettingsLocal::SetEnableLatencyTrackingStats(const bool bNewVal) +{ + if (bNewVal != bEnableLatencyTrackingStats) + { + bEnableLatencyTrackingStats = bNewVal; + + ApplyLatencyTrackingStatSetting(); + + LatencyStatIndicatorSettingsChangedEvent.Broadcast(); + } +} + +void ULyraSettingsLocal::ApplyLatencyTrackingStatSetting() +{ + // Since this function will be called on load of the settings, we check if the slate app is initalized. + // If it isn't then we are not in a target which can even have latency stats (like a headless cooker) so we + // will exit early and do nothing. + if (!FSlateApplication::IsInitialized()) + { + return; + } + + // Don't bother doing anything if the platform doesn't even support tracking stats. + if (!DoesPlatformSupportLatencyTrackingStats()) + { + return; + } + + // Actually enable or disable the latency marker modules based on this setting + TArray LatencyMarkerModules = IModularFeatures::Get().GetModularFeatureImplementations(ILatencyMarkerModule::GetModularFeatureName()); + for (ILatencyMarkerModule* LatencyMarkerModule : LatencyMarkerModules) + { + LatencyMarkerModule->SetEnabled(bEnableLatencyTrackingStats); + } + + UE_CLOG(!LatencyMarkerModules.IsEmpty(), + LogConsoleResponse, + Log, + TEXT("%s %d Latency Marker Module(s)"), + bEnableLatencyTrackingStats ? TEXT("Enabled") : TEXT("Disabled"), LatencyMarkerModules.Num()); +} + +bool ULyraSettingsLocal::DoesPlatformSupportLatencyTrackingStats() +{ + return ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(PerfStatTags::TAG_Platform_Trait_SupportsLatencyStats); +} + +float ULyraSettingsLocal::GetDisplayGamma() const +{ + return DisplayGamma; +} + +void ULyraSettingsLocal::SetDisplayGamma(float InGamma) +{ + DisplayGamma = InGamma; + ApplyDisplayGamma(); +} + +void ULyraSettingsLocal::ApplyDisplayGamma() +{ + if (GEngine) + { + GEngine->DisplayGamma = DisplayGamma; + } +} + +float ULyraSettingsLocal::GetFrameRateLimit_OnBattery() const +{ + return FrameRateLimit_OnBattery; +} + +void ULyraSettingsLocal::SetFrameRateLimit_OnBattery(float NewLimitFPS) +{ + FrameRateLimit_OnBattery = NewLimitFPS; + UpdateEffectiveFrameRateLimit(); +} + +float ULyraSettingsLocal::GetFrameRateLimit_InMenu() const +{ + return FrameRateLimit_InMenu; +} + +void ULyraSettingsLocal::SetFrameRateLimit_InMenu(float NewLimitFPS) +{ + FrameRateLimit_InMenu = NewLimitFPS; + UpdateEffectiveFrameRateLimit(); +} + +float ULyraSettingsLocal::GetFrameRateLimit_WhenBackgrounded() const +{ + return FrameRateLimit_WhenBackgrounded; +} + +void ULyraSettingsLocal::SetFrameRateLimit_WhenBackgrounded(float NewLimitFPS) +{ + FrameRateLimit_WhenBackgrounded = NewLimitFPS; + UpdateEffectiveFrameRateLimit(); +} + +float ULyraSettingsLocal::GetFrameRateLimit_Always() const +{ + return GetFrameRateLimit(); +} + +void ULyraSettingsLocal::SetFrameRateLimit_Always(float NewLimitFPS) +{ + SetFrameRateLimit(NewLimitFPS); + UpdateEffectiveFrameRateLimit(); +} + +void ULyraSettingsLocal::UpdateEffectiveFrameRateLimit() +{ + if (!IsRunningDedicatedServer()) + { + SetFrameRateLimitCVar(GetEffectiveFrameRateLimit()); + } +} + +int32 ULyraSettingsLocal::GetDefaultMobileFrameRate() +{ + return CVarDeviceProfileDrivenMobileDefaultFrameRate.GetValueOnGameThread(); +} + +int32 ULyraSettingsLocal::GetMaxMobileFrameRate() +{ + return CVarDeviceProfileDrivenMobileMaxFrameRate.GetValueOnGameThread(); +} + +bool ULyraSettingsLocal::IsSupportedMobileFramePace(int32 TestFPS) +{ + const bool bIsDefault = (TestFPS == GetDefaultMobileFrameRate()); + const bool bDoesNotExceedLimit = (TestFPS <= GetMaxMobileFrameRate()); + + // Allow all paces in the editor, as we'd only be doing this when simulating another platform + const bool bIsSupportedPace = FPlatformRHIFramePacer::SupportsFramePace(TestFPS) || GIsEditor; + + return bIsDefault || (bDoesNotExceedLimit && bIsSupportedPace); +} + +int32 ULyraSettingsLocal::GetFirstFrameRateWithQualityLimit() const +{ + return LyraSettingsHelpers::GetFirstFrameRateWithQualityLimit(); +} + +int32 ULyraSettingsLocal::GetLowestQualityWithFrameRateLimit() const +{ + return LyraSettingsHelpers::GetLowestQualityWithFrameRateLimit(); +} + +void ULyraSettingsLocal::ResetToMobileDeviceDefaults() +{ + // Reset frame rate + DesiredMobileFrameRateLimit = GetDefaultMobileFrameRate(); + MobileFrameRateLimit = DesiredMobileFrameRateLimit; + + // Reset scalability + Scalability::FQualityLevels DefaultLevels = Scalability::GetQualityLevels(); + OverrideQualityLevelsToScalabilityMode(DeviceDefaultScalabilitySettings, DefaultLevels); + ScalabilityQuality = DefaultLevels; + + // Apply + UpdateGameModeDeviceProfileAndFps(); +} + +int32 ULyraSettingsLocal::GetMaxSupportedOverallQualityLevel() const +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if ((PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) && DeviceDefaultScalabilitySettings.bHasOverrides) + { + return LyraSettingsHelpers::GetHighestLevelOfAnyScalabilityChannel(DeviceDefaultScalabilitySettings.Qualities); + } + else + { + return 3; + } +} + +void ULyraSettingsLocal::SetMobileFPSMode(int32 NewLimitFPS) +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + if (MobileFrameRateLimit != NewLimitFPS) + { + MobileFrameRateLimit = NewLimitFPS; + UpdateGameModeDeviceProfileAndFps(); + } + + DesiredMobileFrameRateLimit = MobileFrameRateLimit; + } +} + +void ULyraSettingsLocal::SetDesiredMobileFrameRateLimit(int32 NewLimitFPS) +{ + const int32 OldLimitFPS = DesiredMobileFrameRateLimit; + + RemapMobileResolutionQuality(OldLimitFPS, NewLimitFPS); + + DesiredMobileFrameRateLimit = NewLimitFPS; + + ClampMobileFPSQualityLevels(/*bWriteBack=*/ false); +} + +void ULyraSettingsLocal::ClampMobileFPSQualityLevels(bool bWriteBack) +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + const int32 QualityLimit = LyraSettingsHelpers::GetApplicableOverallQualityLimit(DesiredMobileFrameRateLimit); + const int32 CurrentQualityLevel = GetHighestLevelOfAnyScalabilityChannel(); + if ((QualityLimit >= 0) && (CurrentQualityLevel > QualityLimit)) + { + SetOverallScalabilityLevel(QualityLimit); + + if (bWriteBack) + { + Scalability::SetQualityLevels(ScalabilityQuality); + } + UE_LOG(LogConsoleResponse, Log, TEXT("Mobile FPS clamped overall quality (%d -> %d)."), CurrentQualityLevel, QualityLimit); + } + } +} + +void ULyraSettingsLocal::ClampMobileQuality() +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + // Clamp the resultant settings to the device default, it's known viable maximum. + // This is a clamp rather than override to preserve allowed user settings + Scalability::FQualityLevels CurrentLevels = Scalability::GetQualityLevels(); + + /** On mobile, disables the 3D Resolution clamp that reverts the setting set by the user on boot.*/ + bool bMobileDisableResolutionReset = true; + if (bMobileDisableResolutionReset) + { + DeviceDefaultScalabilitySettings.Qualities.ResolutionQuality = CurrentLevels.ResolutionQuality; + } + + ClampQualityLevelsToDeviceProfile(DeviceDefaultScalabilitySettings.Qualities, /*inout*/ CurrentLevels); + Scalability::SetQualityLevels(CurrentLevels); + + // Clamp quality levels if required at the current frame rate + ClampMobileFPSQualityLevels(/*bWriteBack=*/ true); + + const int32 MaxMobileFrameRate = GetMaxMobileFrameRate(); + const int32 DefaultMobileFrameRate = GetDefaultMobileFrameRate(); + + ensureMsgf(DefaultMobileFrameRate <= MaxMobileFrameRate, TEXT("Default mobile frame rate (%d) is higher than the maximum mobile frame rate (%d)!"), DefaultMobileFrameRate, MaxMobileFrameRate); + + // Choose the closest supported frame rate to the user desired setting without going over the device imposed limit + const TArray& PossibleRates = PlatformSettings->MobileFrameRateLimits; + const int32 LimitIndex = PossibleRates.FindLastByPredicate([this](const int32& TestRate) { return (TestRate <= DesiredMobileFrameRateLimit) && IsSupportedMobileFramePace(TestRate); }); + const int32 ActualLimitFPS = PossibleRates.IsValidIndex(LimitIndex) ? PossibleRates[LimitIndex] : GetDefaultMobileFrameRate(); + + ClampMobileResolutionQuality(ActualLimitFPS); + } +} + +void ULyraSettingsLocal::ClampMobileResolutionQuality(int32 TargetFPS) +{ + // Clamp mobile resolution quality + float MaxMobileResQuality = LyraSettingsHelpers::GetApplicableResolutionQualityLimit(TargetFPS); + float CurrentScaleNormalized = 0.0f; + float CurrentScaleValue = 0.0f; + float MinScaleValue = 0.0f; + float MaxScaleValue = 0.0f; + GetResolutionScaleInformationEx(CurrentScaleNormalized, CurrentScaleValue, MinScaleValue, MaxScaleValue); + if (CurrentScaleValue > MaxMobileResQuality) + { + UE_LOG(LogConsoleResponse, Log, TEXT("clamping mobile resolution quality max res: %f, %f, %f, %f, %f"), CurrentScaleNormalized, CurrentScaleValue, MinScaleValue, MaxScaleValue, MaxMobileResQuality); + SetResolutionScaleValueEx(MaxMobileResQuality); + } +} + +void ULyraSettingsLocal::RemapMobileResolutionQuality(int32 FromFPS, int32 ToFPS) +{ + // Mobile resolution quality slider is a normalized value that is lerped between min quality, max quality. + // max quality can change depending on FPS mode. This code remaps the quality when FPS mode changes so that the normalized + // value remains the same within the new range. + float CurrentScaleNormalized = 0.0f; + float CurrentScaleValue = 0.0f; + float MinScaleValue = 0.0f; + float MaxScaleValue = 0.0f; + GetResolutionScaleInformationEx(CurrentScaleNormalized, CurrentScaleValue, MinScaleValue, MaxScaleValue); + float FromMaxMobileResQuality = LyraSettingsHelpers::GetApplicableResolutionQualityLimit(FromFPS); + float ToMaxMobileResQuality = LyraSettingsHelpers::GetApplicableResolutionQualityLimit(ToFPS); + float FromMobileScaledNormalizedValue = (CurrentScaleValue - MinScaleValue) / (FromMaxMobileResQuality - MinScaleValue); + float ToResQuality = FMath::Lerp(MinScaleValue, ToMaxMobileResQuality, FromMobileScaledNormalizedValue); + + UE_LOG(LogConsoleResponse, Log, TEXT("Remap mobile resolution quality %f, %f, (%d,%d)"), CurrentScaleValue, ToResQuality, FromFPS, ToFPS); + + SetResolutionScaleValueEx(ToResQuality); +} + +FString ULyraSettingsLocal::GetDesiredDeviceProfileQualitySuffix() const +{ + return DesiredUserChosenDeviceProfileSuffix; +} + +void ULyraSettingsLocal::SetDesiredDeviceProfileQualitySuffix(const FString& InDesiredSuffix) +{ + DesiredUserChosenDeviceProfileSuffix = InDesiredSuffix; +} + +void ULyraSettingsLocal::SetHeadphoneModeEnabled(bool bEnabled) +{ + if (CanModifyHeadphoneModeEnabled()) + { + static IConsoleVariable* BinauralSpatializationDisabledCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("au.DisableBinauralSpatialization")); + if (BinauralSpatializationDisabledCVar) + { + BinauralSpatializationDisabledCVar->Set(!bEnabled, ECVF_SetByGameSetting); + + // Only save settings if the setting actually changed + if (bUseHeadphoneMode != bEnabled) + { + bUseHeadphoneMode = bEnabled; + SaveSettings(); + } + } + } +} + +bool ULyraSettingsLocal::IsHeadphoneModeEnabled() const +{ + return bUseHeadphoneMode; +} + +bool ULyraSettingsLocal::CanModifyHeadphoneModeEnabled() const +{ + static IConsoleVariable* BinauralSpatializationDisabledCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("au.DisableBinauralSpatialization")); + const bool bHRTFOptionAvailable = BinauralSpatializationDisabledCVar && ((BinauralSpatializationDisabledCVar->GetFlags() & EConsoleVariableFlags::ECVF_SetByMask) <= EConsoleVariableFlags::ECVF_SetByGameSetting); + + const bool bBinauralSettingControlledByOS = LyraSettingsHelpers::HasPlatformTrait(TAG_Platform_Trait_BinauralSettingControlledByOS); + + return bHRTFOptionAvailable && !bBinauralSettingControlledByOS; +} + +bool ULyraSettingsLocal::IsHDRAudioModeEnabled() const +{ + return bUseHDRAudioMode; +} + +void ULyraSettingsLocal::SetHDRAudioModeEnabled(bool bEnabled) +{ + bUseHDRAudioMode = bEnabled; + + if (GEngine) + { + if (const UWorld* World = GEngine->GetCurrentPlayWorld()) + { + if (ULyraAudioMixEffectsSubsystem* LyraAudioMixEffectsSubsystem = World->GetSubsystem()) + { + LyraAudioMixEffectsSubsystem->ApplyDynamicRangeEffectsChains(bEnabled); + } + } + } +} + +bool ULyraSettingsLocal::CanRunAutoBenchmark() const +{ + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + return PlatformSettings->bSupportsAutomaticVideoQualityBenchmark; +} + +bool ULyraSettingsLocal::ShouldRunAutoBenchmarkAtStartup() const +{ + if (!CanRunAutoBenchmark()) + { + return false; + } + + if (LastCPUBenchmarkResult != -1) + { + // Already run and loaded + return false; + } + + return true; +} + +void ULyraSettingsLocal::RunAutoBenchmark(bool bSaveImmediately) +{ + RunHardwareBenchmark(); + + // Always apply, optionally save + ApplyScalabilitySettings(); + ApplyLatencyTrackingStatSetting(); + + if (bSaveImmediately) + { + SaveSettings(); + } +} + +void ULyraSettingsLocal::ApplyScalabilitySettings() +{ + Scalability::SetQualityLevels(ScalabilityQuality); +} + +float ULyraSettingsLocal::GetOverallVolume() const +{ + return OverallVolume; +} + +void ULyraSettingsLocal::SetOverallVolume(float InVolume) +{ + // Cache the incoming volume value + OverallVolume = InVolume; + + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called from the UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Locate the locally cached bus and set the volume on it + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Overall"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, OverallVolume); + } + } +} + +float ULyraSettingsLocal::GetMusicVolume() const +{ + return MusicVolume; +} + +void ULyraSettingsLocal::SetMusicVolume(float InVolume) +{ + // Cache the incoming volume value + MusicVolume = InVolume; + + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called from the UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Locate the locally cached bus and set the volume on it + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Music"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, MusicVolume); + } + } +} + +float ULyraSettingsLocal::GetSoundFXVolume() const +{ + return SoundFXVolume; +} + +void ULyraSettingsLocal::SetSoundFXVolume(float InVolume) +{ + // Cache the incoming volume value + SoundFXVolume = InVolume; + + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called from the UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Locate the locally cached bus and set the volume on it + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("SoundFX"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, SoundFXVolume); + } + } +} + +float ULyraSettingsLocal::GetDialogueVolume() const +{ + return DialogueVolume; +} + +void ULyraSettingsLocal::SetDialogueVolume(float InVolume) +{ + // Cache the incoming volume value + DialogueVolume = InVolume; + + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called from the UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Locate the locally cached bus and set the volume on it + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Dialogue"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, DialogueVolume); + } + } +} + +float ULyraSettingsLocal::GetVoiceChatVolume() const +{ + return VoiceChatVolume; +} + +void ULyraSettingsLocal::SetVoiceChatVolume(float InVolume) +{ + // Cache the incoming volume value + VoiceChatVolume = InVolume; + + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called from the UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Locate the locally cached bus and set the volume on it + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("VoiceChat"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, VoiceChatVolume); + } + } +} + +void ULyraSettingsLocal::SetVolumeForControlBus(USoundControlBus* InSoundControlBus, float InVolume) +{ + // Check to see if references to the control buses and control bus mixes have been loaded yet + // Will likely need to be loaded if this function is the first time a setter has been called + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // Ensure it's been loaded before continuing + ensureMsgf(bSoundControlBusMixLoaded, TEXT("UserControlBusMix Settings Failed to Load.")); + + // Assuming everything has been loaded correctly, we retrieve the world and use AudioModulationStatics to update the Control Bus Volume values and + // apply the settings to the cached User Control Bus Mix + if (GEngine && InSoundControlBus && bSoundControlBusMixLoaded) + { + if (const UWorld* AudioWorld = GEngine->GetCurrentPlayWorld()) + { + ensureMsgf(ControlBusMix, TEXT("Control Bus Mix failed to load.")); + + // Create and set the Control Bus Mix Stage Parameters + FSoundControlBusMixStage UpdatedControlBusMixStage; + UpdatedControlBusMixStage.Bus = InSoundControlBus; + UpdatedControlBusMixStage.Value.TargetValue = InVolume; + UpdatedControlBusMixStage.Value.AttackTime = 0.01f; + UpdatedControlBusMixStage.Value.ReleaseTime = 0.01f; + + // Add the Control Bus Mix Stage to an Array as the UpdateMix function requires + TArray UpdatedMixStageArray; + UpdatedMixStageArray.Add(UpdatedControlBusMixStage); + + // Modify the matching bus Mix Stage parameters on the User Control Bus Mix + UAudioModulationStatics::UpdateMix(AudioWorld, ControlBusMix, UpdatedMixStageArray); + } + } +} + +void ULyraSettingsLocal::SetAudioOutputDeviceId(const FString& InAudioOutputDeviceId) +{ + AudioOutputDeviceId = InAudioOutputDeviceId; + OnAudioOutputDeviceChanged.Broadcast(InAudioOutputDeviceId); +} + +void ULyraSettingsLocal::ApplySafeZoneScale() +{ + SSafeZone::SetGlobalSafeZoneScale(GetSafeZone()); +} + +void ULyraSettingsLocal::ApplyNonResolutionSettings() +{ + Super::ApplyNonResolutionSettings(); + + // Check if Control Bus Mix references have been loaded, + // Might be false if applying non resolution settings without touching any of the setters from UI + if (!bSoundControlBusMixLoaded) + { + LoadUserControlBusMix(); + } + + // In this section, update each Control Bus to the currently cached UI settings + { + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Overall"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, OverallVolume); + } + } + + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Music"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, MusicVolume); + } + } + + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("SoundFX"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, SoundFXVolume); + } + } + + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("Dialogue"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, DialogueVolume); + } + } + + if (TObjectPtr* ControlBusDblPtr = ControlBusMap.Find(TEXT("VoiceChat"))) + { + if (USoundControlBus* ControlBusPtr = *ControlBusDblPtr) + { + SetVolumeForControlBus(ControlBusPtr, VoiceChatVolume); + } + } + } + + if (UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(GetTypedOuter())) + { + InputSubsystem->SetGamepadInputType(ControllerPlatform); + } + + if (bUseHeadphoneMode != bDesiredHeadphoneMode) + { + SetHeadphoneModeEnabled(bDesiredHeadphoneMode); + } + + if (DesiredUserChosenDeviceProfileSuffix != UserChosenDeviceProfileSuffix) + { + UserChosenDeviceProfileSuffix = DesiredUserChosenDeviceProfileSuffix; + } + + if (FApp::CanEverRender()) + { + ApplyDisplayGamma(); + ApplySafeZoneScale(); + UpdateGameModeDeviceProfileAndFps(); + } + + PerfStatSettingsChangedEvent.Broadcast(); +} + +int32 ULyraSettingsLocal::GetOverallScalabilityLevel() const +{ + int32 Result = Super::GetOverallScalabilityLevel(); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + Result = GetHighestLevelOfAnyScalabilityChannel(); + } + + return Result; +} + +void ULyraSettingsLocal::SetOverallScalabilityLevel(int32 Value) +{ + TGuardValue Guard(bSettingOverallQualityGuard, true); + + Value = FMath::Clamp(Value, 0, 3); + + float CurrentMobileResolutionQuality = ScalabilityQuality.ResolutionQuality; + + Super::SetOverallScalabilityLevel(Value); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + if (PlatformSettings->FramePacingMode == ELyraFramePacingMode::MobileStyle) + { + // Restore the resolution quality, mobile decouples this from overall quality + ScalabilityQuality.ResolutionQuality = CurrentMobileResolutionQuality; + + // Changing the overall quality can end up adjusting the frame rate on mobile since there are limits + const int32 ConstrainedFrameRateLimit = LyraSettingsHelpers::ConstrainFrameRateToBeCompatibleWithOverallQuality(DesiredMobileFrameRateLimit, Value); + if (ConstrainedFrameRateLimit != DesiredMobileFrameRateLimit) + { + SetDesiredMobileFrameRateLimit(ConstrainedFrameRateLimit); + } + } +} + +void ULyraSettingsLocal::SetControllerPlatform(const FName InControllerPlatform) +{ + if (ControllerPlatform != InControllerPlatform) + { + ControllerPlatform = InControllerPlatform; + + // Apply the change to the common input subsystem so that we refresh any input icons we're using. + if (UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(GetTypedOuter())) + { + InputSubsystem->SetGamepadInputType(ControllerPlatform); + } + } +} + +FName ULyraSettingsLocal::GetControllerPlatform() const +{ + return ControllerPlatform; +} + +void ULyraSettingsLocal::LoadUserControlBusMix() +{ + if (GEngine) + { + if (const UWorld* World = GEngine->GetCurrentPlayWorld()) + { + if (const ULyraAudioSettings* LyraAudioSettings = GetDefault()) + { + USoundControlBus* OverallControlBus = nullptr; + USoundControlBus* MusicControlBus = nullptr; + USoundControlBus* SoundFXControlBus = nullptr; + USoundControlBus* DialogueControlBus = nullptr; + USoundControlBus* VoiceChatControlBus = nullptr; + + ControlBusMap.Empty(); + + if (UObject* ObjPath = LyraAudioSettings->OverallVolumeControlBus.TryLoad()) + { + if (USoundControlBus* SoundControlBus = Cast(ObjPath)) + { + OverallControlBus = SoundControlBus; + ControlBusMap.Add(TEXT("Overall"), OverallControlBus); + } + else + { + ensureMsgf(SoundControlBus, TEXT("Overall Control Bus reference missing from Lyra Audio Settings.")); + } + } + + if (UObject* ObjPath = LyraAudioSettings->MusicVolumeControlBus.TryLoad()) + { + if (USoundControlBus* SoundControlBus = Cast(ObjPath)) + { + MusicControlBus = SoundControlBus; + ControlBusMap.Add(TEXT("Music"), MusicControlBus); + } + else + { + ensureMsgf(SoundControlBus, TEXT("Music Control Bus reference missing from Lyra Audio Settings.")); + } + } + + if (UObject* ObjPath = LyraAudioSettings->SoundFXVolumeControlBus.TryLoad()) + { + if (USoundControlBus* SoundControlBus = Cast(ObjPath)) + { + SoundFXControlBus = SoundControlBus; + ControlBusMap.Add(TEXT("SoundFX"), SoundFXControlBus); + } + else + { + ensureMsgf(SoundControlBus, TEXT("SoundFX Control Bus reference missing from Lyra Audio Settings.")); + } + } + + if (UObject* ObjPath = LyraAudioSettings->DialogueVolumeControlBus.TryLoad()) + { + if (USoundControlBus* SoundControlBus = Cast(ObjPath)) + { + DialogueControlBus = SoundControlBus; + ControlBusMap.Add(TEXT("Dialogue"), DialogueControlBus); + } + else + { + ensureMsgf(SoundControlBus, TEXT("Dialogue Control Bus reference missing from Lyra Audio Settings.")); + } + } + + if (UObject* ObjPath = LyraAudioSettings->VoiceChatVolumeControlBus.TryLoad()) + { + if (USoundControlBus* SoundControlBus = Cast(ObjPath)) + { + VoiceChatControlBus = SoundControlBus; + ControlBusMap.Add(TEXT("VoiceChat"), VoiceChatControlBus); + } + else + { + ensureMsgf(SoundControlBus, TEXT("VoiceChat Control Bus reference missing from Lyra Audio Settings.")); + } + } + + if (UObject* ObjPath = LyraAudioSettings->UserSettingsControlBusMix.TryLoad()) + { + if (USoundControlBusMix* SoundControlBusMix = Cast(ObjPath)) + { + ControlBusMix = SoundControlBusMix; + + const FSoundControlBusMixStage OverallControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, OverallControlBus, OverallVolume); + const FSoundControlBusMixStage MusicControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, MusicControlBus, MusicVolume); + const FSoundControlBusMixStage SoundFXControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, SoundFXControlBus, SoundFXVolume); + const FSoundControlBusMixStage DialogueControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, DialogueControlBus, DialogueVolume); + const FSoundControlBusMixStage VoiceChatControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, VoiceChatControlBus, VoiceChatVolume); + + TArray ControlBusMixStageArray; + ControlBusMixStageArray.Add(OverallControlBusMixStage); + ControlBusMixStageArray.Add(MusicControlBusMixStage); + ControlBusMixStageArray.Add(SoundFXControlBusMixStage); + ControlBusMixStageArray.Add(DialogueControlBusMixStage); + ControlBusMixStageArray.Add(VoiceChatControlBusMixStage); + + UAudioModulationStatics::UpdateMix(World, ControlBusMix, ControlBusMixStageArray); + + bSoundControlBusMixLoaded = true; + } + else + { + ensureMsgf(SoundControlBusMix, TEXT("User Settings Control Bus Mix reference missing from Lyra Audio Settings.")); + } + } + } + } + } +} + +void ULyraSettingsLocal::OnAppActivationStateChanged(bool bIsActive) +{ + // We might want to adjust the frame rate when the app loses/gains focus on multi-window platforms + UpdateEffectiveFrameRateLimit(); +} + +void ULyraSettingsLocal::UpdateGameModeDeviceProfileAndFps() +{ +#if WITH_EDITOR + if (GIsEditor && !CVarApplyDeviceProfilesInPIE.GetValueOnGameThread()) + { + return; + } +#endif + + UDeviceProfileManager& Manager = UDeviceProfileManager::Get(); + + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + const TArray& UserFacingVariants = PlatformSettings->UserFacingDeviceProfileOptions; + + //@TODO: Might want to allow specific experiences to specify a suffix to attempt to use as well + // The code below will handle searching with this suffix (alone or in conjunction with the frame rate), but nothing sets it right now + FString ExperienceSuffix; + + // Make sure the chosen setting is supported for the current display, walking down the list to try fallbacks + const int32 PlatformMaxRefreshRate = FPlatformMisc::GetMaxRefreshRate(); + + int32 SuffixIndex = UserFacingVariants.IndexOfByPredicate([&](const FLyraQualityDeviceProfileVariant& Data){ return Data.DeviceProfileSuffix == UserChosenDeviceProfileSuffix; }); + while (UserFacingVariants.IsValidIndex(SuffixIndex)) + { + if (PlatformMaxRefreshRate >= UserFacingVariants[SuffixIndex].MinRefreshRate) + { + break; + } + else + { + --SuffixIndex; + } + } + + const FString EffectiveUserSuffix = UserFacingVariants.IsValidIndex(SuffixIndex) ? UserFacingVariants[SuffixIndex].DeviceProfileSuffix : PlatformSettings->DefaultDeviceProfileSuffix; + + // Build up a list of names to try + const bool bHadUserSuffix = !EffectiveUserSuffix.IsEmpty(); + const bool bHadExperienceSuffix = !ExperienceSuffix.IsEmpty(); + + FString BasePlatformName = UDeviceProfileManager::GetPlatformDeviceProfileName(); + FName PlatformName; // Default unless in editor +#if WITH_EDITOR + if (GIsEditor) + { + const ULyraPlatformEmulationSettings* Settings = GetDefault(); + const FName PretendBaseDeviceProfile = Settings->GetPretendBaseDeviceProfile(); + if (PretendBaseDeviceProfile != NAME_None) + { + BasePlatformName = PretendBaseDeviceProfile.ToString(); + } + + PlatformName = Settings->GetPretendPlatformName(); + } +#endif + + TArray ComposedNamesToFind; + if (bHadExperienceSuffix && bHadUserSuffix) + { + ComposedNamesToFind.Add(BasePlatformName + TEXT("_") + ExperienceSuffix + TEXT("_") + EffectiveUserSuffix); + } + if (bHadUserSuffix) + { + ComposedNamesToFind.Add(BasePlatformName + TEXT("_") + EffectiveUserSuffix); + } + if (bHadExperienceSuffix) + { + ComposedNamesToFind.Add(BasePlatformName + TEXT("_") + ExperienceSuffix); + } + if (GIsEditor) + { + ComposedNamesToFind.Add(BasePlatformName); + } + + // See if any of the potential device profiles actually exists + FString ActualProfileToApply; + for (const FString& TestProfileName : ComposedNamesToFind) + { + if (Manager.HasLoadableProfileName(TestProfileName, PlatformName)) + { + ActualProfileToApply = TestProfileName; + UDeviceProfile* Profile = Manager.FindProfile(TestProfileName, /*bCreateOnFail=*/ false); + if (Profile == nullptr) + { + Profile = Manager.CreateProfile(TestProfileName, TEXT(""), TestProfileName, *PlatformName.ToString()); + } + + UE_LOG(LogConsoleResponse, Log, TEXT("Profile %s exists"), *Profile->GetName()); + break; + } + } + + UE_LOG(LogConsoleResponse, Log, TEXT("UpdateGameModeDeviceProfileAndFps MaxRefreshRate=%d, ExperienceSuffix='%s', UserPicked='%s'->'%s', PlatformBase='%s', AppliedActual='%s'"), + PlatformMaxRefreshRate, *ExperienceSuffix, *UserChosenDeviceProfileSuffix, *EffectiveUserSuffix, *BasePlatformName, *ActualProfileToApply); + + // Apply the device profile if it's different to what we currently have + if (ActualProfileToApply != CurrentAppliedDeviceProfileOverrideSuffix) + { + if (Manager.GetActiveDeviceProfileName() != ActualProfileToApply) + { + // Restore the default first + if (GIsEditor) + { +#if ALLOW_OTHER_PLATFORM_CONFIG + Manager.RestorePreviewDeviceProfile(); +#endif + } + else + { + Manager.RestoreDefaultDeviceProfile(); + } + + // Apply the new one (if it wasn't the default) + if (Manager.GetActiveDeviceProfileName() != ActualProfileToApply) + { + UDeviceProfile* NewDeviceProfile = Manager.FindProfile(ActualProfileToApply); + ensureMsgf(NewDeviceProfile != nullptr, TEXT("DeviceProfile %s not found "), *ActualProfileToApply); + if (NewDeviceProfile) + { + if (GIsEditor) + { +#if ALLOW_OTHER_PLATFORM_CONFIG + UE_LOG(LogConsoleResponse, Log, TEXT("Overriding *preview* device profile to %s"), *ActualProfileToApply); + Manager.SetPreviewDeviceProfile(NewDeviceProfile); + + // Reload the default settings from the pretend profile + LyraSettingsHelpers::FillScalabilitySettingsFromDeviceProfile(DeviceDefaultScalabilitySettings); +#endif + } + else + { + UE_LOG(LogConsoleResponse, Log, TEXT("Overriding device profile to %s"), *ActualProfileToApply); + Manager.SetOverrideDeviceProfile(NewDeviceProfile); + + if (!bEnableScalabilitySettings) + { + // We don't support persistence of the scalability settings but at least we may + // provide up to date values if anybody queries them using the settings API. + ScalabilityQuality = Scalability::GetQualityLevels(); + } + } + } + } + } + CurrentAppliedDeviceProfileOverrideSuffix = ActualProfileToApply; + } + + switch (PlatformSettings->FramePacingMode) + { + case ELyraFramePacingMode::MobileStyle: + UpdateMobileFramePacing(); + break; + case ELyraFramePacingMode::ConsoleStyle: + UpdateConsoleFramePacing(); + break; + case ELyraFramePacingMode::DesktopStyle: + UpdateDesktopFramePacing(); + break; + } +} + +void ULyraSettingsLocal::UpdateConsoleFramePacing() +{ + // Apply device-profile-driven frame sync and frame pace + const int32 FrameSyncType = CVarDeviceProfileDrivenFrameSyncType.GetValueOnGameThread(); + if (FrameSyncType != -1) + { + UE_LOG(LogConsoleResponse, Log, TEXT("Setting frame sync mode to %d."), FrameSyncType); + SetSyncTypeCVar(FrameSyncType); + } + + const int32 TargetFPS = CVarDeviceProfileDrivenTargetFps.GetValueOnGameThread(); + if (TargetFPS != -1) + { + UE_LOG(LogConsoleResponse, Log, TEXT("Setting frame pace to %d Hz."), TargetFPS); + FPlatformRHIFramePacer::SetFramePace(TargetFPS); + + // Set the CSV metadata and analytics Fps mode strings +#if CSV_PROFILER + const FString TargetFramerateString = FString::Printf(TEXT("%d"), TargetFPS); + CSV_METADATA(TEXT("TargetFramerate"), *TargetFramerateString); +#endif + } +} + +void ULyraSettingsLocal::UpdateDesktopFramePacing() +{ + // For desktop the frame rate limit is handled by the parent class based on the value already + // applied via UpdateEffectiveFrameRateLimit() + // So this function is only doing 'second order' effects of desktop frame pacing preferences + + const float TargetFPS = GetEffectiveFrameRateLimit(); + const float ClampedFPS = (TargetFPS <= 0.0f) ? 60.0f : FMath::Clamp(TargetFPS, 30.0f, 60.0f); + UpdateDynamicResFrameTime(ClampedFPS); +} + +void ULyraSettingsLocal::UpdateMobileFramePacing() +{ + //@TODO: Handle different limits for in-front-end or low-battery mode on mobile + + // Choose the closest supported frame rate to the user desired setting without going over the device imposed limit + const ULyraPlatformSpecificRenderingSettings* PlatformSettings = ULyraPlatformSpecificRenderingSettings::Get(); + const TArray& PossibleRates = PlatformSettings->MobileFrameRateLimits; + const int32 LimitIndex = PossibleRates.FindLastByPredicate([this](const int32& TestRate) { return (TestRate <= MobileFrameRateLimit) && IsSupportedMobileFramePace(TestRate); }); + const int32 TargetFPS = PossibleRates.IsValidIndex(LimitIndex) ? PossibleRates[LimitIndex] : GetDefaultMobileFrameRate(); + + UE_LOG(LogConsoleResponse, Log, TEXT("Setting frame pace to %d Hz."), TargetFPS); + FPlatformRHIFramePacer::SetFramePace(TargetFPS); + + ClampMobileQuality(); + + UpdateDynamicResFrameTime((float)TargetFPS); +} + +void ULyraSettingsLocal::UpdateDynamicResFrameTime(float TargetFPS) +{ + static IConsoleVariable* CVarDyResFrameTimeBudget = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DynamicRes.FrameTimeBudget")); + if (CVarDyResFrameTimeBudget) + { + if (ensure(TargetFPS > 0.0f)) + { + const float DyResFrameTimeBudget = 1000.0f / TargetFPS; + CVarDyResFrameTimeBudget->Set(DyResFrameTimeBudget, ECVF_SetByGameSetting); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.h b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.h new file mode 100644 index 0000000000000000000000000000000000000000..c209d7199b1bba281e8fcd2f69766f9072a26a64 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsLocal.h @@ -0,0 +1,458 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/GameUserSettings.h" +#include "InputCoreTypes.h" + +#include "LyraSettingsLocal.generated.h" + +enum class ECommonInputType : uint8; +enum class ELyraDisplayablePerformanceStat : uint8; +enum class ELyraStatDisplayMode : uint8; + +class ULyraLocalPlayer; +class UObject; +class USoundControlBus; +class USoundControlBusMix; +struct FFrame; + +USTRUCT() +struct FLyraScalabilitySnapshot +{ + GENERATED_BODY() + + FLyraScalabilitySnapshot(); + + Scalability::FQualityLevels Qualities; + bool bActive = false; + bool bHasOverrides = false; +}; + +/** + * ULyraSettingsLocal + */ +UCLASS() +class ULyraSettingsLocal : public UGameUserSettings +{ + GENERATED_BODY() + +public: + + ULyraSettingsLocal(); + + static ULyraSettingsLocal* Get(); + + //~UObject interface + virtual void BeginDestroy() override; + //~End of UObject interface + + //~UGameUserSettings interface + virtual void SetToDefaults() override; + virtual void LoadSettings(bool bForceReload) override; + virtual void ConfirmVideoMode() override; + virtual float GetEffectiveFrameRateLimit() override; + virtual void ResetToCurrentSettings() override; + virtual void ApplyNonResolutionSettings() override; + virtual int32 GetOverallScalabilityLevel() const override; + virtual void SetOverallScalabilityLevel(int32 Value) override; + //~End of UGameUserSettings interface + + void OnExperienceLoaded(); + void OnHotfixDeviceProfileApplied(); + + ////////////////////////////////////////////////////////////////// + // Frontend state + +public: + void SetShouldUseFrontendPerformanceSettings(bool bInFrontEnd); +protected: + bool ShouldUseFrontendPerformanceSettings() const; +private: + bool bInFrontEndForPerformancePurposes = false; + + ////////////////////////////////////////////////////////////////// + // Performance stats +public: + /** Returns the display mode for the specified performance stat */ + ELyraStatDisplayMode GetPerfStatDisplayState(ELyraDisplayablePerformanceStat Stat) const; + + /** Sets the display mode for the specified performance stat */ + void SetPerfStatDisplayState(ELyraDisplayablePerformanceStat Stat, ELyraStatDisplayMode DisplayMode); + + /** Fired when the display state for a performance stat has changed, or the settings are applied */ + DECLARE_EVENT(ULyraSettingsLocal, FPerfStatSettingsChanged); + FPerfStatSettingsChanged& OnPerfStatDisplayStateChanged() { return PerfStatSettingsChangedEvent; } + + // Latency flash indicators + static bool DoesPlatformSupportLatencyMarkers(); + + DECLARE_EVENT(ULyraSettingsLocal, FLatencyFlashInidicatorSettingChanged); + UFUNCTION() + void SetEnableLatencyFlashIndicators(const bool bNewVal); + UFUNCTION() + bool GetEnableLatencyFlashIndicators() const { return bEnableLatencyFlashIndicators; } + FLatencyFlashInidicatorSettingChanged& OnLatencyFlashInidicatorSettingsChangedEvent() { return LatencyFlashInidicatorSettingsChangedEvent; } + + // Latency tracking stats + static bool DoesPlatformSupportLatencyTrackingStats(); + + DECLARE_EVENT(ULyraSettingsLocal, FLatencyStatEnabledSettingChanged); + FLatencyStatEnabledSettingChanged& OnLatencyStatIndicatorSettingsChangedEvent() { return LatencyStatIndicatorSettingsChangedEvent; } + + UFUNCTION() + void SetEnableLatencyTrackingStats(const bool bNewVal); + UFUNCTION() + bool GetEnableLatencyTrackingStats() const { return bEnableLatencyTrackingStats; } + +private: + + void ApplyLatencyTrackingStatSetting(); + + // List of stats to display in the HUD + UPROPERTY(Config) + TMap DisplayStatList; + + // Event for display stat widget containers to bind to + FPerfStatSettingsChanged PerfStatSettingsChangedEvent; + + // If true, enable latency flash markers which can be used to measure input latency. + UPROPERTY(Config) + bool bEnableLatencyFlashIndicators = false; + + // Event for when the latency flash indicator setting had changed for player input to bind to. + FLatencyFlashInidicatorSettingChanged LatencyFlashInidicatorSettingsChangedEvent; + + // Event for when the latency stats being toggled on or off has changed + FLatencyStatEnabledSettingChanged LatencyStatIndicatorSettingsChangedEvent; + + // If true, then the game will track latency stats via ILatencyMarkerModule modules. + // This enables you to view some more latency oriented performance stats. + // The default value is set to true if the platform supports it, false otherwise. + UPROPERTY(Config) + bool bEnableLatencyTrackingStats; + + ////////////////////////////////////////////////////////////////// + // Brightness/Gamma +public: + UFUNCTION() + float GetDisplayGamma() const; + UFUNCTION() + void SetDisplayGamma(float InGamma); + +private: + void ApplyDisplayGamma(); + + UPROPERTY(Config) + float DisplayGamma = 2.2; + + ////////////////////////////////////////////////////////////////// + // Display +public: + UFUNCTION() + float GetFrameRateLimit_OnBattery() const; + UFUNCTION() + void SetFrameRateLimit_OnBattery(float NewLimitFPS); + + UFUNCTION() + float GetFrameRateLimit_InMenu() const; + UFUNCTION() + void SetFrameRateLimit_InMenu(float NewLimitFPS); + + UFUNCTION() + float GetFrameRateLimit_WhenBackgrounded() const; + UFUNCTION() + void SetFrameRateLimit_WhenBackgrounded(float NewLimitFPS); + + UFUNCTION() + float GetFrameRateLimit_Always() const; + UFUNCTION() + void SetFrameRateLimit_Always(float NewLimitFPS); + +protected: + void UpdateEffectiveFrameRateLimit(); + +private: + UPROPERTY(Config) + float FrameRateLimit_OnBattery; + UPROPERTY(Config) + float FrameRateLimit_InMenu; + UPROPERTY(Config) + float FrameRateLimit_WhenBackgrounded; + + ////////////////////////////////////////////////////////////////// + // Display - Mobile quality settings +public: + + static int32 GetDefaultMobileFrameRate(); + static int32 GetMaxMobileFrameRate(); + + static bool IsSupportedMobileFramePace(int32 TestFPS); + + // Returns the first frame rate at which overall quality is restricted/limited by the current device profile + int32 GetFirstFrameRateWithQualityLimit() const; + + // Returns the lowest quality at which there's a limit on the overall frame rate (or -1 if there is no limit) + int32 GetLowestQualityWithFrameRateLimit() const; + + void ResetToMobileDeviceDefaults(); + + int32 GetMaxSupportedOverallQualityLevel() const; + +private: + void SetMobileFPSMode(int32 NewLimitFPS); + + void ClampMobileResolutionQuality(int32 TargetFPS); + void RemapMobileResolutionQuality(int32 FromFPS, int32 ToFPS); + + void ClampMobileFPSQualityLevels(bool bWriteBack); + void ClampMobileQuality(); + + int32 GetHighestLevelOfAnyScalabilityChannel() const; + + /* Modifies the input levels based on the active mode's overrides */ + void OverrideQualityLevelsToScalabilityMode(const FLyraScalabilitySnapshot& InMode, Scalability::FQualityLevels& InOutLevels); + + /* Clamps the input levels based on the active device profile's default allowed levels */ + void ClampQualityLevelsToDeviceProfile(const Scalability::FQualityLevels& ClampLevels, Scalability::FQualityLevels& InOutLevels); + +public: + int32 GetDesiredMobileFrameRateLimit() const { return DesiredMobileFrameRateLimit; } + + void SetDesiredMobileFrameRateLimit(int32 NewLimitFPS); + +private: + UPROPERTY(Config) + int32 MobileFrameRateLimit = 30; + + FLyraScalabilitySnapshot DeviceDefaultScalabilitySettings; + + bool bSettingOverallQualityGuard = false; + + int32 DesiredMobileFrameRateLimit = 0; + +private: + + ////////////////////////////////////////////////////////////////// + // Display - Console quality presets +public: + UFUNCTION() + FString GetDesiredDeviceProfileQualitySuffix() const; + UFUNCTION() + void SetDesiredDeviceProfileQualitySuffix(const FString& InDesiredSuffix); + +protected: + /** Updates device profiles, FPS mode etc for the current game mode */ + void UpdateGameModeDeviceProfileAndFps(); + + void UpdateConsoleFramePacing(); + void UpdateDesktopFramePacing(); + void UpdateMobileFramePacing(); + + void UpdateDynamicResFrameTime(float TargetFPS); + +private: + UPROPERTY(Transient) + FString DesiredUserChosenDeviceProfileSuffix; + + UPROPERTY(Transient) + FString CurrentAppliedDeviceProfileOverrideSuffix; + + UPROPERTY(config) + FString UserChosenDeviceProfileSuffix; + + ////////////////////////////////////////////////////////////////// + // Audio - Volume +public: + DECLARE_EVENT_OneParam(ULyraSettingsLocal, FAudioDeviceChanged, const FString& /*DeviceId*/); + FAudioDeviceChanged OnAudioOutputDeviceChanged; + +public: + /** Returns if we're using headphone mode (HRTF) **/ + UFUNCTION() + bool IsHeadphoneModeEnabled() const; + + /** Enables or disables headphone mode (HRTF) - NOTE this setting will be overruled if au.DisableBinauralSpatialization is set */ + UFUNCTION() + void SetHeadphoneModeEnabled(bool bEnabled); + + /** Returns if we can enable/disable headphone mode (i.e., if it's not forced on or off by the platform) */ + UFUNCTION() + bool CanModifyHeadphoneModeEnabled() const; + +public: + /** Whether we *want* to use headphone mode (HRTF); may or may not actually be applied **/ + UPROPERTY(Transient) + bool bDesiredHeadphoneMode; + +private: + /** Whether to use headphone mode (HRTF) **/ + UPROPERTY(config) + bool bUseHeadphoneMode; + +public: + /** Returns if we're using High Dynamic Range Audio mode (HDR Audio) **/ + UFUNCTION() + bool IsHDRAudioModeEnabled() const; + + /** Enables or disables High Dynamic Range Audio mode (HDR Audio) */ + UFUNCTION() + void SetHDRAudioModeEnabled(bool bEnabled); + + /** Whether to use High Dynamic Range Audio mode (HDR Audio) **/ + UPROPERTY(config) + bool bUseHDRAudioMode; + +public: + /** Returns true if this platform can run the auto benchmark */ + UFUNCTION(BlueprintCallable, Category = Settings) + bool CanRunAutoBenchmark() const; + + /** Returns true if this user should run the auto benchmark as it has never been run */ + UFUNCTION(BlueprintCallable, Category = Settings) + bool ShouldRunAutoBenchmarkAtStartup() const; + + /** Run the auto benchmark, optionally saving right away */ + UFUNCTION(BlueprintCallable, Category = Settings) + void RunAutoBenchmark(bool bSaveImmediately); + + /** Apply just the quality scalability settings */ + void ApplyScalabilitySettings(); + + UFUNCTION() + float GetOverallVolume() const; + UFUNCTION() + void SetOverallVolume(float InVolume); + + UFUNCTION() + float GetMusicVolume() const; + UFUNCTION() + void SetMusicVolume(float InVolume); + + UFUNCTION() + float GetSoundFXVolume() const; + UFUNCTION() + void SetSoundFXVolume(float InVolume); + + UFUNCTION() + float GetDialogueVolume() const; + UFUNCTION() + void SetDialogueVolume(float InVolume); + + UFUNCTION() + float GetVoiceChatVolume() const; + UFUNCTION() + void SetVoiceChatVolume(float InVolume); + + ////////////////////////////////////////////////////////////////// + // Audio - Sound +public: + /** Returns the user's audio device id */ + UFUNCTION() + FString GetAudioOutputDeviceId() const { return AudioOutputDeviceId; } + + /** Sets the user's audio device by id */ + UFUNCTION() + void SetAudioOutputDeviceId(const FString& InAudioOutputDeviceId); + +private: + UPROPERTY(Config) + FString AudioOutputDeviceId; + + void SetVolumeForSoundClass(FName ChannelName, float InVolume); + + + ////////////////////////////////////////////////////////////////// + // Safezone +public: + UFUNCTION() + bool IsSafeZoneSet() const { return SafeZoneScale != -1; } + UFUNCTION() + float GetSafeZone() const { return SafeZoneScale >= 0 ? SafeZoneScale : 0; } + UFUNCTION() + void SetSafeZone(float Value) { SafeZoneScale = Value; ApplySafeZoneScale(); } + + void ApplySafeZoneScale(); +private: + void SetVolumeForControlBus(USoundControlBus* InSoundControlBus, float InVolume); + + ////////////////////////////////////////////////////////////////// + // Keybindings +public: + + // Sets the controller representation to use, a single platform might support multiple kinds of controllers. For + // example, Win64 games could be played with both an XBox or Playstation controller. + UFUNCTION() + void SetControllerPlatform(const FName InControllerPlatform); + UFUNCTION() + FName GetControllerPlatform() const; + +private: + void LoadUserControlBusMix(); + + UPROPERTY(Config) + float OverallVolume = 1.0f; + UPROPERTY(Config) + float MusicVolume = 1.0f; + UPROPERTY(Config) + float SoundFXVolume = 1.0f; + UPROPERTY(Config) + float DialogueVolume = 1.0f; + UPROPERTY(Config) + float VoiceChatVolume = 1.0f; + + UPROPERTY(Transient) + TMap> ControlBusMap; + + UPROPERTY(Transient) + TObjectPtr ControlBusMix = nullptr; + + UPROPERTY(Transient) + bool bSoundControlBusMixLoaded; + + UPROPERTY(Config) + float SafeZoneScale = -1; + + /** + * The name of the controller the player is using. This is maps to the name of a UCommonInputBaseControllerData + * that is available on this current platform. The gamepad data are registered per platform, you'll find them + * in Game.ini files listed under +ControllerData=... + */ + UPROPERTY(Config) + FName ControllerPlatform; + + UPROPERTY(Config) + FName ControllerPreset = TEXT("Default"); + + /** The name of the current input config that the user has selected. */ + UPROPERTY(Config) + FName InputConfigName = TEXT("Default"); + + // Replays +public: + + UFUNCTION() + bool ShouldAutoRecordReplays() const { return bShouldAutoRecordReplays; } + UFUNCTION() + void SetShouldAutoRecordReplays(bool bEnabled) { bShouldAutoRecordReplays = bEnabled;} + + UFUNCTION() + int32 GetNumberOfReplaysToKeep() const { return NumberOfReplaysToKeep; } + UFUNCTION() + void SetNumberOfReplaysToKeep(int32 InNumberOfReplays) { NumberOfReplaysToKeep = InNumberOfReplays; } + +private: + + UPROPERTY(Config) + bool bShouldAutoRecordReplays = false; + + UPROPERTY(Config) + int32 NumberOfReplaysToKeep = 5; + +private: + void OnAppActivationStateChanged(bool bIsActive); + void ReapplyThingsDueToPossibleDeviceProfileChange(); + +private: + FDelegateHandle OnApplicationActivationStateChangedHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.cpp b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.cpp new file mode 100644 index 0000000000000000000000000000000000000000..af32b5cf63452c84b1a2ac6566925592749a148f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.cpp @@ -0,0 +1,263 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingsShared.h" + +#include "Framework/Application/SlateApplication.h" +#include "Internationalization/Culture.h" +#include "Kismet/GameplayStatics.h" +#include "Misc/App.h" +#include "Misc/ConfigCacheIni.h" +#include "Player/LyraLocalPlayer.h" +#include "Rendering/SlateRenderer.h" +#include "SubtitleDisplaySubsystem.h" +#include "EnhancedInputSubsystems.h" +#include "UserSettings/EnhancedInputUserSettings.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingsShared) + +static FString SHARED_SETTINGS_SLOT_NAME = TEXT("SharedGameSettings"); + +namespace LyraSettingsSharedCVars +{ + static float DefaultGamepadLeftStickInnerDeadZone = 0.25f; + static FAutoConsoleVariableRef CVarGamepadLeftStickInnerDeadZone( + TEXT("gpad.DefaultLeftStickInnerDeadZone"), + DefaultGamepadLeftStickInnerDeadZone, + TEXT("Gamepad left stick inner deadzone") + ); + + static float DefaultGamepadRightStickInnerDeadZone = 0.25f; + static FAutoConsoleVariableRef CVarGamepadRightStickInnerDeadZone( + TEXT("gpad.DefaultRightStickInnerDeadZone"), + DefaultGamepadRightStickInnerDeadZone, + TEXT("Gamepad right stick inner deadzone") + ); +} + +ULyraSettingsShared::ULyraSettingsShared() +{ + FInternationalization::Get().OnCultureChanged().AddUObject(this, &ThisClass::OnCultureChanged); + + GamepadMoveStickDeadZone = LyraSettingsSharedCVars::DefaultGamepadLeftStickInnerDeadZone; + GamepadLookStickDeadZone = LyraSettingsSharedCVars::DefaultGamepadRightStickInnerDeadZone; +} + +int32 ULyraSettingsShared::GetLatestDataVersion() const +{ + // 0 = before subclassing ULocalPlayerSaveGame + // 1 = first proper version + return 1; +} + +ULyraSettingsShared* ULyraSettingsShared::CreateTemporarySettings(const ULyraLocalPlayer* LocalPlayer) +{ + // This is not loaded from disk but should be set up to save + ULyraSettingsShared* SharedSettings = Cast(CreateNewSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME)); + + SharedSettings->ApplySettings(); + + return SharedSettings; +} + +ULyraSettingsShared* ULyraSettingsShared::LoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer) +{ + // This will stall the main thread while it loads + ULyraSettingsShared* SharedSettings = Cast(LoadOrCreateSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME)); + + SharedSettings->ApplySettings(); + + return SharedSettings; +} + +bool ULyraSettingsShared::AsyncLoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer, FOnSettingsLoadedEvent Delegate) +{ + FOnLocalPlayerSaveGameLoadedNative Lambda = FOnLocalPlayerSaveGameLoadedNative::CreateLambda([Delegate] + (ULocalPlayerSaveGame* LoadedSave) + { + ULyraSettingsShared* LoadedSettings = CastChecked(LoadedSave); + + LoadedSettings->ApplySettings(); + + Delegate.ExecuteIfBound(LoadedSettings); + }); + + return ULocalPlayerSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer(ULyraSettingsShared::StaticClass(), LocalPlayer, SHARED_SETTINGS_SLOT_NAME, Lambda); +} + +void ULyraSettingsShared::SaveSettings() +{ + // Schedule an async save because it's okay if it fails + AsyncSaveGameToSlotForLocalPlayer(); + + // TODO_BH: Move this to the serialize function instead with a bumped version number + if (UEnhancedInputLocalPlayerSubsystem* System = ULocalPlayer::GetSubsystem(OwningPlayer)) + { + if (UEnhancedInputUserSettings* InputSettings = System->GetUserSettings()) + { + InputSettings->AsyncSaveSettings(); + } + } +} + +void ULyraSettingsShared::ApplySettings() +{ + ApplySubtitleOptions(); + ApplyBackgroundAudioSettings(); + ApplyCultureSettings(); + + if (UEnhancedInputLocalPlayerSubsystem* System = ULocalPlayer::GetSubsystem(OwningPlayer)) + { + if (UEnhancedInputUserSettings* InputSettings = System->GetUserSettings()) + { + InputSettings->ApplySettings(); + } + } +} + +void ULyraSettingsShared::SetColorBlindStrength(int32 InColorBlindStrength) +{ + InColorBlindStrength = FMath::Clamp(InColorBlindStrength, 0, 10); + if (ColorBlindStrength != InColorBlindStrength) + { + ColorBlindStrength = InColorBlindStrength; + FSlateApplication::Get().GetRenderer()->SetColorVisionDeficiencyType( + (EColorVisionDeficiency)(int32)ColorBlindMode, (int32)ColorBlindStrength, true, false); + } +} + +int32 ULyraSettingsShared::GetColorBlindStrength() const +{ + return ColorBlindStrength; +} + +void ULyraSettingsShared::SetColorBlindMode(EColorBlindMode InMode) +{ + if (ColorBlindMode != InMode) + { + ColorBlindMode = InMode; + FSlateApplication::Get().GetRenderer()->SetColorVisionDeficiencyType( + (EColorVisionDeficiency)(int32)ColorBlindMode, (int32)ColorBlindStrength, true, false); + } +} + +EColorBlindMode ULyraSettingsShared::GetColorBlindMode() const +{ + return ColorBlindMode; +} + +void ULyraSettingsShared::ApplySubtitleOptions() +{ + if (USubtitleDisplaySubsystem* SubtitleSystem = USubtitleDisplaySubsystem::Get(OwningPlayer)) + { + FSubtitleFormat SubtitleFormat; + SubtitleFormat.SubtitleTextSize = SubtitleTextSize; + SubtitleFormat.SubtitleTextColor = SubtitleTextColor; + SubtitleFormat.SubtitleTextBorder = SubtitleTextBorder; + SubtitleFormat.SubtitleBackgroundOpacity = SubtitleBackgroundOpacity; + + SubtitleSystem->SetSubtitleDisplayOptions(SubtitleFormat); + } +} + +////////////////////////////////////////////////////////////////////// + +void ULyraSettingsShared::SetAllowAudioInBackgroundSetting(ELyraAllowBackgroundAudioSetting NewValue) +{ + if (ChangeValueAndDirty(AllowAudioInBackground, NewValue)) + { + ApplyBackgroundAudioSettings(); + } +} + +void ULyraSettingsShared::ApplyBackgroundAudioSettings() +{ + if (OwningPlayer && OwningPlayer->IsPrimaryPlayer()) + { + FApp::SetUnfocusedVolumeMultiplier((AllowAudioInBackground != ELyraAllowBackgroundAudioSetting::Off) ? 1.0f : 0.0f); + } +} + +////////////////////////////////////////////////////////////////////// + +void ULyraSettingsShared::ApplyCultureSettings() +{ + if (bResetToDefaultCulture) + { + const FCulturePtr SystemDefaultCulture = FInternationalization::Get().GetDefaultCulture(); + check(SystemDefaultCulture.IsValid()); + + const FString CultureToApply = SystemDefaultCulture->GetName(); + if (FInternationalization::Get().SetCurrentCulture(CultureToApply)) + { + // Clear this string + GConfig->RemoveKey(TEXT("Internationalization"), TEXT("Culture"), GGameUserSettingsIni); + GConfig->Flush(false, GGameUserSettingsIni); + } + bResetToDefaultCulture = false; + } + else if (!PendingCulture.IsEmpty()) + { + // SetCurrentCulture may trigger PendingCulture to be cleared (if a culture change is broadcast) so we take a copy of it to work with + const FString CultureToApply = PendingCulture; + if (FInternationalization::Get().SetCurrentCulture(CultureToApply)) + { + // Note: This is intentionally saved to the users config + // We need to localize text before the player logs in and very early in the loading screen + GConfig->SetString(TEXT("Internationalization"), TEXT("Culture"), *CultureToApply, GGameUserSettingsIni); + GConfig->Flush(false, GGameUserSettingsIni); + } + ClearPendingCulture(); + } +} + +void ULyraSettingsShared::ResetCultureToCurrentSettings() +{ + ClearPendingCulture(); + bResetToDefaultCulture = false; +} + +const FString& ULyraSettingsShared::GetPendingCulture() const +{ + return PendingCulture; +} + +void ULyraSettingsShared::SetPendingCulture(const FString& NewCulture) +{ + PendingCulture = NewCulture; + bResetToDefaultCulture = false; + bIsDirty = true; +} + +void ULyraSettingsShared::OnCultureChanged() +{ + ClearPendingCulture(); + bResetToDefaultCulture = false; +} + +void ULyraSettingsShared::ClearPendingCulture() +{ + PendingCulture.Reset(); +} + +bool ULyraSettingsShared::IsUsingDefaultCulture() const +{ + FString Culture; + GConfig->GetString(TEXT("Internationalization"), TEXT("Culture"), Culture, GGameUserSettingsIni); + + return Culture.IsEmpty(); +} + +void ULyraSettingsShared::ResetToDefaultCulture() +{ + ClearPendingCulture(); + bResetToDefaultCulture = true; + bIsDirty = true; +} + +////////////////////////////////////////////////////////////////////// + +void ULyraSettingsShared::ApplyInputSensitivity() +{ + +} + diff --git a/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.h b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.h new file mode 100644 index 0000000000000000000000000000000000000000..c0cdf9854e86de30e8f54a37d748e9a40082acb0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/LyraSettingsShared.h @@ -0,0 +1,380 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/SaveGame.h" +#include "SubtitleDisplayOptions.h" + +#include "UObject/ObjectPtr.h" +#include "LyraSettingsShared.generated.h" + +class UObject; +struct FFrame; + +UENUM(BlueprintType) +enum class EColorBlindMode : uint8 +{ + Off, + // Deuteranope (green weak/blind) + Deuteranope, + // Protanope (red weak/blind) + Protanope, + // Tritanope(blue weak / bind) + Tritanope +}; + +UENUM(BlueprintType) +enum class ELyraAllowBackgroundAudioSetting : uint8 +{ + Off, + AllSounds, + + Num UMETA(Hidden), +}; + +UENUM(BlueprintType) +enum class ELyraGamepadSensitivity : uint8 +{ + Invalid = 0 UMETA(Hidden), + + Slow UMETA(DisplayName = "01 - Slow"), + SlowPlus UMETA(DisplayName = "02 - Slow+"), + SlowPlusPlus UMETA(DisplayName = "03 - Slow++"), + Normal UMETA(DisplayName = "04 - Normal"), + NormalPlus UMETA(DisplayName = "05 - Normal+"), + NormalPlusPlus UMETA(DisplayName = "06 - Normal++"), + Fast UMETA(DisplayName = "07 - Fast"), + FastPlus UMETA(DisplayName = "08 - Fast+"), + FastPlusPlus UMETA(DisplayName = "09 - Fast++"), + Insane UMETA(DisplayName = "10 - Insane"), + + MAX UMETA(Hidden), +}; + +class ULyraLocalPlayer; + +/** + * ULyraSettingsShared - The "Shared" settings are stored as part of the USaveGame system, these settings are not machine + * specific like the local settings, and are safe to store in the cloud - and 'share' them. Using the save game system + * we can also store settings per player, so things like controller keybind preferences should go here, because if those + * are stored in the local settings all users would get them. + * + */ +UCLASS() +class ULyraSettingsShared : public ULocalPlayerSaveGame +{ + GENERATED_BODY() + +public: + DECLARE_EVENT_OneParam(ULyraSettingsShared, FOnSettingChangedEvent, ULyraSettingsShared* Settings); + FOnSettingChangedEvent OnSettingChanged; + +public: + + ULyraSettingsShared(); + + //~ULocalPlayerSaveGame interface + int32 GetLatestDataVersion() const override; + //~End of ULocalPlayerSaveGame interface + + bool IsDirty() const { return bIsDirty; } + void ClearDirtyFlag() { bIsDirty = false; } + + /** Creates a temporary settings object, this will be replaced by one loaded from the user's save game */ + static ULyraSettingsShared* CreateTemporarySettings(const ULyraLocalPlayer* LocalPlayer); + + /** Synchronously loads a settings object, this is not valid to call before login */ + static ULyraSettingsShared* LoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer); + + DECLARE_DELEGATE_OneParam(FOnSettingsLoadedEvent, ULyraSettingsShared* Settings); + + /** Starts an async load of the settings object, calls Delegate on completion */ + static bool AsyncLoadOrCreateSettings(const ULyraLocalPlayer* LocalPlayer, FOnSettingsLoadedEvent Delegate); + + /** Saves the settings to disk */ + void SaveSettings(); + + /** Applies the current settings to the player */ + void ApplySettings(); + +public: + //////////////////////////////////////////////////////// + // Color Blind Options + + UFUNCTION() + EColorBlindMode GetColorBlindMode() const; + UFUNCTION() + void SetColorBlindMode(EColorBlindMode InMode); + + UFUNCTION() + int32 GetColorBlindStrength() const; + UFUNCTION() + void SetColorBlindStrength(int32 InColorBlindStrength); + +private: + UPROPERTY() + EColorBlindMode ColorBlindMode = EColorBlindMode::Off; + + UPROPERTY() + int32 ColorBlindStrength = 10; + + //////////////////////////////////////////////////////// + // Gamepad Vibration +public: + UFUNCTION() + bool GetForceFeedbackEnabled() const { return bForceFeedbackEnabled; } + + UFUNCTION() + void SetForceFeedbackEnabled(const bool NewValue) { ChangeValueAndDirty(bForceFeedbackEnabled, NewValue); } + +private: + /** Is force feedback enabled when a controller is being used? */ + UPROPERTY() + bool bForceFeedbackEnabled = true; + + //////////////////////////////////////////////////////// + // Gamepad Deadzone +public: + /** Getter for gamepad move stick dead zone value. */ + UFUNCTION() + float GetGamepadMoveStickDeadZone() const { return GamepadMoveStickDeadZone; } + + /** Setter for gamepad move stick dead zone value. */ + UFUNCTION() + void SetGamepadMoveStickDeadZone(const float NewValue) { ChangeValueAndDirty(GamepadMoveStickDeadZone, NewValue); } + + /** Getter for gamepad look stick dead zone value. */ + UFUNCTION() + float GetGamepadLookStickDeadZone() const { return GamepadLookStickDeadZone; } + + /** Setter for gamepad look stick dead zone value. */ + UFUNCTION() + void SetGamepadLookStickDeadZone(const float NewValue) { ChangeValueAndDirty(GamepadLookStickDeadZone, NewValue); } + +private: + /** Holds the gamepad move stick dead zone value. */ + UPROPERTY() + float GamepadMoveStickDeadZone; + + /** Holds the gamepad look stick dead zone value. */ + UPROPERTY() + float GamepadLookStickDeadZone; + + //////////////////////////////////////////////////////// + // Gamepad Trigger Haptics +public: + UFUNCTION() + bool GetTriggerHapticsEnabled() const { return bTriggerHapticsEnabled; } + UFUNCTION() + void SetTriggerHapticsEnabled(const bool NewValue) { ChangeValueAndDirty(bTriggerHapticsEnabled, NewValue); } + + UFUNCTION() + bool GetTriggerPullUsesHapticThreshold() const { return bTriggerPullUsesHapticThreshold; } + UFUNCTION() + void SetTriggerPullUsesHapticThreshold(const bool NewValue) { ChangeValueAndDirty(bTriggerPullUsesHapticThreshold, NewValue); } + + UFUNCTION() + uint8 GetTriggerHapticStrength() const { return TriggerHapticStrength; } + UFUNCTION() + void SetTriggerHapticStrength(const uint8 NewValue) { ChangeValueAndDirty(TriggerHapticStrength, NewValue); } + + UFUNCTION() + uint8 GetTriggerHapticStartPosition() const { return TriggerHapticStartPosition; } + UFUNCTION() + void SetTriggerHapticStartPosition(const uint8 NewValue) { ChangeValueAndDirty(TriggerHapticStartPosition, NewValue); } + +private: + /** Are trigger haptics enabled? */ + UPROPERTY() + bool bTriggerHapticsEnabled = false; + /** Does the game use the haptic feedback as its threshold for judging button presses? */ + UPROPERTY() + bool bTriggerPullUsesHapticThreshold = true; + /** The strength of the trigger haptic effects. */ + UPROPERTY() + uint8 TriggerHapticStrength = 8; + /** The start position of the trigger haptic effects */ + UPROPERTY() + uint8 TriggerHapticStartPosition = 0; + + //////////////////////////////////////////////////////// + // Subtitles +public: + UFUNCTION() + bool GetSubtitlesEnabled() const { return bEnableSubtitles; } + UFUNCTION() + void SetSubtitlesEnabled(bool Value) { ChangeValueAndDirty(bEnableSubtitles, Value); } + + UFUNCTION() + ESubtitleDisplayTextSize GetSubtitlesTextSize() const { return SubtitleTextSize; } + UFUNCTION() + void SetSubtitlesTextSize(ESubtitleDisplayTextSize Value) { ChangeValueAndDirty(SubtitleTextSize, Value); ApplySubtitleOptions(); } + + UFUNCTION() + ESubtitleDisplayTextColor GetSubtitlesTextColor() const { return SubtitleTextColor; } + UFUNCTION() + void SetSubtitlesTextColor(ESubtitleDisplayTextColor Value) { ChangeValueAndDirty(SubtitleTextColor, Value); ApplySubtitleOptions(); } + + UFUNCTION() + ESubtitleDisplayTextBorder GetSubtitlesTextBorder() const { return SubtitleTextBorder; } + UFUNCTION() + void SetSubtitlesTextBorder(ESubtitleDisplayTextBorder Value) { ChangeValueAndDirty(SubtitleTextBorder, Value); ApplySubtitleOptions(); } + + UFUNCTION() + ESubtitleDisplayBackgroundOpacity GetSubtitlesBackgroundOpacity() const { return SubtitleBackgroundOpacity; } + UFUNCTION() + void SetSubtitlesBackgroundOpacity(ESubtitleDisplayBackgroundOpacity Value) { ChangeValueAndDirty(SubtitleBackgroundOpacity, Value); ApplySubtitleOptions(); } + + void ApplySubtitleOptions(); + +private: + UPROPERTY() + bool bEnableSubtitles = true; + + UPROPERTY() + ESubtitleDisplayTextSize SubtitleTextSize = ESubtitleDisplayTextSize::Medium; + + UPROPERTY() + ESubtitleDisplayTextColor SubtitleTextColor = ESubtitleDisplayTextColor::White; + + UPROPERTY() + ESubtitleDisplayTextBorder SubtitleTextBorder = ESubtitleDisplayTextBorder::None; + + UPROPERTY() + ESubtitleDisplayBackgroundOpacity SubtitleBackgroundOpacity = ESubtitleDisplayBackgroundOpacity::Medium; + + //////////////////////////////////////////////////////// + // Shared audio settings +public: + UFUNCTION() + ELyraAllowBackgroundAudioSetting GetAllowAudioInBackgroundSetting() const { return AllowAudioInBackground; } + UFUNCTION() + void SetAllowAudioInBackgroundSetting(ELyraAllowBackgroundAudioSetting NewValue); + + void ApplyBackgroundAudioSettings(); + +private: + UPROPERTY() + ELyraAllowBackgroundAudioSetting AllowAudioInBackground = ELyraAllowBackgroundAudioSetting::Off; + + //////////////////////////////////////////////////////// + // Culture / language +public: + /** Gets the pending culture */ + const FString& GetPendingCulture() const; + + /** Sets the pending culture to apply */ + void SetPendingCulture(const FString& NewCulture); + + // Called when the culture changes. + void OnCultureChanged(); + + /** Clears the pending culture to apply */ + void ClearPendingCulture(); + + bool IsUsingDefaultCulture() const; + + void ResetToDefaultCulture(); + bool ShouldResetToDefaultCulture() const { return bResetToDefaultCulture; } + + void ApplyCultureSettings(); + void ResetCultureToCurrentSettings(); + +private: + /** The pending culture to apply */ + UPROPERTY(Transient) + FString PendingCulture; + + /* If true, resets the culture to default. */ + bool bResetToDefaultCulture = false; + + //////////////////////////////////////////////////////// + // Gamepad Sensitivity +public: + UFUNCTION() + double GetMouseSensitivityX() const { return MouseSensitivityX; } + UFUNCTION() + void SetMouseSensitivityX(double NewValue) { ChangeValueAndDirty(MouseSensitivityX, NewValue); ApplyInputSensitivity(); } + + UFUNCTION() + double GetMouseSensitivityY() const { return MouseSensitivityY; } + UFUNCTION() + void SetMouseSensitivityY(double NewValue) { ChangeValueAndDirty(MouseSensitivityY, NewValue); ApplyInputSensitivity(); } + + UFUNCTION() + double GetTargetingMultiplier() const { return TargetingMultiplier; } + UFUNCTION() + void SetTargetingMultiplier(double NewValue) { ChangeValueAndDirty(TargetingMultiplier, NewValue); ApplyInputSensitivity(); } + + UFUNCTION() + bool GetInvertVerticalAxis() const { return bInvertVerticalAxis; } + UFUNCTION() + void SetInvertVerticalAxis(bool NewValue) { ChangeValueAndDirty(bInvertVerticalAxis, NewValue); ApplyInputSensitivity(); } + + UFUNCTION() + bool GetInvertHorizontalAxis() const { return bInvertHorizontalAxis; } + UFUNCTION() + void SetInvertHorizontalAxis(bool NewValue) { ChangeValueAndDirty(bInvertHorizontalAxis, NewValue); ApplyInputSensitivity(); } + +private: + /** Holds the mouse horizontal sensitivity */ + UPROPERTY() + double MouseSensitivityX = 1.0; + + /** Holds the mouse vertical sensitivity */ + UPROPERTY() + double MouseSensitivityY = 1.0; + + /** Multiplier applied while Aiming down sights. */ + UPROPERTY() + double TargetingMultiplier = 0.5; + + /** If true then the vertical look axis should be inverted */ + UPROPERTY() + bool bInvertVerticalAxis = false; + + /** If true then the horizontal look axis should be inverted */ + UPROPERTY() + bool bInvertHorizontalAxis = false; + + //////////////////////////////////////////////////////// + // Gamepad Sensitivity +public: + UFUNCTION() + ELyraGamepadSensitivity GetGamepadLookSensitivityPreset() const { return GamepadLookSensitivityPreset; } + UFUNCTION() + void SetLookSensitivityPreset(ELyraGamepadSensitivity NewValue) { ChangeValueAndDirty(GamepadLookSensitivityPreset, NewValue); ApplyInputSensitivity(); } + + UFUNCTION() + ELyraGamepadSensitivity GetGamepadTargetingSensitivityPreset() const { return GamepadTargetingSensitivityPreset; } + UFUNCTION() + void SetGamepadTargetingSensitivityPreset(ELyraGamepadSensitivity NewValue) { ChangeValueAndDirty(GamepadTargetingSensitivityPreset, NewValue); ApplyInputSensitivity(); } + + void ApplyInputSensitivity(); + +private: + UPROPERTY() + ELyraGamepadSensitivity GamepadLookSensitivityPreset = ELyraGamepadSensitivity::Normal; + UPROPERTY() + ELyraGamepadSensitivity GamepadTargetingSensitivityPreset = ELyraGamepadSensitivity::Normal; + + //////////////////////////////////////////////////////// + /// Dirty and Change Reporting +private: + template + bool ChangeValueAndDirty(T& CurrentValue, const T& NewValue) + { + if (CurrentValue != NewValue) + { + CurrentValue = NewValue; + bIsDirty = true; + OnSettingChanged.Broadcast(this); + + return true; + } + + return false; + } + + bool bIsDirty = false; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/README.md b/LyraStarterGame/Source/LyraGame/Settings/README.md new file mode 100644 index 0000000000000000000000000000000000000000..bd64c0c8855693e155a2330ff5c153f89e7b9ea6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/README.md @@ -0,0 +1,3 @@ +# Lyra Settings + +Todo \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.cpp b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b5d6fb1a8de64d98f66e2476c603f66b688336ae --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.cpp @@ -0,0 +1,109 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraBrightnessEditor.h" + +#include "CommonButtonBase.h" +#include "CommonRichTextBlock.h" +#include "Components/WidgetSwitcher.h" +#include "GameSettingValueScalar.h" +#include "Settings/LyraSettingsLocal.h" +#include "Widgets/Layout/SSafeZone.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraBrightnessEditor) + +struct FGeometry; + +#define LOCTEXT_NAMESPACE "Lyra" + +namespace BrightnessEditor +{ + const float JoystickDeadZone = 0.2f; + const float SafeZoneChangeSpeed = 0.1f; +} + +ULyraBrightnessEditor::ULyraBrightnessEditor(const FObjectInitializer& Initializer) + : Super(Initializer) +{ + SetVisibility(ESlateVisibility::Visible); + SetIsFocusable(true); +} + +void ULyraBrightnessEditor::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + Switcher_SafeZoneMessage->SetActiveWidget(RichText_Default); +} + +void ULyraBrightnessEditor::NativeOnActivated() +{ + Super::NativeOnActivated(); + + SSafeZone::SetGlobalSafeZoneScale(ULyraSettingsLocal::Get()->GetSafeZone()); + + Button_Done->OnClicked().AddUObject(this, &ThisClass::HandleDoneClicked); + + Button_Back->SetVisibility((bCanCancel)? ESlateVisibility::Visible : ESlateVisibility::Collapsed); + if (bCanCancel) + { + Button_Back->OnClicked().AddUObject(this, &ThisClass::HandleBackClicked); + } +} + +bool ULyraBrightnessEditor::ExecuteActionForSetting_Implementation(FGameplayTag ActionTag, UGameSetting* InSetting) +{ + TArray ChildSettings = InSetting ? InSetting->GetChildSettings() : TArray(); + if (ChildSettings.Num() > 0 && ChildSettings[0]) + { + ValueSetting = Cast(ChildSettings[0]); + } + + return true; +} + +FReply ULyraBrightnessEditor::NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent) +{ + if (InAnalogEvent.GetKey() == EKeys::Gamepad_LeftY && FMath::Abs(InAnalogEvent.GetAnalogValue()) >= BrightnessEditor::JoystickDeadZone) + { + const float SafeZoneMultiplier = FMath::Clamp(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f) + InAnalogEvent.GetAnalogValue() * BrightnessEditor::SafeZoneChangeSpeed, 0.0f, 1.0f); + SSafeZone::SetGlobalSafeZoneScale(SafeZoneMultiplier >= 0 ? SafeZoneMultiplier : 0); + + return FReply::Handled(); + } + return Super::NativeOnAnalogValueChanged(InGeometry, InAnalogEvent); +} + +FReply ULyraBrightnessEditor::NativeOnMouseWheel(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) +{ + const float SafeZoneMultiplier = FMath::Clamp(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f) + InMouseEvent.GetWheelDelta() * BrightnessEditor::SafeZoneChangeSpeed, 0.0f, 1.0f); + SSafeZone::SetGlobalSafeZoneScale(SafeZoneMultiplier >= 0 ? SafeZoneMultiplier : 0); + + return FReply::Handled(); +} + +void ULyraBrightnessEditor::HandleInputModeChanged(ECommonInputType InInputType) +{ + const FText KeyName = InInputType == ECommonInputType::Gamepad ? LOCTEXT("SafeZone_KeyToPress_Gamepad", "Left Stick") : LOCTEXT("SafeZone_KeyToPress_Mouse", "Mouse Wheel"); + RichText_Default->SetText(FText::Format(LOCTEXT("BrightnessAdjustInstructions", "Use {0} to adjust the brightness"), KeyName)); +} + +void ULyraBrightnessEditor::HandleBackClicked() +{ + DeactivateWidget(); + SSafeZone::SetGlobalSafeZoneScale(ULyraSettingsLocal::Get()->GetSafeZone()); +} + +void ULyraBrightnessEditor::HandleDoneClicked() +{ + if (ValueSetting.IsValid()) + { + ValueSetting.Get()->SetValue(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f)); + } + else + { + ULyraSettingsLocal::Get()->SetSafeZone(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f)); + } + OnSafeZoneSet.Broadcast(); + DeactivateWidget(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.h b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.h new file mode 100644 index 0000000000000000000000000000000000000000..7f92f02627962e3b0c3a7b28c9255c7017076198 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraBrightnessEditor.h @@ -0,0 +1,71 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "Widgets/IGameSettingActionInterface.h" + +#include "LyraBrightnessEditor.generated.h" + +enum class ECommonInputType : uint8; + +class UCommonButtonBase; +class UCommonRichTextBlock; +class UGameSetting; +class UGameSettingValueScalar; +class UObject; +class UWidgetSwitcher; +struct FAnalogInputEvent; +struct FFrame; +struct FGameplayTag; +struct FGeometry; +struct FPointerEvent; + +UCLASS(Abstract) +class ULyraBrightnessEditor : public UCommonActivatableWidget, public IGameSettingActionInterface +{ + GENERATED_BODY() + +public: + FSimpleMulticastDelegate OnSafeZoneSet; + +public: + ULyraBrightnessEditor(const FObjectInitializer& Initializer); + + // Begin IGameSettingActionInterface + virtual bool ExecuteActionForSetting_Implementation(FGameplayTag ActionTag, UGameSetting* InSetting) override; + // End IGameSettingActionInterface + +protected: + + UPROPERTY(EditAnywhere, Category = "Restrictions") + bool bCanCancel = true; + + virtual void NativeOnActivated() override; + virtual void NativeOnInitialized() override; + virtual FReply NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent) override; + virtual FReply NativeOnMouseWheel(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override; + + void HandleInputModeChanged(ECommonInputType InInputType); + +private: + UFUNCTION() + void HandleBackClicked(); + + UFUNCTION() + void HandleDoneClicked(); + + TWeakObjectPtr ValueSetting; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Switcher_SafeZoneMessage; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr RichText_Default; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Button_Back; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Button_Done; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.cpp b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5164a9076dae6e586398500fffc422cd91bd5542 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.cpp @@ -0,0 +1,109 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSafeZoneEditor.h" + +#include "CommonButtonBase.h" +#include "CommonRichTextBlock.h" +#include "Components/WidgetSwitcher.h" +#include "GameSettingValueScalar.h" +#include "Settings/LyraSettingsLocal.h" +#include "Widgets/Layout/SSafeZone.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSafeZoneEditor) + +struct FGeometry; + +#define LOCTEXT_NAMESPACE "Lyra" + +namespace SafeZoneEditor +{ + const float JoystickDeadZone = 0.2f; + const float SafeZoneChangeSpeed = 0.1f; +} + +ULyraSafeZoneEditor::ULyraSafeZoneEditor(const FObjectInitializer& Initializer) + : Super(Initializer) +{ + SetVisibility(ESlateVisibility::Visible); + SetIsFocusable(true); +} + +void ULyraSafeZoneEditor::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + Switcher_SafeZoneMessage->SetActiveWidget(RichText_Default); +} + +void ULyraSafeZoneEditor::NativeOnActivated() +{ + Super::NativeOnActivated(); + + SSafeZone::SetGlobalSafeZoneScale(ULyraSettingsLocal::Get()->GetSafeZone()); + + Button_Done->OnClicked().AddUObject(this, &ULyraSafeZoneEditor::HandleDoneClicked); + + Button_Back->SetVisibility((bCanCancel)? ESlateVisibility::Visible : ESlateVisibility::Collapsed); + if (bCanCancel) + { + Button_Back->OnClicked().AddUObject(this, &ULyraSafeZoneEditor::HandleBackClicked); + } +} + +bool ULyraSafeZoneEditor::ExecuteActionForSetting_Implementation(FGameplayTag ActionTag, UGameSetting* InSetting) +{ + TArray ChildSettings = InSetting ? InSetting->GetChildSettings() : TArray(); + if (ChildSettings.Num() > 0 && ChildSettings[0]) + { + ValueSetting = Cast(ChildSettings[0]); + } + + return true; +} + +FReply ULyraSafeZoneEditor::NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent) +{ + if (InAnalogEvent.GetKey() == EKeys::Gamepad_LeftY && FMath::Abs(InAnalogEvent.GetAnalogValue()) >= SafeZoneEditor::JoystickDeadZone) + { + const float SafeZoneMultiplier = FMath::Clamp(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f) + InAnalogEvent.GetAnalogValue() * SafeZoneEditor::SafeZoneChangeSpeed, 0.0f, 1.0f); + SSafeZone::SetGlobalSafeZoneScale(SafeZoneMultiplier >= 0 ? SafeZoneMultiplier : 0); + + return FReply::Handled(); + } + return Super::NativeOnAnalogValueChanged(InGeometry, InAnalogEvent); +} + +FReply ULyraSafeZoneEditor::NativeOnMouseWheel(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) +{ + const float SafeZoneMultiplier = FMath::Clamp(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f) + InMouseEvent.GetWheelDelta() * SafeZoneEditor::SafeZoneChangeSpeed, 0.0f, 1.0f); + SSafeZone::SetGlobalSafeZoneScale(SafeZoneMultiplier >= 0 ? SafeZoneMultiplier : 0); + + return FReply::Handled(); +} + +void ULyraSafeZoneEditor::HandleInputModeChanged(ECommonInputType InInputType) +{ + const FText KeyName = InInputType == ECommonInputType::Gamepad ? LOCTEXT("SafeZone_KeyToPress_Gamepad", "Left Stick") : LOCTEXT("SafeZone_KeyToPress_Mouse", "Mouse Wheel"); + RichText_Default->SetText(FText::Format(LOCTEXT("SafeZoneEditorInstructions", "Use {0} to adjust the corners so it lines up with the edges of your display."), KeyName)); +} + +void ULyraSafeZoneEditor::HandleBackClicked() +{ + DeactivateWidget(); + SSafeZone::SetGlobalSafeZoneScale(ULyraSettingsLocal::Get()->GetSafeZone()); +} + +void ULyraSafeZoneEditor::HandleDoneClicked() +{ + if (ValueSetting.IsValid()) + { + ValueSetting.Get()->SetValue(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f)); + } + else + { + ULyraSettingsLocal::Get()->SetSafeZone(SSafeZone::GetGlobalSafeZoneScale().Get(1.0f)); + } + OnSafeZoneSet.Broadcast(); + DeactivateWidget(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.h b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.h new file mode 100644 index 0000000000000000000000000000000000000000..7072ca24295d8ee70b55ac77b147c99239839b84 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Screens/LyraSafeZoneEditor.h @@ -0,0 +1,71 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "Widgets/IGameSettingActionInterface.h" + +#include "LyraSafeZoneEditor.generated.h" + +enum class ECommonInputType : uint8; + +class UCommonButtonBase; +class UCommonRichTextBlock; +class UGameSetting; +class UGameSettingValueScalar; +class UObject; +class UWidgetSwitcher; +struct FAnalogInputEvent; +struct FFrame; +struct FGameplayTag; +struct FGeometry; +struct FPointerEvent; + +UCLASS(Abstract) +class ULyraSafeZoneEditor : public UCommonActivatableWidget, public IGameSettingActionInterface +{ + GENERATED_BODY() + +public: + FSimpleMulticastDelegate OnSafeZoneSet; + +public: + ULyraSafeZoneEditor(const FObjectInitializer& Initializer); + + // Begin IGameSettingActionInterface + virtual bool ExecuteActionForSetting_Implementation(FGameplayTag ActionTag, UGameSetting* InSetting) override; + // End IGameSettingActionInterface + +protected: + + UPROPERTY(EditAnywhere, Category = "Restrictions") + bool bCanCancel = true; + + virtual void NativeOnActivated() override; + virtual void NativeOnInitialized() override; + virtual FReply NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent) override; + virtual FReply NativeOnMouseWheel(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override; + + void HandleInputModeChanged(ECommonInputType InInputType); + +private: + UFUNCTION() + void HandleBackClicked(); + + UFUNCTION() + void HandleDoneClicked(); + + TWeakObjectPtr ValueSetting; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Switcher_SafeZoneMessage; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr RichText_Default; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Button_Back; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true)) + TObjectPtr Button_Done; +}; diff --git a/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.cpp b/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.cpp new file mode 100644 index 0000000000000000000000000000000000000000..399e3f0659273d8cd3cbe9fca514886a988c3388 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.cpp @@ -0,0 +1,171 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.h" + +#include "CommonUIExtensions.h" +#include "NativeGameplayTags.h" +#include "Settings/CustomSettings/LyraSettingKeyboardInput.h" +#include "UI/Foundation/LyraButtonBase.h" +#include "Widgets/Misc/GameSettingPressAnyKey.h" +#include "Widgets/Misc/KeyAlreadyBoundWarning.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingsListEntrySetting_KeyboardInput) + +#define LOCTEXT_NAMESPACE "LyraSettings" + +UE_DEFINE_GAMEPLAY_TAG_STATIC(PressAnyKeyLayer, "UI.Layer.Modal"); + +void ULyraSettingsListEntrySetting_KeyboardInput::SetSetting(UGameSetting* InSetting) +{ + KeyboardInputSetting = CastChecked(InSetting); + + Super::SetSetting(InSetting); + + Refresh(); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Button_PrimaryKey->OnClicked().AddUObject(this, &ThisClass::HandlePrimaryKeyClicked); + Button_SecondaryKey->OnClicked().AddUObject(this, &ThisClass::HandleSecondaryKeyClicked); + Button_Clear->OnClicked().AddUObject(this, &ThisClass::HandleClearClicked); + Button_ResetToDefault->OnClicked().AddUObject(this, &ThisClass::HandleResetToDefaultClicked); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandlePrimaryKeyClicked() +{ + UGameSettingPressAnyKey* PressAnyKeyPanel = CastChecked( + UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), PressAnyKeyLayer, PressAnyKeyPanelClass)); + PressAnyKeyPanel->OnKeySelected.AddUObject(this, &ThisClass::HandlePrimaryKeySelected, PressAnyKeyPanel); + PressAnyKeyPanel->OnKeySelectionCanceled.AddUObject(this, &ThisClass::HandleKeySelectionCanceled, PressAnyKeyPanel); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleSecondaryKeyClicked() +{ + UGameSettingPressAnyKey* PressAnyKeyPanel = CastChecked( + UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), PressAnyKeyLayer, PressAnyKeyPanelClass)); + PressAnyKeyPanel->OnKeySelected.AddUObject(this, &ThisClass::HandleSecondaryKeySelected, PressAnyKeyPanel); + PressAnyKeyPanel->OnKeySelectionCanceled.AddUObject(this, &ThisClass::HandleKeySelectionCanceled, PressAnyKeyPanel); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandlePrimaryKeySelected(FKey InKey, UGameSettingPressAnyKey* PressAnyKeyPanel) +{ + PressAnyKeyPanel->OnKeySelected.RemoveAll(this); + ChangeBinding(0, InKey); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleSecondaryKeySelected(FKey InKey, UGameSettingPressAnyKey* PressAnyKeyPanel) +{ + PressAnyKeyPanel->OnKeySelected.RemoveAll(this); + ChangeBinding(1, InKey); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandlePrimaryDuplicateKeySelected(FKey InKey, UKeyAlreadyBoundWarning* DuplicateKeyPressAnyKeyPanel) const +{ + DuplicateKeyPressAnyKeyPanel->OnKeySelected.RemoveAll(this); + KeyboardInputSetting->ChangeBinding(0, OriginalKeyToBind); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleSecondaryDuplicateKeySelected(FKey InKey, UKeyAlreadyBoundWarning* DuplicateKeyPressAnyKeyPanel) const +{ + DuplicateKeyPressAnyKeyPanel->OnKeySelected.RemoveAll(this); + KeyboardInputSetting->ChangeBinding(1, OriginalKeyToBind); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::ChangeBinding(int32 InKeyBindSlot, FKey InKey) +{ + OriginalKeyToBind = InKey; + TArray ActionsForKey; + KeyboardInputSetting->GetAllMappedActionsFromKey(InKeyBindSlot, InKey, ActionsForKey); + if (!ActionsForKey.IsEmpty()) + { + UKeyAlreadyBoundWarning* KeyAlreadyBoundWarning = CastChecked( + UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), PressAnyKeyLayer, KeyAlreadyBoundWarningPanelClass)); + + FString ActionNames; + for (FName ActionName : ActionsForKey) + { + ActionNames += ActionName.ToString() += ", "; + } + + FFormatNamedArguments Args; + Args.Add(TEXT("InKey"), InKey.GetDisplayName()); + Args.Add(TEXT("ActionNames"), FText::FromString(ActionNames)); + + KeyAlreadyBoundWarning->SetWarningText(FText::Format(LOCTEXT("WarningText", "{InKey} is already bound to {ActionNames} are you sure you want to rebind it?"), Args)); + KeyAlreadyBoundWarning->SetCancelText(FText::Format(LOCTEXT("CancelText", "Press escape to cancel, or press {InKey} again to confirm rebinding."), Args)); + + if (InKeyBindSlot == 1) + { + KeyAlreadyBoundWarning->OnKeySelected.AddUObject(this, &ThisClass::HandleSecondaryDuplicateKeySelected, KeyAlreadyBoundWarning); + } + else + { + KeyAlreadyBoundWarning->OnKeySelected.AddUObject(this, &ThisClass::HandlePrimaryDuplicateKeySelected, KeyAlreadyBoundWarning); + } + KeyAlreadyBoundWarning->OnKeySelectionCanceled.AddUObject(this, &ThisClass::HandleKeySelectionCanceled, KeyAlreadyBoundWarning); + } + else + { + KeyboardInputSetting->ChangeBinding(InKeyBindSlot, InKey); + } +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleKeySelectionCanceled(UGameSettingPressAnyKey* PressAnyKeyPanel) +{ + PressAnyKeyPanel->OnKeySelectionCanceled.RemoveAll(this); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleKeySelectionCanceled(UKeyAlreadyBoundWarning* PressAnyKeyPanel) +{ + PressAnyKeyPanel->OnKeySelectionCanceled.RemoveAll(this); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleClearClicked() +{ + KeyboardInputSetting->ChangeBinding(0, EKeys::Invalid); + KeyboardInputSetting->ChangeBinding(1, EKeys::Invalid); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::HandleResetToDefaultClicked() +{ + KeyboardInputSetting->ResetToDefault(); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::OnSettingChanged() +{ + Refresh(); +} + +void ULyraSettingsListEntrySetting_KeyboardInput::Refresh() +{ + if (ensure(KeyboardInputSetting)) + { + Button_PrimaryKey->SetButtonText(KeyboardInputSetting->GetKeyTextFromSlot(EPlayerMappableKeySlot::First)); + Button_SecondaryKey->SetButtonText(KeyboardInputSetting->GetKeyTextFromSlot(EPlayerMappableKeySlot::Second)); + + // Only display the reset to default button if a mapping is customized + if (ensure(Button_ResetToDefault)) + { + if (KeyboardInputSetting->IsMappingCustomized()) + { + Button_ResetToDefault->SetVisibility(ESlateVisibility::Visible); + } + else + { + Button_ResetToDefault->SetVisibility(ESlateVisibility::Hidden); + } + } + } +} + +void ULyraSettingsListEntrySetting_KeyboardInput::NativeOnEntryReleased() +{ + Super::NativeOnEntryReleased(); + + KeyboardInputSetting = nullptr; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.h b/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.h new file mode 100644 index 0000000000000000000000000000000000000000..db0276eb8f49b070626b8baa995ef854992d3064 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Settings/Widgets/LyraSettingsListEntrySetting_KeyboardInput.h @@ -0,0 +1,75 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Widgets/GameSettingListEntry.h" + +#include "LyraSettingsListEntrySetting_KeyboardInput.generated.h" + +class UKeyAlreadyBoundWarning; + +class UGameSetting; +class UGameSettingPressAnyKey; +class ULyraButtonBase; +class ULyraSettingKeyboardInput; +class UObject; + +////////////////////////////////////////////////////////////////////////// +// ULyraSettingsListEntrySetting_KeyboardInput +////////////////////////////////////////////////////////////////////////// + +UCLASS(Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class ULyraSettingsListEntrySetting_KeyboardInput : public UGameSettingListEntry_Setting +{ + GENERATED_BODY() + +public: + virtual void SetSetting(UGameSetting* InSetting) override; + +protected: + virtual void NativeOnInitialized() override; + virtual void NativeOnEntryReleased() override; + virtual void OnSettingChanged() override; + + void HandlePrimaryKeyClicked(); + void HandleSecondaryKeyClicked(); + void HandleClearClicked(); + void HandleResetToDefaultClicked(); + + void HandlePrimaryKeySelected(FKey InKey, UGameSettingPressAnyKey* PressAnyKeyPanel); + void HandleSecondaryKeySelected(FKey InKey, UGameSettingPressAnyKey* PressAnyKeyPanel); + void HandlePrimaryDuplicateKeySelected(FKey InKey, UKeyAlreadyBoundWarning* DuplicateKeyPressAnyKeyPanel) const; + void HandleSecondaryDuplicateKeySelected(FKey InKey, UKeyAlreadyBoundWarning* DuplicateKeyPressAnyKeyPanel) const; + void ChangeBinding(int32 BindSlot, FKey InKey); + void HandleKeySelectionCanceled(UGameSettingPressAnyKey* PressAnyKeyPanel); + void HandleKeySelectionCanceled(UKeyAlreadyBoundWarning* PressAnyKeyPanel); + + void Refresh(); + +private: + UPROPERTY(Transient) + FKey OriginalKeyToBind = EKeys::Invalid; + +protected: + UPROPERTY() + TObjectPtr KeyboardInputSetting; + + UPROPERTY(EditDefaultsOnly) + TSubclassOf PressAnyKeyPanelClass; + + UPROPERTY(EditDefaultsOnly) + TSubclassOf KeyAlreadyBoundWarningPanelClass; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_PrimaryKey; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_SecondaryKey; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_Clear; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_ResetToDefault; +}; diff --git a/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.cpp b/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b84a469326a106cac2be1d72dbc63a414d0cae0a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.cpp @@ -0,0 +1,109 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTagStack.h" + +#include "UObject/Stack.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayTagStack) + +////////////////////////////////////////////////////////////////////// +// FGameplayTagStack + +FString FGameplayTagStack::GetDebugString() const +{ + return FString::Printf(TEXT("%sx%d"), *Tag.ToString(), StackCount); +} + +////////////////////////////////////////////////////////////////////// +// FGameplayTagStackContainer + +void FGameplayTagStackContainer::AddStack(FGameplayTag Tag, int32 StackCount) +{ + if (!Tag.IsValid()) + { + FFrame::KismetExecutionMessage(TEXT("An invalid tag was passed to AddStack"), ELogVerbosity::Warning); + return; + } + + if (StackCount > 0) + { + for (FGameplayTagStack& Stack : Stacks) + { + if (Stack.Tag == Tag) + { + const int32 NewCount = Stack.StackCount + StackCount; + Stack.StackCount = NewCount; + TagToCountMap[Tag] = NewCount; + MarkItemDirty(Stack); + return; + } + } + + FGameplayTagStack& NewStack = Stacks.Emplace_GetRef(Tag, StackCount); + MarkItemDirty(NewStack); + TagToCountMap.Add(Tag, StackCount); + } +} + +void FGameplayTagStackContainer::RemoveStack(FGameplayTag Tag, int32 StackCount) +{ + if (!Tag.IsValid()) + { + FFrame::KismetExecutionMessage(TEXT("An invalid tag was passed to RemoveStack"), ELogVerbosity::Warning); + return; + } + + //@TODO: Should we error if you try to remove a stack that doesn't exist or has a smaller count? + if (StackCount > 0) + { + for (auto It = Stacks.CreateIterator(); It; ++It) + { + FGameplayTagStack& Stack = *It; + if (Stack.Tag == Tag) + { + if (Stack.StackCount <= StackCount) + { + It.RemoveCurrent(); + TagToCountMap.Remove(Tag); + MarkArrayDirty(); + } + else + { + const int32 NewCount = Stack.StackCount - StackCount; + Stack.StackCount = NewCount; + TagToCountMap[Tag] = NewCount; + MarkItemDirty(Stack); + } + return; + } + } + } +} + +void FGameplayTagStackContainer::PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize) +{ + for (int32 Index : RemovedIndices) + { + const FGameplayTag Tag = Stacks[Index].Tag; + TagToCountMap.Remove(Tag); + } +} + +void FGameplayTagStackContainer::PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize) +{ + for (int32 Index : AddedIndices) + { + const FGameplayTagStack& Stack = Stacks[Index]; + TagToCountMap.Add(Stack.Tag, Stack.StackCount); + } +} + +void FGameplayTagStackContainer::PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize) +{ + for (int32 Index : ChangedIndices) + { + const FGameplayTagStack& Stack = Stacks[Index]; + TagToCountMap[Stack.Tag] = Stack.StackCount; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.h b/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.h new file mode 100644 index 0000000000000000000000000000000000000000..f1bf94b04f6a8cbfdc3e690f5f19974000df6275 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/GameplayTagStack.h @@ -0,0 +1,99 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "Net/Serialization/FastArraySerializer.h" + +#include "GameplayTagStack.generated.h" + +struct FGameplayTagStackContainer; +struct FNetDeltaSerializeInfo; + +/** + * Represents one stack of a gameplay tag (tag + count) + */ +USTRUCT(BlueprintType) +struct FGameplayTagStack : public FFastArraySerializerItem +{ + GENERATED_BODY() + + FGameplayTagStack() + {} + + FGameplayTagStack(FGameplayTag InTag, int32 InStackCount) + : Tag(InTag) + , StackCount(InStackCount) + { + } + + FString GetDebugString() const; + +private: + friend FGameplayTagStackContainer; + + UPROPERTY() + FGameplayTag Tag; + + UPROPERTY() + int32 StackCount = 0; +}; + +/** Container of gameplay tag stacks */ +USTRUCT(BlueprintType) +struct FGameplayTagStackContainer : public FFastArraySerializer +{ + GENERATED_BODY() + + FGameplayTagStackContainer() + // : Owner(nullptr) + { + } + +public: + // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1) + void AddStack(FGameplayTag Tag, int32 StackCount); + + // Removes a specified number of stacks from the tag (does nothing if StackCount is below 1) + void RemoveStack(FGameplayTag Tag, int32 StackCount); + + // Returns the stack count of the specified tag (or 0 if the tag is not present) + int32 GetStackCount(FGameplayTag Tag) const + { + return TagToCountMap.FindRef(Tag); + } + + // Returns true if there is at least one stack of the specified tag + bool ContainsTag(FGameplayTag Tag) const + { + return TagToCountMap.Contains(Tag); + } + + //~FFastArraySerializer contract + void PreReplicatedRemove(const TArrayView RemovedIndices, int32 FinalSize); + void PostReplicatedAdd(const TArrayView AddedIndices, int32 FinalSize); + void PostReplicatedChange(const TArrayView ChangedIndices, int32 FinalSize); + //~End of FFastArraySerializer contract + + bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms) + { + return FFastArraySerializer::FastArrayDeltaSerialize(Stacks, DeltaParms, *this); + } + +private: + // Replicated list of gameplay tag stacks + UPROPERTY() + TArray Stacks; + + // Accelerated list of tag stacks for queries + TMap TagToCountMap; +}; + +template<> +struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 +{ + enum + { + WithNetDeltaSerializer = true, + }; +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.cpp b/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.cpp new file mode 100644 index 0000000000000000000000000000000000000000..395be3d9a894dd928b4d3a22039a2fb5afbb3516 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.cpp @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraActorUtilities.h" + +#include "GameFramework/Actor.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraActorUtilities) + +EBlueprintExposedNetMode ULyraActorUtilities::SwitchOnNetMode(const UObject* WorldContextObject) +{ + ENetMode NetMode = NM_Standalone; + for (const UObject* TestObject = WorldContextObject; TestObject != nullptr; TestObject = TestObject->GetOuter()) + { + if (const UActorComponent* Component = Cast(WorldContextObject)) + { + NetMode = Component->GetNetMode(); + break; + } + else if (const AActor* Actor = Cast(WorldContextObject)) + { + NetMode = Actor->GetNetMode(); + break; + } + } + + switch (NetMode) + { + case NM_Client: + return EBlueprintExposedNetMode::Client; + case NM_Standalone: + return EBlueprintExposedNetMode::Standalone; + case NM_DedicatedServer: + return EBlueprintExposedNetMode::DedicatedServer; + case NM_ListenServer: + return EBlueprintExposedNetMode::ListenServer; + default: + ensure(false); + return EBlueprintExposedNetMode::Standalone; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.h b/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.h new file mode 100644 index 0000000000000000000000000000000000000000..114a4f1952e3cc65fa426adc5efbb0714c9cf453 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraActorUtilities.h @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "LyraActorUtilities.generated.h" + +class UObject; +struct FFrame; + +UENUM() +enum class EBlueprintExposedNetMode : uint8 +{ + /** Standalone: a game without networking, with one or more local players. Still considered a server because it has all server functionality. */ + Standalone, + + /** Dedicated server: server with no local players. */ + DedicatedServer, + + /** Listen server: a server that also has a local player who is hosting the game, available to other players on the network. */ + ListenServer, + + /** + * Network client: client connected to a remote server. + * Note that every mode less than this value is a kind of server, so checking NetMode < NM_Client is always some variety of server. + */ + Client +}; + + +UCLASS() +class ULyraActorUtilities : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + /** + * Get the network mode (dedicated server, client, standalone, etc...) for an actor or component. + */ + UFUNCTION(BlueprintCallable, Category="Lyra", meta=(WorldContext="WorldContextObject", ExpandEnumAsExecs=ReturnValue)) + static EBlueprintExposedNetMode SwitchOnNetMode(const UObject* WorldContextObject); +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.cpp b/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9ebe5d97f71916c9c355d45df6dcbbfd46225703 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.cpp @@ -0,0 +1,273 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAssetManager.h" +#include "LyraLogChannels.h" +#include "LyraGameplayTags.h" +#include "LyraGameData.h" +#include "AbilitySystemGlobals.h" +#include "Character/LyraPawnData.h" +#include "Misc/App.h" +#include "Stats/StatsMisc.h" +#include "Engine/Engine.h" +#include "AbilitySystem/LyraGameplayCueManager.h" +#include "Misc/ScopedSlowTask.h" +#include "System/LyraAssetManagerStartupJob.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAssetManager) + +const FName FLyraBundles::Equipped("Equipped"); + +////////////////////////////////////////////////////////////////////// + +static FAutoConsoleCommand CVarDumpLoadedAssets( + TEXT("Lyra.DumpLoadedAssets"), + TEXT("Shows all assets that were loaded via the asset manager and are currently in memory."), + FConsoleCommandDelegate::CreateStatic(ULyraAssetManager::DumpLoadedAssets) +); + +////////////////////////////////////////////////////////////////////// + +#define STARTUP_JOB_WEIGHTED(JobFunc, JobWeight) StartupJobs.Add(FLyraAssetManagerStartupJob(#JobFunc, [this](const FLyraAssetManagerStartupJob& StartupJob, TSharedPtr& LoadHandle){JobFunc;}, JobWeight)) +#define STARTUP_JOB(JobFunc) STARTUP_JOB_WEIGHTED(JobFunc, 1.f) + +////////////////////////////////////////////////////////////////////// + +ULyraAssetManager::ULyraAssetManager() +{ + DefaultPawnData = nullptr; +} + +ULyraAssetManager& ULyraAssetManager::Get() +{ + check(GEngine); + + if (ULyraAssetManager* Singleton = Cast(GEngine->AssetManager)) + { + return *Singleton; + } + + UE_LOG(LogLyra, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!")); + + // Fatal error above prevents this from being called. + return *NewObject(); +} + +UObject* ULyraAssetManager::SynchronousLoadAsset(const FSoftObjectPath& AssetPath) +{ + if (AssetPath.IsValid()) + { + TUniquePtr LogTimePtr; + + if (ShouldLogAssetLoads()) + { + LogTimePtr = MakeUnique(*FString::Printf(TEXT("Synchronously loaded asset [%s]"), *AssetPath.ToString()), nullptr, FScopeLogTime::ScopeLog_Seconds); + } + + if (UAssetManager::IsInitialized()) + { + return UAssetManager::GetStreamableManager().LoadSynchronous(AssetPath, false); + } + + // Use LoadObject if asset manager isn't ready yet. + return AssetPath.TryLoad(); + } + + return nullptr; +} + +bool ULyraAssetManager::ShouldLogAssetLoads() +{ + static bool bLogAssetLoads = FParse::Param(FCommandLine::Get(), TEXT("LogAssetLoads")); + return bLogAssetLoads; +} + +void ULyraAssetManager::AddLoadedAsset(const UObject* Asset) +{ + if (ensureAlways(Asset)) + { + FScopeLock LoadedAssetsLock(&LoadedAssetsCritical); + LoadedAssets.Add(Asset); + } +} + +void ULyraAssetManager::DumpLoadedAssets() +{ + UE_LOG(LogLyra, Log, TEXT("========== Start Dumping Loaded Assets ==========")); + + for (const UObject* LoadedAsset : Get().LoadedAssets) + { + UE_LOG(LogLyra, Log, TEXT(" %s"), *GetNameSafe(LoadedAsset)); + } + + UE_LOG(LogLyra, Log, TEXT("... %d assets in loaded pool"), Get().LoadedAssets.Num()); + UE_LOG(LogLyra, Log, TEXT("========== Finish Dumping Loaded Assets ==========")); +} + +void ULyraAssetManager::StartInitialLoading() +{ + SCOPED_BOOT_TIMING("ULyraAssetManager::StartInitialLoading"); + + // This does all of the scanning, need to do this now even if loads are deferred + Super::StartInitialLoading(); + + STARTUP_JOB(InitializeGameplayCueManager()); + + { + // Load base game data asset + STARTUP_JOB_WEIGHTED(GetGameData(), 25.f); + } + + // Run all the queued up startup jobs + DoAllStartupJobs(); +} + +void ULyraAssetManager::InitializeGameplayCueManager() +{ + SCOPED_BOOT_TIMING("ULyraAssetManager::InitializeGameplayCueManager"); + + ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get(); + check(GCM); + GCM->LoadAlwaysLoadedCues(); +} + + +const ULyraGameData& ULyraAssetManager::GetGameData() +{ + return GetOrLoadTypedGameData(LyraGameDataPath); +} + +const ULyraPawnData* ULyraAssetManager::GetDefaultPawnData() const +{ + return GetAsset(DefaultPawnData); +} + +UPrimaryDataAsset* ULyraAssetManager::LoadGameDataOfClass(TSubclassOf DataClass, const TSoftObjectPtr& DataClassPath, FPrimaryAssetType PrimaryAssetType) +{ + UPrimaryDataAsset* Asset = nullptr; + + DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading GameData Object"), STAT_GameData, STATGROUP_LoadTime); + if (!DataClassPath.IsNull()) + { +#if WITH_EDITOR + FScopedSlowTask SlowTask(0, FText::Format(NSLOCTEXT("LyraEditor", "BeginLoadingGameDataTask", "Loading GameData {0}"), FText::FromName(DataClass->GetFName()))); + const bool bShowCancelButton = false; + const bool bAllowInPIE = true; + SlowTask.MakeDialog(bShowCancelButton, bAllowInPIE); +#endif + UE_LOG(LogLyra, Log, TEXT("Loading GameData: %s ..."), *DataClassPath.ToString()); + SCOPE_LOG_TIME_IN_SECONDS(TEXT(" ... GameData loaded!"), nullptr); + + // This can be called recursively in the editor because it is called on demand from PostLoad so force a sync load for primary asset and async load the rest in that case + if (GIsEditor) + { + Asset = DataClassPath.LoadSynchronous(); + LoadPrimaryAssetsWithType(PrimaryAssetType); + } + else + { + TSharedPtr Handle = LoadPrimaryAssetsWithType(PrimaryAssetType); + if (Handle.IsValid()) + { + Handle->WaitUntilComplete(0.0f, false); + + // This should always work + Asset = Cast(Handle->GetLoadedAsset()); + } + } + } + + if (Asset) + { + GameDataMap.Add(DataClass, Asset); + } + else + { + // It is not acceptable to fail to load any GameData asset. It will result in soft failures that are hard to diagnose. + UE_LOG(LogLyra, Fatal, TEXT("Failed to load GameData asset at %s. Type %s. This is not recoverable and likely means you do not have the correct data to run %s."), *DataClassPath.ToString(), *PrimaryAssetType.ToString(), FApp::GetProjectName()); + } + + return Asset; +} + + +void ULyraAssetManager::DoAllStartupJobs() +{ + SCOPED_BOOT_TIMING("ULyraAssetManager::DoAllStartupJobs"); + const double AllStartupJobsStartTime = FPlatformTime::Seconds(); + + if (IsRunningDedicatedServer()) + { + // No need for periodic progress updates, just run the jobs + for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs) + { + StartupJob.DoJob(); + } + } + else + { + if (StartupJobs.Num() > 0) + { + float TotalJobValue = 0.0f; + for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs) + { + TotalJobValue += StartupJob.JobWeight; + } + + float AccumulatedJobValue = 0.0f; + for (FLyraAssetManagerStartupJob& StartupJob : StartupJobs) + { + const float JobValue = StartupJob.JobWeight; + StartupJob.SubstepProgressDelegate.BindLambda([This = this, AccumulatedJobValue, JobValue, TotalJobValue](float NewProgress) + { + const float SubstepAdjustment = FMath::Clamp(NewProgress, 0.0f, 1.0f) * JobValue; + const float OverallPercentWithSubstep = (AccumulatedJobValue + SubstepAdjustment) / TotalJobValue; + + This->UpdateInitialGameContentLoadPercent(OverallPercentWithSubstep); + }); + + StartupJob.DoJob(); + + StartupJob.SubstepProgressDelegate.Unbind(); + + AccumulatedJobValue += JobValue; + + UpdateInitialGameContentLoadPercent(AccumulatedJobValue / TotalJobValue); + } + } + else + { + UpdateInitialGameContentLoadPercent(1.0f); + } + } + + StartupJobs.Empty(); + + UE_LOG(LogLyra, Display, TEXT("All startup jobs took %.2f seconds to complete"), FPlatformTime::Seconds() - AllStartupJobsStartTime); +} + +void ULyraAssetManager::UpdateInitialGameContentLoadPercent(float GameContentPercent) +{ + // Could route this to the early startup loading screen +} + +#if WITH_EDITOR +void ULyraAssetManager::PreBeginPIE(bool bStartSimulate) +{ + Super::PreBeginPIE(bStartSimulate); + + { + FScopedSlowTask SlowTask(0, NSLOCTEXT("LyraEditor", "BeginLoadingPIEData", "Loading PIE Data")); + const bool bShowCancelButton = false; + const bool bAllowInPIE = true; + SlowTask.MakeDialog(bShowCancelButton, bAllowInPIE); + + const ULyraGameData& LocalGameDataCommon = GetGameData(); + + // Intentionally after GetGameData to avoid counting GameData time in this timer + SCOPE_LOG_TIME_IN_SECONDS(TEXT("PreBeginPIE asset preloading complete"), nullptr); + + // You could add preloading of anything else needed for the experience we'll be using here + // (e.g., by grabbing the default experience from the world settings + the experience override in developer settings) + } +} +#endif diff --git a/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.h b/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.h new file mode 100644 index 0000000000000000000000000000000000000000..89e4fe351aa06e681b389aa67103d0519ed5cba2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraAssetManager.h @@ -0,0 +1,175 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/AssetManager.h" +#include "LyraAssetManagerStartupJob.h" +#include "Templates/SubclassOf.h" +#include "LyraAssetManager.generated.h" + +#define UE_API LYRAGAME_API + +class UPrimaryDataAsset; + +class ULyraGameData; +class ULyraPawnData; + +struct FLyraBundles +{ + static const FName Equipped; +}; + + +/** + * ULyraAssetManager + * + * Game implementation of the asset manager that overrides functionality and stores game-specific types. + * It is expected that most games will want to override AssetManager as it provides a good place for game-specific loading logic. + * This class is used by setting 'AssetManagerClassName' in DefaultEngine.ini. + */ +UCLASS(MinimalAPI, Config = Game) +class ULyraAssetManager : public UAssetManager +{ + GENERATED_BODY() + +public: + + UE_API ULyraAssetManager(); + + // Returns the AssetManager singleton object. + static UE_API ULyraAssetManager& Get(); + + // Returns the asset referenced by a TSoftObjectPtr. This will synchronously load the asset if it's not already loaded. + template + static AssetType* GetAsset(const TSoftObjectPtr& AssetPointer, bool bKeepInMemory = true); + + // Returns the subclass referenced by a TSoftClassPtr. This will synchronously load the asset if it's not already loaded. + template + static TSubclassOf GetSubclass(const TSoftClassPtr& AssetPointer, bool bKeepInMemory = true); + + // Logs all assets currently loaded and tracked by the asset manager. + static UE_API void DumpLoadedAssets(); + + UE_API const ULyraGameData& GetGameData(); + UE_API const ULyraPawnData* GetDefaultPawnData() const; + +protected: + template + const GameDataClass& GetOrLoadTypedGameData(const TSoftObjectPtr& DataPath) + { + if (TObjectPtr const * pResult = GameDataMap.Find(GameDataClass::StaticClass())) + { + return *CastChecked(*pResult); + } + + // Does a blocking load if needed + return *CastChecked(LoadGameDataOfClass(GameDataClass::StaticClass(), DataPath, GameDataClass::StaticClass()->GetFName())); + } + + + static UE_API UObject* SynchronousLoadAsset(const FSoftObjectPath& AssetPath); + static UE_API bool ShouldLogAssetLoads(); + + // Thread safe way of adding a loaded asset to keep in memory. + UE_API void AddLoadedAsset(const UObject* Asset); + + //~UAssetManager interface + UE_API virtual void StartInitialLoading() override; +#if WITH_EDITOR + UE_API virtual void PreBeginPIE(bool bStartSimulate) override; +#endif + //~End of UAssetManager interface + + UE_API UPrimaryDataAsset* LoadGameDataOfClass(TSubclassOf DataClass, const TSoftObjectPtr& DataClassPath, FPrimaryAssetType PrimaryAssetType); + +protected: + + // Global game data asset to use. + UPROPERTY(Config) + TSoftObjectPtr LyraGameDataPath; + + // Loaded version of the game data + UPROPERTY(Transient) + TMap, TObjectPtr> GameDataMap; + + // Pawn data used when spawning player pawns if there isn't one set on the player state. + UPROPERTY(Config) + TSoftObjectPtr DefaultPawnData; + +private: + // Flushes the StartupJobs array. Processes all startup work. + UE_API void DoAllStartupJobs(); + + // Sets up the ability system + UE_API void InitializeGameplayCueManager(); + + // Called periodically during loads, could be used to feed the status to a loading screen + UE_API void UpdateInitialGameContentLoadPercent(float GameContentPercent); + + // The list of tasks to execute on startup. Used to track startup progress. + TArray StartupJobs; + +private: + + // Assets loaded and tracked by the asset manager. + UPROPERTY() + TSet> LoadedAssets; + + // Used for a scope lock when modifying the list of load assets. + FCriticalSection LoadedAssetsCritical; +}; + + +template +AssetType* ULyraAssetManager::GetAsset(const TSoftObjectPtr& AssetPointer, bool bKeepInMemory) +{ + AssetType* LoadedAsset = nullptr; + + const FSoftObjectPath& AssetPath = AssetPointer.ToSoftObjectPath(); + + if (AssetPath.IsValid()) + { + LoadedAsset = AssetPointer.Get(); + if (!LoadedAsset) + { + LoadedAsset = Cast(SynchronousLoadAsset(AssetPath)); + ensureAlwaysMsgf(LoadedAsset, TEXT("Failed to load asset [%s]"), *AssetPointer.ToString()); + } + + if (LoadedAsset && bKeepInMemory) + { + // Added to loaded asset list. + Get().AddLoadedAsset(Cast(LoadedAsset)); + } + } + + return LoadedAsset; +} + +template +TSubclassOf ULyraAssetManager::GetSubclass(const TSoftClassPtr& AssetPointer, bool bKeepInMemory) +{ + TSubclassOf LoadedSubclass; + + const FSoftObjectPath& AssetPath = AssetPointer.ToSoftObjectPath(); + + if (AssetPath.IsValid()) + { + LoadedSubclass = AssetPointer.Get(); + if (!LoadedSubclass) + { + LoadedSubclass = Cast(SynchronousLoadAsset(AssetPath)); + ensureAlwaysMsgf(LoadedSubclass, TEXT("Failed to load asset class [%s]"), *AssetPointer.ToString()); + } + + if (LoadedSubclass && bKeepInMemory) + { + // Added to loaded asset list. + Get().AddLoadedAsset(Cast(LoadedSubclass)); + } + } + + return LoadedSubclass; +} + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.cpp b/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cf80a36c4f70094d3ca2743134e8abd0280319f6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.cpp @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraAssetManagerStartupJob.h" + +#include "LyraLogChannels.h" + +TSharedPtr FLyraAssetManagerStartupJob::DoJob() const +{ + const double JobStartTime = FPlatformTime::Seconds(); + + TSharedPtr Handle; + UE_LOG(LogLyra, Display, TEXT("Startup job \"%s\" starting"), *JobName); + JobFunc(*this, Handle); + + if (Handle.IsValid()) + { + Handle->BindUpdateDelegate(FStreamableUpdateDelegate::CreateRaw(this, &FLyraAssetManagerStartupJob::UpdateSubstepProgressFromStreamable)); + Handle->WaitUntilComplete(0.0f, false); + Handle->BindUpdateDelegate(FStreamableUpdateDelegate()); + } + + UE_LOG(LogLyra, Display, TEXT("Startup job \"%s\" took %.2f seconds to complete"), *JobName, FPlatformTime::Seconds() - JobStartTime); + + return Handle; +} diff --git a/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.h b/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.h new file mode 100644 index 0000000000000000000000000000000000000000..83a8cb8a95a01d6d4421cb3c2b2b3791478149ff --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraAssetManagerStartupJob.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/StreamableManager.h" + +DECLARE_DELEGATE_OneParam(FLyraAssetManagerStartupJobSubstepProgress, float /*NewProgress*/); + +/** Handles reporting progress from streamable handles */ +struct FLyraAssetManagerStartupJob +{ + FLyraAssetManagerStartupJobSubstepProgress SubstepProgressDelegate; + TFunction&)> JobFunc; + FString JobName; + float JobWeight; + mutable double LastUpdate = 0; + + /** Simple job that is all synchronous */ + FLyraAssetManagerStartupJob(const FString& InJobName, const TFunction&)>& InJobFunc, float InJobWeight) + : JobFunc(InJobFunc) + , JobName(InJobName) + , JobWeight(InJobWeight) + {} + + /** Perform actual loading, will return a handle if it created one */ + TSharedPtr DoJob() const; + + void UpdateSubstepProgress(float NewProgress) const + { + SubstepProgressDelegate.ExecuteIfBound(NewProgress); + } + + void UpdateSubstepProgressFromStreamable(TSharedRef StreamableHandle) const + { + if (SubstepProgressDelegate.IsBound()) + { + // StreamableHandle::GetProgress traverses() a large graph and is quite expensive + double Now = FPlatformTime::Seconds(); + if (LastUpdate - Now > 1.0 / 60) + { + SubstepProgressDelegate.Execute(StreamableHandle->GetProgress()); + LastUpdate = Now; + } + } + } +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.cpp b/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b814fca0646d42821b9bb7192074d5c23e651bb6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.cpp @@ -0,0 +1,200 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraDevelopmentStatics.h" +#include "AssetRegistry/ARFilter.h" +#include "AssetRegistry/AssetData.h" +#include "Development/LyraDeveloperSettings.h" +#include "Engine/Blueprint.h" +#include "Engine/Engine.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Engine/World.h" +#include "Misc/PackageName.h" +#include "Modules/ModuleManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDevelopmentStatics) + +bool ULyraDevelopmentStatics::ShouldSkipDirectlyToGameplay() +{ +#if WITH_EDITOR + if (GIsEditor) + { + return !GetDefault()->bTestFullGameFlowInPIE; + } +#endif + return false; +} + +bool ULyraDevelopmentStatics::ShouldLoadCosmeticBackgrounds() +{ +#if WITH_EDITOR + if (GIsEditor) + { + return !GetDefault()->bSkipLoadingCosmeticBackgroundsInPIE; + } +#endif + return true; +} + +bool ULyraDevelopmentStatics::CanPlayerBotsAttack() +{ +#if WITH_EDITOR + if (GIsEditor) + { + return GetDefault()->bAllowPlayerBotsToAttack; + } +#endif + return true; +} + +//@TODO: Actually want to take a lambda and run on every authority world most of the time... +UWorld* ULyraDevelopmentStatics::FindPlayInEditorAuthorityWorld() +{ + check(GEngine); + + // Find the server world (any PIE world will do, in case they are running without a dedicated server, but the ded. server world is ideal) + UWorld* ServerWorld = nullptr; +#if WITH_EDITOR + for (const FWorldContext& WorldContext : GEngine->GetWorldContexts()) + { + if (WorldContext.WorldType == EWorldType::PIE) + { + if (UWorld* TestWorld = WorldContext.World()) + { + if (WorldContext.RunAsDedicated) + { + // Ideal case + ServerWorld = TestWorld; + break; + } + else if (ServerWorld == nullptr) + { + ServerWorld = TestWorld; + } + else + { + // We already have a candidate, see if this one is 'better' + if (TestWorld->GetNetMode() < ServerWorld->GetNetMode()) + { + return ServerWorld; + } + } + } + } + } +#endif + + return ServerWorld; +} + +TArray ULyraDevelopmentStatics::GetAllBlueprints() +{ + FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")); + + FName PluginAssetPath; + + TArray BlueprintList; + FARFilter Filter; + Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName()); + Filter.bRecursivePaths = true; + AssetRegistryModule.Get().GetAssets(Filter, BlueprintList); + + return BlueprintList; +} + +UClass* ULyraDevelopmentStatics::FindBlueprintClass(const FString& TargetNameRaw, UClass* DesiredBaseClass) +{ + FString TargetName = TargetNameRaw; + TargetName.RemoveFromEnd(TEXT("_C"), ESearchCase::CaseSensitive); + + TArray BlueprintList = ULyraDevelopmentStatics::GetAllBlueprints(); + for (const FAssetData& AssetData : BlueprintList) + { + if ((AssetData.AssetName.ToString() == TargetName) || (AssetData.GetObjectPathString() == TargetName)) + { + if (UBlueprint* BP = Cast(AssetData.GetAsset())) + { + if (UClass* GeneratedClass = BP->GeneratedClass) + { + if (GeneratedClass->IsChildOf(DesiredBaseClass)) + { + return GeneratedClass; + } + } + } + } + } + + return nullptr; +} + +UClass* ULyraDevelopmentStatics::FindClassByShortName(const FString& SearchToken, UClass* DesiredBaseClass, bool bLogFailures) +{ + check(DesiredBaseClass); + + FString TargetName = SearchToken; + + // Check native classes and loaded assets first before resorting to the asset registry + bool bIsValidClassName = true; + if (TargetName.IsEmpty() || TargetName.Contains(TEXT(" "))) + { + bIsValidClassName = false; + } + else if (!FPackageName::IsShortPackageName(TargetName)) + { + if (TargetName.Contains(TEXT("."))) + { + // Convert type'path' to just path (will return the full string if it doesn't have ' in it) + TargetName = FPackageName::ExportTextPathToObjectPath(TargetName); + + FString PackageName; + FString ObjectName; + TargetName.Split(TEXT("."), &PackageName, &ObjectName); + + const bool bIncludeReadOnlyRoots = true; + FText Reason; + if (!FPackageName::IsValidLongPackageName(PackageName, bIncludeReadOnlyRoots, &Reason)) + { + bIsValidClassName = false; + } + } + else + { + bIsValidClassName = false; + } + } + + UClass* ResultClass = nullptr; + if (bIsValidClassName) + { + ResultClass = UClass::TryFindTypeSlow(TargetName); + } + + // If we still haven't found anything yet, try the asset registry for blueprints that match the requirements + if (ResultClass == nullptr) + { + ResultClass = FindBlueprintClass(TargetName, DesiredBaseClass); + } + + // Now validate the class (if we have one) + if (ResultClass != nullptr) + { + if (!ResultClass->IsChildOf(DesiredBaseClass)) + { + if (bLogFailures) + { + UE_LOG(LogConsoleResponse, Warning, TEXT("Found an asset %s but it wasn't of type %s"), *ResultClass->GetPathName(), *DesiredBaseClass->GetName()); + } + ResultClass = nullptr; + } + } + else + { + if (bLogFailures) + { + UE_LOG(LogConsoleResponse, Warning, TEXT("Failed to find class of type %s named %s"), *DesiredBaseClass->GetName(), *SearchToken); + } + } + + return ResultClass; +} + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.h b/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.h new file mode 100644 index 0000000000000000000000000000000000000000..725eb04d6c1c9575f3c45ec8efeac8d299e8dc1a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraDevelopmentStatics.h @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" +#include "Templates/SubclassOf.h" + +#include "LyraDevelopmentStatics.generated.h" + +class UClass; +class UObject; +class UWorld; +struct FAssetData; +struct FFrame; + +UCLASS() +class ULyraDevelopmentStatics : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + // Should game logic skip directly to gameplay (skipping any match warmup / waiting for players / etc... aspects) + // Will always return false except when playing in the editor and bTestFullGameFlowInPIE (in Lyra Developer Settings) is false + UFUNCTION(BlueprintCallable, Category="Lyra") + static bool ShouldSkipDirectlyToGameplay(); + + // Should game logic load cosmetic backgrounds in the editor? + // Will always return true except when playing in the editor and bSkipLoadingCosmeticBackgroundsInPIE (in Lyra Developer Settings) is true + UFUNCTION(BlueprintCallable, Category = "Lyra", meta=(ExpandBoolAsExecs="ReturnValue")) + static bool ShouldLoadCosmeticBackgrounds(); + + // Should game logic load cosmetic backgrounds in the editor? + // Will always return true except when playing in the editor and bSkipLoadingCosmeticBackgroundsInPIE (in Lyra Developer Settings) is true + UFUNCTION(BlueprintCallable, Category = "Lyra") + static bool CanPlayerBotsAttack(); + + // Finds the most appropriate play-in-editor world to run 'server' cheats on + // This might be the only world if running standalone, the listen server, or the dedicated server + static UWorld* FindPlayInEditorAuthorityWorld(); + + // Tries to find a class by a short name (with some heuristics to improve the usability when done via a cheat console) + static UClass* FindClassByShortName(const FString& SearchToken, UClass* DesiredBaseClass, bool bLogFailures = true); + + template + static TSubclassOf FindClassByShortName(const FString& SearchToken, bool bLogFailures = true) + { + return FindClassByShortName(SearchToken, DesiredClass::StaticClass(), bLogFailures); + } + +private: + static TArray GetAllBlueprints(); + static UClass* FindBlueprintClass(const FString& TargetNameRaw, UClass* DesiredBaseClass); +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameData.cpp b/LyraStarterGame/Source/LyraGame/System/LyraGameData.cpp new file mode 100644 index 0000000000000000000000000000000000000000..985abdd3e363e33acbe1147b7be7c033b46f4d39 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameData.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameData.h" +#include "LyraAssetManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameData) + +ULyraGameData::ULyraGameData() +{ +} + +const ULyraGameData& ULyraGameData::ULyraGameData::Get() +{ + return ULyraAssetManager::Get().GetGameData(); +} diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameData.h b/LyraStarterGame/Source/LyraGame/System/LyraGameData.h new file mode 100644 index 0000000000000000000000000000000000000000..49955177b01a2660b54ee4f9a270eee8a40d6888 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameData.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "LyraGameData.generated.h" + +#define UE_API LYRAGAME_API + +class UGameplayEffect; +class UObject; + +/** + * ULyraGameData + * + * Non-mutable data asset that contains global game data. + */ +UCLASS(MinimalAPI, BlueprintType, Const, Meta = (DisplayName = "Lyra Game Data", ShortTooltip = "Data asset containing global game data.")) +class ULyraGameData : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + + UE_API ULyraGameData(); + + // Returns the loaded game data. + static UE_API const ULyraGameData& Get(); + +public: + + // Gameplay effect used to apply damage. Uses SetByCaller for the damage magnitude. + UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)")) + TSoftClassPtr DamageGameplayEffect_SetByCaller; + + // Gameplay effect used to apply healing. Uses SetByCaller for the healing magnitude. + UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)")) + TSoftClassPtr HealGameplayEffect_SetByCaller; + + // Gameplay effect used to add and remove dynamic tags. + UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects") + TSoftClassPtr DynamicTagGameplayEffect; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.cpp b/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c3aa813cdea7cd49be21045879e305520bf40838 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.cpp @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameEngine.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameEngine) + +class IEngineLoop; + + +ULyraGameEngine::ULyraGameEngine(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraGameEngine::Init(IEngineLoop* InEngineLoop) +{ + Super::Init(InEngineLoop); +} + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.h b/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.h new file mode 100644 index 0000000000000000000000000000000000000000..b084991069b5c8b3a1fbd7858e92191081956157 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameEngine.h @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/GameEngine.h" + +#include "LyraGameEngine.generated.h" + +class IEngineLoop; +class UObject; + + +UCLASS() +class ULyraGameEngine : public UGameEngine +{ + GENERATED_BODY() + +public: + + ULyraGameEngine(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + virtual void Init(IEngineLoop* InEngineLoop) override; +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.cpp b/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.cpp new file mode 100644 index 0000000000000000000000000000000000000000..23388769d17395d68720587fb059ead5831a3dd4 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.cpp @@ -0,0 +1,339 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameInstance.h" + +#include "CommonSessionSubsystem.h" +#include "CommonUserSubsystem.h" +#include "Components/GameFrameworkComponentManager.h" +#include "HAL/IConsoleManager.h" +#include "LyraGameplayTags.h" +#include "Misc/Paths.h" +#include "Player/LyraPlayerController.h" +#include "Player/LyraLocalPlayer.h" +#include "GameFramework/PlayerState.h" + +#if UE_WITH_DTLS +#include "DTLSCertStore.h" +#include "DTLSHandlerComponent.h" +#include "Misc/FileHelper.h" +#endif // UE_WITH_DTLS + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameInstance) + +namespace Lyra +{ + static bool bTestEncryption = false; + static FAutoConsoleVariableRef CVarLyraTestEncryption( + TEXT("Lyra.TestEncryption"), + bTestEncryption, + TEXT("If true, clients will send an encryption token with their request to join the server and attempt to encrypt the connection using a debug key. This is NOT SECURE and for demonstration purposes only."), + ECVF_Default); + +#if UE_WITH_DTLS + static bool bUseDTLSEncryption = false; + static FAutoConsoleVariableRef CVarLyraUseDTLSEncryption( + TEXT("Lyra.UseDTLSEncryption"), + bUseDTLSEncryption, + TEXT("Set to true if using Lyra.TestEncryption and the DTLS packet handler."), + ECVF_Default); + + /* Intended for testing with multiple game instances on the same device (desktop builds) */ + static bool bTestDTLSFingerprint = false; + static FAutoConsoleVariableRef CVarLyraTestDTLSFingerprint( + TEXT("Lyra.TestDTLSFingerprint"), + bTestDTLSFingerprint, + TEXT("If true and using DTLS encryption, generate unique cert per connection and fingerprint will be written to file to simulate passing through an online service."), + ECVF_Default); + +#if !UE_BUILD_SHIPPING + static FAutoConsoleCommandWithWorldAndArgs CmdGenerateDTLSCertificate( + TEXT("GenerateDTLSCertificate"), + TEXT("Generate a DTLS self-signed certificate for testing and export to PEM."), + FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray& InArgs, UWorld* InWorld) + { + if (InArgs.Num() == 1) + { + const FString& CertName = InArgs[0]; + + FTimespan CertExpire = FTimespan::FromDays(365); + TSharedPtr Cert = FDTLSCertStore::Get().CreateCert(CertExpire, CertName); + if (Cert.IsValid()) + { + const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / FPaths::MakeValidFileName(FString::Printf(TEXT("%s.pem"), *CertName)); + + if (!Cert->ExportCertificate(CertPath)) + { + UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Failed to export certificate.")); + } + } + else + { + UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Failed to generate certificate.")); + } + } + else + { + UE_LOG(LogTemp, Error, TEXT("GenerateDTLSCertificate: Invalid argument(s).")); + } + })); +#endif // UE_BUILD_SHIPPING +#endif // UE_WITH_DTLS +}; + +ULyraGameInstance::ULyraGameInstance(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraGameInstance::Init() +{ + Super::Init(); + + // Register our custom init states + UGameFrameworkComponentManager* ComponentManager = GetSubsystem(this); + + if (ensure(ComponentManager)) + { + ComponentManager->RegisterInitState(LyraGameplayTags::InitState_Spawned, false, FGameplayTag()); + ComponentManager->RegisterInitState(LyraGameplayTags::InitState_DataAvailable, false, LyraGameplayTags::InitState_Spawned); + ComponentManager->RegisterInitState(LyraGameplayTags::InitState_DataInitialized, false, LyraGameplayTags::InitState_DataAvailable); + ComponentManager->RegisterInitState(LyraGameplayTags::InitState_GameplayReady, false, LyraGameplayTags::InitState_DataInitialized); + } + + // Initialize the debug key with a set value for AES256. This is not secure and for example purposes only. + DebugTestEncryptionKey.SetNum(32); + + for (int32 i = 0; i < DebugTestEncryptionKey.Num(); ++i) + { + DebugTestEncryptionKey[i] = uint8(i); + } + + if (UCommonSessionSubsystem* SessionSubsystem = GetSubsystem()) + { + SessionSubsystem->OnPreClientTravelEvent.AddUObject(this, &ULyraGameInstance::OnPreClientTravelToSession); + } +} + +void ULyraGameInstance::Shutdown() +{ + if (UCommonSessionSubsystem* SessionSubsystem = GetSubsystem()) + { + SessionSubsystem->OnPreClientTravelEvent.RemoveAll(this); + } + + Super::Shutdown(); +} + +ALyraPlayerController* ULyraGameInstance::GetPrimaryPlayerController() const +{ + return Cast(Super::GetPrimaryPlayerController(false)); +} + +bool ULyraGameInstance::CanJoinRequestedSession() const +{ + // Temporary first pass: Always return true + // This will be fleshed out to check the player's state + if (!Super::CanJoinRequestedSession()) + { + return false; + } + return true; +} + +void ULyraGameInstance::HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) +{ + Super::HandlerUserInitialized(UserInfo, bSuccess, Error, RequestedPrivilege, OnlineContext); + + // If login succeeded, tell the local player to load their settings + if (bSuccess && ensure(UserInfo)) + { + ULyraLocalPlayer* LocalPlayer = Cast(GetLocalPlayerByIndex(UserInfo->LocalPlayerIndex)); + + // There will not be a local player attached to the dedicated server user + if (LocalPlayer) + { + LocalPlayer->LoadSharedSettingsFromDisk(); + } + } +} + +void ULyraGameInstance::ReceivedNetworkEncryptionToken(const FString& EncryptionToken, const FOnEncryptionKeyResponse& Delegate) +{ + // This is a simple implementation to demonstrate using encryption for game traffic using a hardcoded key. + // For a complete implementation, you would likely want to retrieve the encryption key from a secure source, + // such as from a web service over HTTPS. This could be done in this function, even asynchronously - just + // call the response delegate passed in once the key is known. The contents of the EncryptionToken is up to the user, + // but it will generally contain information used to generate a unique encryption key, such as a user and/or session ID. + + FEncryptionKeyResponse Response(EEncryptionResponse::Failure, TEXT("Unknown encryption failure")); + + if (EncryptionToken.IsEmpty()) + { + Response.Response = EEncryptionResponse::InvalidToken; + Response.ErrorMsg = TEXT("Encryption token is empty."); + } + else + { +#if UE_WITH_DTLS + if (Lyra::bUseDTLSEncryption) + { + TSharedPtr Cert; + + if (Lyra::bTestDTLSFingerprint) + { + // Generate server cert for this identifier, post the fingerprint + FTimespan CertExpire = FTimespan::FromHours(4); + Cert = FDTLSCertStore::Get().CreateCert(CertExpire, EncryptionToken); + } + else + { + // Load cert from disk for testing purposes (never in production) + const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / TEXT("LyraTest.pem"); + + Cert = FDTLSCertStore::Get().GetCert(EncryptionToken); + + if (!Cert.IsValid()) + { + Cert = FDTLSCertStore::Get().ImportCert(CertPath, EncryptionToken); + } + } + + if (Cert.IsValid()) + { + if (Lyra::bTestDTLSFingerprint) + { + // Fingerprint should be posted to a secure web service for discovery + // Writing to disk for local testing + TArrayView Fingerprint = Cert->GetFingerprint(); + + FString DebugFile = FPaths::Combine(*FPaths::ProjectSavedDir(), TEXT("DTLS")) / FPaths::MakeValidFileName(EncryptionToken) + TEXT("_server.txt"); + + FString FingerprintStr = BytesToHex(Fingerprint.GetData(), Fingerprint.Num()); + FFileHelper::SaveStringToFile(FingerprintStr, *DebugFile); + } + + // Server currently only needs the identifier + Response.EncryptionData.Identifier = EncryptionToken; + Response.EncryptionData.Key = DebugTestEncryptionKey; + + Response.Response = EEncryptionResponse::Success; + } + else + { + Response.Response = EEncryptionResponse::Failure; + Response.ErrorMsg = TEXT("Unable to obtain certificate."); + } + } + else +#endif // UE_WITH_DTLS + { + Response.Response = EEncryptionResponse::Success; + Response.EncryptionData.Key = DebugTestEncryptionKey; + } + } + + Delegate.ExecuteIfBound(Response); +} + +void ULyraGameInstance::ReceivedNetworkEncryptionAck(const FOnEncryptionKeyResponse& Delegate) +{ + // This is a simple implementation to demonstrate using encryption for game traffic using a hardcoded key. + // For a complete implementation, you would likely want to retrieve the encryption key from a secure source, + // such as from a web service over HTTPS. This could be done in this function, even asynchronously - just + // call the response delegate passed in once the key is known. + + FEncryptionKeyResponse Response; + +#if UE_WITH_DTLS + if (Lyra::bUseDTLSEncryption) + { + Response.Response = EEncryptionResponse::Failure; + + APlayerController* const PlayerController = GetFirstLocalPlayerController(); + + if (PlayerController && PlayerController->PlayerState && PlayerController->PlayerState->GetUniqueId().IsValid()) + { + const FUniqueNetIdRepl& PlayerUniqueId = PlayerController->PlayerState->GetUniqueId(); + + // Ideally the encryption token is passed in directly rather than having to attempt to rebuild it + const FString EncryptionToken = PlayerUniqueId.ToString(); + + Response.EncryptionData.Identifier = EncryptionToken; + + // Server's fingerprint should be pulled from a secure service + if (Lyra::bTestDTLSFingerprint) + { + // But for testing purposes... + FString DebugFile = FPaths::Combine(*FPaths::ProjectSavedDir(), TEXT("DTLS")) / FPaths::MakeValidFileName(EncryptionToken) + TEXT("_server.txt"); + FString FingerprintStr; + FFileHelper::LoadFileToString(FingerprintStr, *DebugFile); + + Response.EncryptionData.Fingerprint.AddUninitialized(FingerprintStr.Len() / 2); + HexToBytes(FingerprintStr, Response.EncryptionData.Fingerprint.GetData()); + } + else + { + // Pulling expected fingerprint from disk for testing, this should come from a secure service + const FString CertPath = FPaths::ProjectContentDir() / TEXT("DTLS") / TEXT("LyraTest.pem"); + + TSharedPtr Cert = FDTLSCertStore::Get().GetCert(EncryptionToken); + if (!Cert.IsValid()) + { + Cert = FDTLSCertStore::Get().ImportCert(CertPath, EncryptionToken); + } + + if (Cert.IsValid()) + { + TArrayView Fingerprint = Cert->GetFingerprint(); + + Response.EncryptionData.Fingerprint = Fingerprint; + } + else + { + Response.Response = EEncryptionResponse::Failure; + Response.ErrorMsg = TEXT("Unable to obtain certificate."); + } + } + + Response.EncryptionData.Key = DebugTestEncryptionKey; + + Response.Response = EEncryptionResponse::Success; + } + } + else +#endif // UE_WITH_DTLS + { + Response.Response = EEncryptionResponse::Success; + Response.EncryptionData.Key = DebugTestEncryptionKey; + } + + Delegate.ExecuteIfBound(Response); +} + +void ULyraGameInstance::OnPreClientTravelToSession(FString& URL) +{ + // Add debug encryption token if desired. + if (Lyra::bTestEncryption) + { +#if UE_WITH_DTLS + if (Lyra::bUseDTLSEncryption) + { + APlayerController* const PlayerController = GetFirstLocalPlayerController(); + + if (PlayerController && PlayerController->PlayerState && PlayerController->PlayerState->GetUniqueId().IsValid()) + { + const FUniqueNetIdRepl& PlayerUniqueId = PlayerController->PlayerState->GetUniqueId(); + const FString EncryptionToken = PlayerUniqueId.ToString(); + + URL += TEXT("?EncryptionToken=") + EncryptionToken; + } + } + else +#endif // UE_WITH_DTLS + { + // This is just a value for testing/debugging, the server will use the same key regardless of the token value. + // But the token could be a user ID and/or session ID that would be used to generate a unique key per user and/or session, if desired. + URL += TEXT("?EncryptionToken=1"); + } + } +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.h b/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.h new file mode 100644 index 0000000000000000000000000000000000000000..98f6f03183600bc034aded6f93218bafd0654724 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameInstance.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonGameInstance.h" + +#include "LyraGameInstance.generated.h" + +#define UE_API LYRAGAME_API + +class ALyraPlayerController; +class UObject; + +UCLASS(MinimalAPI, Config = Game) +class ULyraGameInstance : public UCommonGameInstance +{ + GENERATED_BODY() + +public: + + UE_API ULyraGameInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UE_API ALyraPlayerController* GetPrimaryPlayerController() const; + + UE_API virtual bool CanJoinRequestedSession() const override; + UE_API virtual void HandlerUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) override; + + UE_API virtual void ReceivedNetworkEncryptionToken(const FString& EncryptionToken, const FOnEncryptionKeyResponse& Delegate) override; + UE_API virtual void ReceivedNetworkEncryptionAck(const FOnEncryptionKeyResponse& Delegate) override; + +protected: + + UE_API virtual void Init() override; + UE_API virtual void Shutdown() override; + + UE_API void OnPreClientTravelToSession(FString& URL); + + /** A hard-coded encryption key used to try out the encryption code. This is NOT SECURE, do not use this technique in production! */ + TArray DebugTestEncryptionKey; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameSession.cpp b/LyraStarterGame/Source/LyraGame/System/LyraGameSession.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9403e7d27899c30faf01ed2fa71727fa3cb12761 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameSession.cpp @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameSession.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameSession) + + +ALyraGameSession::ALyraGameSession(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +bool ALyraGameSession::ProcessAutoLogin() +{ + // This is actually handled in LyraGameMode::TryDedicatedServerLogin + return true; +} + +void ALyraGameSession::HandleMatchHasStarted() +{ + Super::HandleMatchHasStarted(); +} + +void ALyraGameSession::HandleMatchHasEnded() +{ + Super::HandleMatchHasEnded(); +} + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraGameSession.h b/LyraStarterGame/Source/LyraGame/System/LyraGameSession.h new file mode 100644 index 0000000000000000000000000000000000000000..2a50e47003ceb28a2818d20fcbfebb9bcebe5f46 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraGameSession.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/GameSession.h" + +#include "LyraGameSession.generated.h" + +class UObject; + + +UCLASS(Config = Game) +class ALyraGameSession : public AGameSession +{ + GENERATED_BODY() + +public: + + ALyraGameSession(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + /** Override to disable the default behavior */ + virtual bool ProcessAutoLogin() override; + + virtual void HandleMatchHasStarted() override; + virtual void HandleMatchHasEnded() override; +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.cpp b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.cpp new file mode 100644 index 0000000000000000000000000000000000000000..7548f99b5dfe657d982334c05d9547bddd011674 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.cpp @@ -0,0 +1,989 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +/** +* +* ===================== LyraReplicationGraph Replication ===================== +* +* Overview +* +* This changes the way actor relevancy works. AActor::IsNetRelevantFor is NOT used in this system! +* +* Instead, The ULyraReplicationGraph contains UReplicationGraphNodes. These nodes are responsible for generating lists of actors to replicate for each connection. +* Most of these lists are persistent across frames. This enables most of the gathering work ("which actors should be considered for replication) to be shared/reused. +* Nodes may be global (used by all connections), connection specific (each connection gets its own node), or shared (e.g, teams: all connections on the same team share). +* Actors can be in multiple nodes! For example a pawn may be in the spatialization node but also in the always-relevant-for-team node. It will be returned twice for +* teammates. This is ok though should be minimized when possible. +* +* ULyraReplicationGraph is intended to not be directly used by the game code. That is, you should not have to include LyraReplicationGraph.h anywhere else. +* Rather, ULyraReplicationGraph depends on the game code and registers for events that the game code broadcasts (e.g., events for players joining/leaving teams). +* This choice was made because it gives ULyraReplicationGraph a complete holistic view of actor replication. Rather than exposing generic public functions that any +* place in game code can invoke, all notifications are explicitly registered in ULyraReplicationGraph::InitGlobalActorClassSettings. +* +* Lyra Nodes +* +* These are the top level nodes currently used: +* +* UReplicationGraphNode_GridSpatialization2D: +* This is the spatialization node. All "distance based relevant" actors will be routed here. This node divides the map into a 2D grid. Each cell in the grid contains +* children nodes that hold lists of actors based on how they update/go dormant. Actors are put in multiple cells. Connections pull from the single cell they are in. +* +* UReplicationGraphNode_ActorList +* This is an actor list node that contains the always relevant actors. These actors are always relevant to every connection. +* +* ULyraReplicationGraphNode_AlwaysRelevant_ForConnection +* This is the node for connection specific always relevant actors. This node does not maintain a persistent list but builds it each frame. This is possible because (currently) +* these actors are all easily accessed from the PlayerController. A persistent list would require notifications to be broadcast when these actors change, which would be possible +* but currently not necessary. +* +* ULyraReplicationGraphNode_PlayerStateFrequencyLimiter +* A custom node for handling player state replication. This replicates a small rolling set of player states (currently 2/frame). This is so player states replicate +* to simulated connections at a low, steady frequency, and to take advantage of serialization sharing. Auto proxy player states are replicated at higher frequency (to the +* owning connection only) via ULyraReplicationGraphNode_AlwaysRelevant_ForConnection. +* +* UReplicationGraphNode_TearOff_ForConnection +* Connection specific node for handling tear off actors. This is created and managed in the base implementation of Replication Graph. +* +* How To Use +* +* Making something always relevant: Please avoid if you can :) If you must, just setting AActor::bAlwaysRelevant = true in the class defaults will do it. +* +* Making something always relevant to connection: You will need to modify ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection. You will also want +* to make sure the actor does not get put in one of the other nodes. The safest way to do this is by setting its EClassRepNodeMapping to NotRouted in ULyraReplicationGraph::InitGlobalActorClassSettings. +* +* How To Debug +* +* Its a good idea to just disable rep graph to see if your problem is specific to this system or just general replication/game play problem. +* +* If it is replication graph related, there are several useful commands that can be used: see ReplicationGraph_Debugging.cpp. The most useful are below. Use the 'cheat' command to run these on the server from a client. +* +* "Net.RepGraph.PrintGraph" - this will print the graph to the log: each node and actor. +* "Net.RepGraph.PrintGraph class" - same as above but will group by class. +* "Net.RepGraph.PrintGraph nclass" - same as above but will group by native classes (hides blueprint noise) +* +* Net.RepGraph.PrintAll <"Class"/"Nclass"> - will print the entire graph, the gathered actors, and how they were prioritized for a given connection for X amount of frames. +* +* Net.RepGraph.PrintAllActorInfo - will print the class, global, and connection replication info associated with an actor/class. If MatchString is empty will print everything. Call directly from client. +* +* Lyra.RepGraph.PrintRouting - will print the EClassRepNodeMapping for each class. That is, how a given actor class is routed (or not) in the Replication Graph. +* +*/ + +#include "LyraReplicationGraph.h" + +#include "Net/UnrealNetwork.h" +#include "Engine/LevelStreaming.h" +#include "EngineUtils.h" +#include "CoreGlobals.h" + +#if WITH_GAMEPLAY_DEBUGGER +#include "GameplayDebuggerCategoryReplicator.h" +#endif + +#include "GameFramework/GameModeBase.h" +#include "GameFramework/GameState.h" +#include "GameFramework/PlayerState.h" +#include "GameFramework/Pawn.h" +#include "Engine/LevelScriptActor.h" +#include "Engine/NetConnection.h" +#include "UObject/UObjectIterator.h" + +#include "LyraReplicationGraphSettings.h" +#include "Character/LyraCharacter.h" +#include "Player/LyraPlayerController.h" + +DEFINE_LOG_CATEGORY( LogLyraRepGraph ); + +namespace Lyra::RepGraph +{ + float DestructionInfoMaxDist = 30000.f; + static FAutoConsoleVariableRef CVarLyraRepGraphDestructMaxDist(TEXT("Lyra.RepGraph.DestructInfo.MaxDist"), DestructionInfoMaxDist, TEXT("Max distance (not squared) to rep destruct infos at"), ECVF_Default); + + int32 DisplayClientLevelStreaming = 0; + static FAutoConsoleVariableRef CVarLyraRepGraphDisplayClientLevelStreaming(TEXT("Lyra.RepGraph.DisplayClientLevelStreaming"), DisplayClientLevelStreaming, TEXT(""), ECVF_Default); + + float CellSize = 10000.f; + static FAutoConsoleVariableRef CVarLyraRepGraphCellSize(TEXT("Lyra.RepGraph.CellSize"), CellSize, TEXT(""), ECVF_Default); + + // Essentially "Min X" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. + float SpatialBiasX = -150000.f; + static FAutoConsoleVariableRef CVarLyraRepGraphSpatialBiasX(TEXT("Lyra.RepGraph.SpatialBiasX"), SpatialBiasX, TEXT(""), ECVF_Default); + + // Essentially "Min Y" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. + float SpatialBiasY = -200000.f; + static FAutoConsoleVariableRef CVarLyraRepSpatialBiasY(TEXT("Lyra.RepGraph.SpatialBiasY"), SpatialBiasY, TEXT(""), ECVF_Default); + + // How many buckets to spread dynamic, spatialized actors across. High number = more buckets = smaller effective replication frequency. This happens before individual actors do their own NetUpdateFrequency check. + int32 DynamicActorFrequencyBuckets = 3; + static FAutoConsoleVariableRef CVarLyraRepDynamicActorFrequencyBuckets(TEXT("Lyra.RepGraph.DynamicActorFrequencyBuckets"), DynamicActorFrequencyBuckets, TEXT(""), ECVF_Default); + + int32 DisableSpatialRebuilds = 1; + static FAutoConsoleVariableRef CVarLyraRepDisableSpatialRebuilds(TEXT("Lyra.RepGraph.DisableSpatialRebuilds"), DisableSpatialRebuilds, TEXT(""), ECVF_Default); + + int32 LogLazyInitClasses = 0; + static FAutoConsoleVariableRef CVarLyraRepLogLazyInitClasses(TEXT("Lyra.RepGraph.LogLazyInitClasses"), LogLazyInitClasses, TEXT(""), ECVF_Default); + + // How much bandwidth to use for FastShared movement updates. This is counted independently of the NetDriver's target bandwidth. + int32 TargetKBytesSecFastSharedPath = 10; + static FAutoConsoleVariableRef CVarLyraRepTargetKBytesSecFastSharedPath(TEXT("Lyra.RepGraph.TargetKBytesSecFastSharedPath"), TargetKBytesSecFastSharedPath, TEXT(""), ECVF_Default); + + float FastSharedPathCullDistPct = 0.80f; + static FAutoConsoleVariableRef CVarLyraRepFastSharedPathCullDistPct(TEXT("Lyra.RepGraph.FastSharedPathCullDistPct"), FastSharedPathCullDistPct, TEXT(""), ECVF_Default); + + int32 EnableFastSharedPath = 1; + static FAutoConsoleVariableRef CVarLyraRepEnableFastSharedPath(TEXT("Lyra.RepGraph.EnableFastSharedPath"), EnableFastSharedPath, TEXT(""), ECVF_Default); + + UReplicationDriver* ConditionalCreateReplicationDriver(UNetDriver* ForNetDriver, UWorld* World) + { + // Only create for GameNetDriver + if (World && ForNetDriver && ForNetDriver->NetDriverName == NAME_GameNetDriver) + { + const ULyraReplicationGraphSettings* LyraRepGraphSettings = GetDefault(); + + // Enable/Disable via developer settings + if (LyraRepGraphSettings && LyraRepGraphSettings->bDisableReplicationGraph) + { + UE_LOG(LogLyraRepGraph, Display, TEXT("Replication graph is disabled via LyraReplicationGraphSettings.")); + return nullptr; + } + + UE_LOG(LogLyraRepGraph, Display, TEXT("Replication graph is enabled for %s in world %s."), *GetNameSafe(ForNetDriver), *GetPathNameSafe(World)); + + TSubclassOf GraphClass = LyraRepGraphSettings->DefaultReplicationGraphClass.TryLoadClass(); + if (GraphClass.Get() == nullptr) + { + GraphClass = ULyraReplicationGraph::StaticClass(); + } + + ULyraReplicationGraph* LyraReplicationGraph = NewObject(GetTransientPackage(), GraphClass.Get()); + return LyraReplicationGraph; + } + + return nullptr; + } +}; + +// ---------------------------------------------------------------------------------------------------------- + +ULyraReplicationGraph::ULyraReplicationGraph() +{ + if (!UReplicationDriver::CreateReplicationDriverDelegate().IsBound()) + { + UReplicationDriver::CreateReplicationDriverDelegate().BindLambda( + [](UNetDriver* ForNetDriver, const FURL& URL, UWorld* World) -> UReplicationDriver* + { + return Lyra::RepGraph::ConditionalCreateReplicationDriver(ForNetDriver, World); + }); + } +} + +void ULyraReplicationGraph::ResetGameWorldState() +{ + Super::ResetGameWorldState(); + + AlwaysRelevantStreamingLevelActors.Empty(); + + for (UNetReplicationGraphConnection* ConnManager : Connections) + { + for (UReplicationGraphNode* ConnectionNode : ConnManager->GetConnectionGraphNodes()) + { + if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast(ConnectionNode)) + { + AlwaysRelevantConnectionNode->ResetGameWorldState(); + } + } + } + + for (UNetReplicationGraphConnection* ConnManager : PendingConnections) + { + for (UReplicationGraphNode* ConnectionNode : ConnManager->GetConnectionGraphNodes()) + { + if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast(ConnectionNode)) + { + AlwaysRelevantConnectionNode->ResetGameWorldState(); + } + } + } +} + +EClassRepNodeMapping ULyraReplicationGraph::GetClassNodeMapping(UClass* Class) const +{ + if (!Class) + { + return EClassRepNodeMapping::NotRouted; + } + + if (const EClassRepNodeMapping* Ptr = ClassRepNodePolicies.FindWithoutClassRecursion(Class)) + { + return *Ptr; + } + + AActor* ActorCDO = Cast(Class->GetDefaultObject()); + if (!ActorCDO || !ActorCDO->GetIsReplicated()) + { + return EClassRepNodeMapping::NotRouted; + } + + auto ShouldSpatialize = [](const AActor* CDO) + { + return CDO->GetIsReplicated() && (!(CDO->bAlwaysRelevant || CDO->bOnlyRelevantToOwner || CDO->bNetUseOwnerRelevancy)); + }; + + auto GetLegacyDebugStr = [](const AActor* CDO) + { + return FString::Printf(TEXT("%s [%d/%d/%d]"), *CDO->GetClass()->GetName(), CDO->bAlwaysRelevant, CDO->bOnlyRelevantToOwner, CDO->bNetUseOwnerRelevancy); + }; + + // Only handle this class if it differs from its super. There is no need to put every child class explicitly in the graph class mapping + UClass* SuperClass = Class->GetSuperClass(); + if (AActor* SuperCDO = Cast(SuperClass->GetDefaultObject())) + { + if (SuperCDO->GetIsReplicated() == ActorCDO->GetIsReplicated() + && SuperCDO->bAlwaysRelevant == ActorCDO->bAlwaysRelevant + && SuperCDO->bOnlyRelevantToOwner == ActorCDO->bOnlyRelevantToOwner + && SuperCDO->bNetUseOwnerRelevancy == ActorCDO->bNetUseOwnerRelevancy + ) + { + return GetClassNodeMapping(SuperClass); + } + } + + if (ShouldSpatialize(ActorCDO)) + { + return EClassRepNodeMapping::Spatialize_Dynamic; + } + else if (ActorCDO->bAlwaysRelevant && !ActorCDO->bOnlyRelevantToOwner) + { + return EClassRepNodeMapping::RelevantAllConnections; + } + + return EClassRepNodeMapping::NotRouted; +} + +void ULyraReplicationGraph::RegisterClassRepNodeMapping(UClass* Class) +{ + EClassRepNodeMapping Mapping = GetClassNodeMapping(Class); + ClassRepNodePolicies.Set(Class, Mapping); +} + +void ULyraReplicationGraph::InitClassReplicationInfo(FClassReplicationInfo& Info, UClass* Class, bool Spatialize) const +{ + AActor* CDO = Class->GetDefaultObject(); + if (Spatialize) + { + Info.SetCullDistanceSquared(CDO->GetNetCullDistanceSquared()); + UE_LOG(LogLyraRepGraph, Log, TEXT("Setting cull distance for %s to %f (%f)"), *Class->GetName(), Info.GetCullDistanceSquared(), Info.GetCullDistance()); + } + + Info.ReplicationPeriodFrame = GetReplicationPeriodFrameForFrequency(CDO->GetNetUpdateFrequency()); + + UClass* NativeClass = Class; + while (!NativeClass->IsNative() && NativeClass->GetSuperClass() && NativeClass->GetSuperClass() != AActor::StaticClass()) + { + NativeClass = NativeClass->GetSuperClass(); + } + + UE_LOG(LogLyraRepGraph, Log, TEXT("Setting replication period for %s (%s) to %d frames (%.2f)"), *Class->GetName(), *NativeClass->GetName(), Info.ReplicationPeriodFrame, CDO->GetNetUpdateFrequency()); +} + +bool ULyraReplicationGraph::ConditionalInitClassReplicationInfo(UClass* ReplicatedClass, FClassReplicationInfo& ClassInfo) +{ + if (ExplicitlySetClasses.FindByPredicate([&](const UClass* SetClass) { return ReplicatedClass->IsChildOf(SetClass); }) != nullptr) + { + return false; + } + + bool ClassIsSpatialized = IsSpatialized(ClassRepNodePolicies.GetChecked(ReplicatedClass)); + InitClassReplicationInfo(ClassInfo, ReplicatedClass, ClassIsSpatialized); + return true; +} + +void ULyraReplicationGraph::AddClassRepInfo(UClass* Class, EClassRepNodeMapping Mapping) +{ + if (IsSpatialized(Mapping)) + { + if (Class->GetDefaultObject()->bAlwaysRelevant) + { + UE_LOG(LogLyraRepGraph, Warning, TEXT("Replicated Class %s is AlwaysRelevant but is initialized into a spatialized node (%s)"), *Class->GetName(), *StaticEnum()->GetNameStringByValue((int64)Mapping)); + } + } + + ClassRepNodePolicies.Set(Class, Mapping); +} + +void ULyraReplicationGraph::RegisterClassReplicationInfo(UClass* ReplicatedClass) +{ + FClassReplicationInfo ClassInfo; + if (ConditionalInitClassReplicationInfo(ReplicatedClass, ClassInfo)) + { + GlobalActorReplicationInfoMap.SetClassInfo(ReplicatedClass, ClassInfo); + UE_LOG(LogLyraRepGraph, Log, TEXT("Setting %s - %.2f"), *GetNameSafe(ReplicatedClass), ClassInfo.GetCullDistance()); + } +} + +void ULyraReplicationGraph::InitGlobalActorClassSettings() +{ + // Setup our lazy init function for classes that are not currently loaded. + GlobalActorReplicationInfoMap.SetInitClassInfoFunc( + [this](UClass* Class, FClassReplicationInfo& ClassInfo) + { + RegisterClassRepNodeMapping(Class); // This needs to run before RegisterClassReplicationInfo. + + const bool bHandled = ConditionalInitClassReplicationInfo(Class, ClassInfo); + +#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) + if (Lyra::RepGraph::LogLazyInitClasses != 0) + { + if (bHandled) + { + EClassRepNodeMapping Mapping = ClassRepNodePolicies.GetChecked(Class); + UE_LOG(LogLyraRepGraph, Warning, TEXT("%s was Lazy Initialized. (Parent: %s) %d."), *GetNameSafe(Class), *GetNameSafe(Class->GetSuperClass()), (int32)Mapping); + + FClassReplicationInfo& ParentRepInfo = GlobalActorReplicationInfoMap.GetClassInfo(Class->GetSuperClass()); + if (ClassInfo.BuildDebugStringDelta() != ParentRepInfo.BuildDebugStringDelta()) + { + UE_LOG(LogLyraRepGraph, Warning, TEXT("Differences Found!")); + FString DebugStr = ParentRepInfo.BuildDebugStringDelta(); + UE_LOG(LogLyraRepGraph, Warning, TEXT(" Parent: %s"), *DebugStr); + + DebugStr = ClassInfo.BuildDebugStringDelta(); + UE_LOG(LogLyraRepGraph, Warning, TEXT(" Class : %s"), *DebugStr); + } + } + else + { + UE_LOG(LogLyraRepGraph, Warning, TEXT("%s skipped Lazy Initialization because it does not differ from its parent. (Parent: %s)"), *GetNameSafe(Class), *GetNameSafe(Class->GetSuperClass())); + + } + } +#endif + + return bHandled; + }); + + ClassRepNodePolicies.InitNewElement = [this](UClass* Class, EClassRepNodeMapping& NodeMapping) + { + NodeMapping = GetClassNodeMapping(Class); + return true; + }; + + const ULyraReplicationGraphSettings* LyraRepGraphSettings = GetDefault(); + check(LyraRepGraphSettings); + + // Set Classes Node Mappings + for (const FRepGraphActorClassSettings& ActorClassSettings : LyraRepGraphSettings->ClassSettings) + { + if (ActorClassSettings.bAddClassRepInfoToMap) + { + if (UClass* StaticActorClass = ActorClassSettings.GetStaticActorClass()) + { + UE_LOG(LogLyraRepGraph, Log, TEXT("ActorClassSettings -- AddClassRepInfo - %s :: %i"), *StaticActorClass->GetName(), int(ActorClassSettings.ClassNodeMapping)); + AddClassRepInfo(StaticActorClass, ActorClassSettings.ClassNodeMapping); + } + } + } + +#if WITH_GAMEPLAY_DEBUGGER + AddClassRepInfo(AGameplayDebuggerCategoryReplicator::StaticClass(), EClassRepNodeMapping::NotRouted); // Replicated via ULyraReplicationGraphNode_AlwaysRelevant_ForConnection +#endif + + TArray AllReplicatedClasses; + + for (TObjectIterator It; It; ++It) + { + UClass* Class = *It; + AActor* ActorCDO = Cast(Class->GetDefaultObject()); + if (!ActorCDO || !ActorCDO->GetIsReplicated()) + { + continue; + } + + // Skip SKEL and REINST classes. I don't know a better way to do this. + if (Class->GetName().StartsWith(TEXT("SKEL_")) || Class->GetName().StartsWith(TEXT("REINST_"))) + { + continue; + } + + // -------------------------------------------------------------------- + // This is a replicated class. Save this off for the second pass below + // -------------------------------------------------------------------- + + AllReplicatedClasses.Add(Class); + + RegisterClassRepNodeMapping(Class); + } + + // ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + // Setup FClassReplicationInfo. This is essentially the per class replication settings. Some we set explicitly, the rest we are setting via looking at the legacy settings on AActor. + // ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + + auto SetClassInfo = [&](UClass* Class, const FClassReplicationInfo& Info) { GlobalActorReplicationInfoMap.SetClassInfo(Class, Info); ExplicitlySetClasses.Add(Class); }; + ExplicitlySetClasses.Reset(); + + FClassReplicationInfo CharacterClassRepInfo; + CharacterClassRepInfo.DistancePriorityScale = 1.f; + CharacterClassRepInfo.StarvationPriorityScale = 1.f; + CharacterClassRepInfo.ActorChannelFrameTimeout = 4; + CharacterClassRepInfo.SetCullDistanceSquared(ALyraCharacter::StaticClass()->GetDefaultObject()->GetNetCullDistanceSquared()); + + SetClassInfo(ACharacter::StaticClass(), CharacterClassRepInfo); + + { + // Sanity check our FSharedRepMovement type has the same quantization settings as the default character. + FRepMovement DefaultRepMovement = ALyraCharacter::StaticClass()->GetDefaultObject()->GetReplicatedMovement(); // Use the same quantization settings as our default replicatedmovement + FSharedRepMovement SharedRepMovement; + ensureMsgf(SharedRepMovement.RepMovement.LocationQuantizationLevel == DefaultRepMovement.LocationQuantizationLevel, TEXT("LocationQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.LocationQuantizationLevel, (uint8)DefaultRepMovement.LocationQuantizationLevel); + ensureMsgf(SharedRepMovement.RepMovement.VelocityQuantizationLevel == DefaultRepMovement.VelocityQuantizationLevel, TEXT("VelocityQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.VelocityQuantizationLevel, (uint8)DefaultRepMovement.VelocityQuantizationLevel); + ensureMsgf(SharedRepMovement.RepMovement.RotationQuantizationLevel == DefaultRepMovement.RotationQuantizationLevel, TEXT("RotationQuantizationLevel mismatch. %d != %d"), (uint8)SharedRepMovement.RepMovement.RotationQuantizationLevel, (uint8)DefaultRepMovement.RotationQuantizationLevel); + } + + // ------------------------------------------------------------------------------------------------------ + // Setup FastShared replication for pawns. This is called up to once per frame per pawn to see if it wants + // to send a FastShared update to all relevant connections. + // ------------------------------------------------------------------------------------------------------ + CharacterClassRepInfo.FastSharedReplicationFunc = [](AActor* Actor) + { + bool bSuccess = false; + if (ALyraCharacter* Character = Cast(Actor)) + { + bSuccess = Character->UpdateSharedReplication(); + } + return bSuccess; + }; + + CharacterClassRepInfo.FastSharedReplicationFuncName = FName(TEXT("FastSharedReplication")); + + FastSharedPathConstants.MaxBitsPerFrame = (int32)((float)(Lyra::RepGraph::TargetKBytesSecFastSharedPath * 1024 * 8) / NetDriver->GetNetServerMaxTickRate()); + FastSharedPathConstants.DistanceRequirementPct = Lyra::RepGraph::FastSharedPathCullDistPct; + + SetClassInfo(ALyraCharacter::StaticClass(), CharacterClassRepInfo); + + // --------------------------------------------------------------------- + UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.ListSize = 12; + UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.NumBuckets = Lyra::RepGraph::DynamicActorFrequencyBuckets; + UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.BucketThresholds.Reset(); + UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.EnableFastPath = (Lyra::RepGraph::EnableFastSharedPath > 0); + UReplicationGraphNode_ActorListFrequencyBuckets::DefaultSettings.FastPathFrameModulo = 1; + + RPCSendPolicyMap.Reset(); + + // Set FClassReplicationInfo based on legacy settings from all replicated classes + for (UClass* ReplicatedClass : AllReplicatedClasses) + { + RegisterClassReplicationInfo(ReplicatedClass); + } + + // Print out what we came up with + UE_LOG(LogLyraRepGraph, Log, TEXT("")); + UE_LOG(LogLyraRepGraph, Log, TEXT("Class Routing Map: ")); + for (auto ClassMapIt = ClassRepNodePolicies.CreateIterator(); ClassMapIt; ++ClassMapIt) + { + UClass* Class = CastChecked(ClassMapIt.Key().ResolveObjectPtr()); + EClassRepNodeMapping Mapping = ClassMapIt.Value(); + + // Only print if different than native class + UClass* ParentNativeClass = GetParentNativeClass(Class); + + EClassRepNodeMapping* ParentMapping = ClassRepNodePolicies.Get(ParentNativeClass); + if (ParentMapping && Class != ParentNativeClass && Mapping == *ParentMapping) + { + continue; + } + + UE_LOG(LogLyraRepGraph, Log, TEXT(" %s (%s) -> %s"), *Class->GetName(), *GetNameSafe(ParentNativeClass), *StaticEnum()->GetNameStringByValue((int64)Mapping)); + } + + UE_LOG(LogLyraRepGraph, Log, TEXT("")); + UE_LOG(LogLyraRepGraph, Log, TEXT("Class Settings Map: ")); + FClassReplicationInfo DefaultValues; + for (auto ClassRepInfoIt = GlobalActorReplicationInfoMap.CreateClassMapIterator(); ClassRepInfoIt; ++ClassRepInfoIt) + { + UClass* Class = CastChecked(ClassRepInfoIt.Key().ResolveObjectPtr()); + const FClassReplicationInfo& ClassInfo = ClassRepInfoIt.Value(); + UE_LOG(LogLyraRepGraph, Log, TEXT(" %s (%s) -> %s"), *Class->GetName(), *GetNameSafe(GetParentNativeClass(Class)), *ClassInfo.BuildDebugStringDelta()); + } + + + // Rep destruct infos based on CVar value + DestructInfoMaxDistanceSquared = Lyra::RepGraph::DestructionInfoMaxDist * Lyra::RepGraph::DestructionInfoMaxDist; + +#if WITH_GAMEPLAY_DEBUGGER + AGameplayDebuggerCategoryReplicator::NotifyDebuggerOwnerChange.AddUObject(this, &ThisClass::OnGameplayDebuggerOwnerChange); +#endif + + // Add to RPC_Multicast_OpenChannelForClass map + RPC_Multicast_OpenChannelForClass.Reset(); + RPC_Multicast_OpenChannelForClass.Set(AActor::StaticClass(), true); // Open channels for multicast RPCs by default + RPC_Multicast_OpenChannelForClass.Set(AController::StaticClass(), false); // multicasts should never open channels on Controllers since opening a channel on a non-owner breaks the Controller's replication. + RPC_Multicast_OpenChannelForClass.Set(AServerStatReplicator::StaticClass(), false); + + for (const FRepGraphActorClassSettings& ActorClassSettings : LyraRepGraphSettings->ClassSettings) + { + if (ActorClassSettings.bAddToRPC_Multicast_OpenChannelForClassMap) + { + if (UClass* StaticActorClass = ActorClassSettings.GetStaticActorClass()) + { + UE_LOG(LogLyraRepGraph, Log, TEXT("ActorClassSettings -- RPC_Multicast_OpenChannelForClass - %s"), *StaticActorClass->GetName()); + RPC_Multicast_OpenChannelForClass.Set(StaticActorClass, ActorClassSettings.bRPC_Multicast_OpenChannelForClass); + } + } + } +} + +void ULyraReplicationGraph::InitGlobalGraphNodes() +{ + // ----------------------------------------------- + // Spatial Actors + // ----------------------------------------------- + + GridNode = CreateNewNode(); + GridNode->CellSize = Lyra::RepGraph::CellSize; + GridNode->SpatialBias = FVector2D(Lyra::RepGraph::SpatialBiasX, Lyra::RepGraph::SpatialBiasY); + + if (Lyra::RepGraph::DisableSpatialRebuilds) + { + GridNode->AddToClassRebuildDenyList(AActor::StaticClass()); // Disable All spatial rebuilding + } + + AddGlobalGraphNode(GridNode); + + // ----------------------------------------------- + // Always Relevant (to everyone) Actors + // ----------------------------------------------- + AlwaysRelevantNode = CreateNewNode(); + AddGlobalGraphNode(AlwaysRelevantNode); + + // ----------------------------------------------- + // Player State specialization. This will return a rolling subset of the player states to replicate + // ----------------------------------------------- + ULyraReplicationGraphNode_PlayerStateFrequencyLimiter* PlayerStateNode = CreateNewNode(); + AddGlobalGraphNode(PlayerStateNode); +} + +void ULyraReplicationGraph::InitConnectionGraphNodes(UNetReplicationGraphConnection* RepGraphConnection) +{ + Super::InitConnectionGraphNodes(RepGraphConnection); + + ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = CreateNewNode(); + + // This node needs to know when client levels go in and out of visibility + RepGraphConnection->OnClientVisibleLevelNameAdd.AddUObject(AlwaysRelevantConnectionNode, &ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityAdd); + RepGraphConnection->OnClientVisibleLevelNameRemove.AddUObject(AlwaysRelevantConnectionNode, &ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityRemove); + + AddConnectionGraphNode(AlwaysRelevantConnectionNode, RepGraphConnection); +} + +EClassRepNodeMapping ULyraReplicationGraph::GetMappingPolicy(UClass* Class) +{ + EClassRepNodeMapping* PolicyPtr = ClassRepNodePolicies.Get(Class); + EClassRepNodeMapping Policy = PolicyPtr ? *PolicyPtr : EClassRepNodeMapping::NotRouted; + return Policy; +} + +void ULyraReplicationGraph::RouteAddNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo, FGlobalActorReplicationInfo& GlobalInfo) +{ + EClassRepNodeMapping Policy = GetMappingPolicy(ActorInfo.Class); + switch(Policy) + { + case EClassRepNodeMapping::NotRouted: + { + break; + } + + case EClassRepNodeMapping::RelevantAllConnections: + { + if (ActorInfo.StreamingLevelName == NAME_None) + { + AlwaysRelevantNode->NotifyAddNetworkActor(ActorInfo); + } + else + { + FActorRepListRefView& RepList = AlwaysRelevantStreamingLevelActors.FindOrAdd(ActorInfo.StreamingLevelName); + RepList.ConditionalAdd(ActorInfo.Actor); + } + break; + } + + case EClassRepNodeMapping::Spatialize_Static: + { + GridNode->AddActor_Static(ActorInfo, GlobalInfo); + break; + } + + case EClassRepNodeMapping::Spatialize_Dynamic: + { + GridNode->AddActor_Dynamic(ActorInfo, GlobalInfo); + break; + } + + case EClassRepNodeMapping::Spatialize_Dormancy: + { + GridNode->AddActor_Dormancy(ActorInfo, GlobalInfo); + break; + } + }; +} + +void ULyraReplicationGraph::RouteRemoveNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo) +{ + EClassRepNodeMapping Policy = GetMappingPolicy(ActorInfo.Class); + switch(Policy) + { + case EClassRepNodeMapping::NotRouted: + { + break; + } + + case EClassRepNodeMapping::RelevantAllConnections: + { + if (ActorInfo.StreamingLevelName == NAME_None) + { + AlwaysRelevantNode->NotifyRemoveNetworkActor(ActorInfo); + } + else + { + FActorRepListRefView& RepList = AlwaysRelevantStreamingLevelActors.FindChecked(ActorInfo.StreamingLevelName); + if (RepList.RemoveFast(ActorInfo.Actor) == false) + { + UE_LOG(LogLyraRepGraph, Warning, TEXT("Actor %s was not found in AlwaysRelevantStreamingLevelActors list. LevelName: %s"), *GetActorRepListTypeDebugString(ActorInfo.Actor), *ActorInfo.StreamingLevelName.ToString()); + } + } + + SetActorDestructionInfoToIgnoreDistanceCulling(ActorInfo.GetActor()); + + break; + } + + case EClassRepNodeMapping::Spatialize_Static: + { + GridNode->RemoveActor_Static(ActorInfo); + break; + } + + case EClassRepNodeMapping::Spatialize_Dynamic: + { + GridNode->RemoveActor_Dynamic(ActorInfo); + break; + } + + case EClassRepNodeMapping::Spatialize_Dormancy: + { + GridNode->RemoveActor_Dormancy(ActorInfo); + break; + } + }; +} + +// Since we listen to global (static) events, we need to watch out for cross world broadcasts (PIE) +#if WITH_EDITOR +#define CHECK_WORLDS(X) if(X->GetWorld() != GetWorld()) return; +#else +#define CHECK_WORLDS(X) +#endif + +#if WITH_GAMEPLAY_DEBUGGER +void ULyraReplicationGraph::OnGameplayDebuggerOwnerChange(AGameplayDebuggerCategoryReplicator* Debugger, APlayerController* OldOwner) +{ + CHECK_WORLDS(Debugger); + + auto GetAlwaysRelevantForConnectionNode = [this](APlayerController* Controller) -> ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* + { + if (Controller) + { + if (UNetConnection* NetConnection = Controller->GetNetConnection()) + { + if (NetConnection->GetDriver() == NetDriver) + { + if (UNetReplicationGraphConnection* GraphConnection = FindOrAddConnectionManager(NetConnection)) + { + for (UReplicationGraphNode* ConnectionNode : GraphConnection->GetConnectionGraphNodes()) + { + if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = Cast(ConnectionNode)) + { + return AlwaysRelevantConnectionNode; + } + } + } + } + } + } + + return nullptr; + }; + + if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = GetAlwaysRelevantForConnectionNode(OldOwner)) + { + AlwaysRelevantConnectionNode->GameplayDebugger = nullptr; + } + + if (ULyraReplicationGraphNode_AlwaysRelevant_ForConnection* AlwaysRelevantConnectionNode = GetAlwaysRelevantForConnectionNode(Debugger->GetReplicationOwner())) + { + AlwaysRelevantConnectionNode->GameplayDebugger = Debugger; + } +} +#endif + +#undef CHECK_WORLDS + +// ------------------------------------------------------------------------------ + +void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::ResetGameWorldState() +{ + ReplicationActorList.Reset(); + AlwaysRelevantStreamingLevelsNeedingReplication.Empty(); +} + +void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) +{ + ULyraReplicationGraph* LyraGraph = CastChecked(GetOuter()); + + ReplicationActorList.Reset(); + + for (const FNetViewer& CurViewer : Params.Viewers) + { + ReplicationActorList.ConditionalAdd(CurViewer.InViewer); + ReplicationActorList.ConditionalAdd(CurViewer.ViewTarget); + + if (ALyraPlayerController* PC = Cast(CurViewer.InViewer)) + { + // 50% throttling of PlayerStates. + const bool bReplicatePS = (Params.ConnectionManager.ConnectionOrderNum % 2) == (Params.ReplicationFrameNum % 2); + if (bReplicatePS) + { + // Always return the player state to the owning player. Simulated proxy player states are handled by ULyraReplicationGraphNode_PlayerStateFrequencyLimiter + if (APlayerState* PS = PC->PlayerState) + { + if (!bInitializedPlayerState) + { + bInitializedPlayerState = true; + FConnectionReplicationActorInfo& ConnectionActorInfo = Params.ConnectionManager.ActorInfoMap.FindOrAdd(PS); + ConnectionActorInfo.ReplicationPeriodFrame = 1; + } + + ReplicationActorList.ConditionalAdd(PS); + } + } + + FCachedAlwaysRelevantActorInfo& LastData = PastRelevantActorMap.FindOrAdd(CurViewer.Connection); + + if (ALyraCharacter* Pawn = Cast(PC->GetPawn())) + { + UpdateCachedRelevantActor(Params, Pawn, LastData.LastViewer); + + if (Pawn != CurViewer.ViewTarget) + { + ReplicationActorList.ConditionalAdd(Pawn); + } + } + + if (ALyraCharacter* ViewTargetPawn = Cast(CurViewer.ViewTarget)) + { + UpdateCachedRelevantActor(Params, ViewTargetPawn, LastData.LastViewTarget); + } + } + } + + CleanupCachedRelevantActors(PastRelevantActorMap); + + // Always relevant streaming level actors. + FPerConnectionActorInfoMap& ConnectionActorInfoMap = Params.ConnectionManager.ActorInfoMap; + + TMap& AlwaysRelevantStreamingLevelActors = LyraGraph->AlwaysRelevantStreamingLevelActors; + + for (int32 Idx=AlwaysRelevantStreamingLevelsNeedingReplication.Num()-1; Idx >= 0; --Idx) + { + const FName& StreamingLevel = AlwaysRelevantStreamingLevelsNeedingReplication[Idx]; + + FActorRepListRefView* Ptr = AlwaysRelevantStreamingLevelActors.Find(StreamingLevel); + if (Ptr == nullptr) + { + // No always relevant lists for that level + UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING Removing %s from AlwaysRelevantStreamingLevelActors because FActorRepListRefView is null. %s "), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); + AlwaysRelevantStreamingLevelsNeedingReplication.RemoveAtSwap(Idx, EAllowShrinking::No); + continue; + } + + FActorRepListRefView& RepList = *Ptr; + + if (RepList.Num() > 0) + { + bool bAllDormant = true; + for (FActorRepListType Actor : RepList) + { + FConnectionReplicationActorInfo& ConnectionActorInfo = ConnectionActorInfoMap.FindOrAdd(Actor); + if (ConnectionActorInfo.bDormantOnConnection == false) + { + bAllDormant = false; + break; + } + } + + if (bAllDormant) + { + UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING All AlwaysRelevant Actors Dormant on StreamingLevel %s for %s. Removing list."), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); + AlwaysRelevantStreamingLevelsNeedingReplication.RemoveAtSwap(Idx, EAllowShrinking::No); + } + else + { + UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING Adding always Actors on StreamingLevel %s for %s because it has at least one non dormant actor"), *StreamingLevel.ToString(), *Params.ConnectionManager.GetName()); + Params.OutGatheredReplicationLists.AddReplicationActorList(RepList); + } + } + else + { + UE_LOG(LogLyraRepGraph, Warning, TEXT("ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::GatherActorListsForConnection - empty RepList %s"), *Params.ConnectionManager.GetName()); + } + + } + +#if WITH_GAMEPLAY_DEBUGGER + if (GameplayDebugger) + { + ReplicationActorList.ConditionalAdd(GameplayDebugger); + } +#endif + + Params.OutGatheredReplicationLists.AddReplicationActorList(ReplicationActorList); +} + +void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityAdd(FName LevelName, UWorld* StreamingWorld) +{ + UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING ::OnClientLevelVisibilityAdd - %s"), *LevelName.ToString()); + AlwaysRelevantStreamingLevelsNeedingReplication.Add(LevelName); +} + +void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::OnClientLevelVisibilityRemove(FName LevelName) +{ + UE_CLOG(Lyra::RepGraph::DisplayClientLevelStreaming > 0, LogLyraRepGraph, Display, TEXT("CLIENTSTREAMING ::OnClientLevelVisibilityRemove - %s"), *LevelName.ToString()); + AlwaysRelevantStreamingLevelsNeedingReplication.Remove(LevelName); +} + +void ULyraReplicationGraphNode_AlwaysRelevant_ForConnection::LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const +{ + DebugInfo.Log(NodeName); + DebugInfo.PushIndent(); + LogActorRepList(DebugInfo, NodeName, ReplicationActorList); + + for (const FName& LevelName : AlwaysRelevantStreamingLevelsNeedingReplication) + { + ULyraReplicationGraph* LyraGraph = CastChecked(GetOuter()); + if (FActorRepListRefView* RepList = LyraGraph->AlwaysRelevantStreamingLevelActors.Find(LevelName)) + { + LogActorRepList(DebugInfo, FString::Printf(TEXT("AlwaysRelevant StreamingLevel List: %s"), *LevelName.ToString()), *RepList); + } + } + + DebugInfo.PopIndent(); +} + +// ------------------------------------------------------------------------------ + +ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::ULyraReplicationGraphNode_PlayerStateFrequencyLimiter() +{ + bRequiresPrepareForReplicationCall = true; +} + +void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::PrepareForReplication() +{ + ReplicationActorLists.Reset(); + ForceNetUpdateReplicationActorList.Reset(); + + ReplicationActorLists.AddDefaulted(); + FActorRepListRefView* CurrentList = &ReplicationActorLists[0]; + + // We rebuild our lists of player states each frame. This is not as efficient as it could be but its the simplest way + // to handle players disconnecting and keeping the lists compact. If the lists were persistent we would need to defrag them as players left. + + for (TActorIterator It(GetWorld()); It; ++It) + { + APlayerState* PS = *It; + if (IsActorValidForReplicationGather(PS) == false) + { + continue; + } + + if (CurrentList->Num() >= TargetActorsPerFrame) + { + ReplicationActorLists.AddDefaulted(); + CurrentList = &ReplicationActorLists.Last(); + } + + CurrentList->Add(PS); + } +} + +void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) +{ + const int32 ListIdx = Params.ReplicationFrameNum % ReplicationActorLists.Num(); + Params.OutGatheredReplicationLists.AddReplicationActorList(ReplicationActorLists[ListIdx]); + + if (ForceNetUpdateReplicationActorList.Num() > 0) + { + Params.OutGatheredReplicationLists.AddReplicationActorList(ForceNetUpdateReplicationActorList); + } +} + +void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const +{ + DebugInfo.Log(NodeName); + DebugInfo.PushIndent(); + + int32 i=0; + for (const FActorRepListRefView& List : ReplicationActorLists) + { + LogActorRepList(DebugInfo, FString::Printf(TEXT("Bucket[%d]"), i++), List); + } + + DebugInfo.PopIndent(); +} + +// ------------------------------------------------------------------------------ + +void ULyraReplicationGraph::PrintRepNodePolicies() +{ + UEnum* Enum = StaticEnum(); + if (!Enum) + { + return; + } + + GLog->Logf(TEXT("====================================")); + GLog->Logf(TEXT("Lyra Replication Routing Policies")); + GLog->Logf(TEXT("====================================")); + + for (auto It = ClassRepNodePolicies.CreateIterator(); It; ++It) + { + FObjectKey ObjKey = It.Key(); + + EClassRepNodeMapping Mapping = It.Value(); + + GLog->Logf(TEXT("%-40s --> %s"), *GetNameSafe(ObjKey.ResolveObjectPtr()), *Enum->GetNameStringByValue(static_cast(Mapping))); + } +} + +FAutoConsoleCommandWithWorldAndArgs LyraPrintRepNodePoliciesCmd(TEXT("Lyra.RepGraph.PrintRouting"),TEXT("Prints how actor classes are routed to RepGraph nodes"), + FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray& Args, UWorld* World) + { + for (TObjectIterator It; It; ++It) + { + It->PrintRepNodePolicies(); + } + }) +); + +// ------------------------------------------------------------------------------ + +FAutoConsoleCommandWithWorldAndArgs ChangeFrequencyBucketsCmd(TEXT("Lyra.RepGraph.FrequencyBuckets"), TEXT("Resets frequency bucket count."), FConsoleCommandWithWorldAndArgsDelegate::CreateLambda([](const TArray< FString >& Args, UWorld* World) +{ + int32 Buckets = 1; + if (Args.Num() > 0) + { + LexTryParseString(Buckets, *Args[0]); + } + + UE_LOG(LogLyraRepGraph, Display, TEXT("Setting Frequency Buckets to %d"), Buckets); + for (TObjectIterator It; It; ++It) + { + UReplicationGraphNode_ActorListFrequencyBuckets* Node = *It; + Node->SetNonStreamingCollectionSize(Buckets); + } +})); diff --git a/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.h b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.h new file mode 100644 index 0000000000000000000000000000000000000000..06dc48a73479f4b176a4e4e2b6505e2e0c14c4cf --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraph.h @@ -0,0 +1,123 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ReplicationGraph.h" +#include "LyraReplicationGraphTypes.h" +#include "LyraReplicationGraph.generated.h" + +class AGameplayDebuggerCategoryReplicator; + +DECLARE_LOG_CATEGORY_EXTERN(LogLyraRepGraph, Display, All); + +/** Lyra Replication Graph implementation. See additional notes in LyraReplicationGraph.cpp! */ +UCLASS(transient, config=Engine) +class ULyraReplicationGraph : public UReplicationGraph +{ + GENERATED_BODY() + +public: + ULyraReplicationGraph(); + + virtual void ResetGameWorldState() override; + + virtual void InitGlobalActorClassSettings() override; + virtual void InitGlobalGraphNodes() override; + virtual void InitConnectionGraphNodes(UNetReplicationGraphConnection* RepGraphConnection) override; + virtual void RouteAddNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo, FGlobalActorReplicationInfo& GlobalInfo) override; + virtual void RouteRemoveNetworkActorToNodes(const FNewReplicatedActorInfo& ActorInfo) override; + + UPROPERTY() + TArray> AlwaysRelevantClasses; + + UPROPERTY() + TObjectPtr GridNode; + + UPROPERTY() + TObjectPtr AlwaysRelevantNode; + + TMap AlwaysRelevantStreamingLevelActors; + +#if WITH_GAMEPLAY_DEBUGGER + void OnGameplayDebuggerOwnerChange(AGameplayDebuggerCategoryReplicator* Debugger, APlayerController* OldOwner); +#endif + + void PrintRepNodePolicies(); + +private: + void AddClassRepInfo(UClass* Class, EClassRepNodeMapping Mapping); + void RegisterClassRepNodeMapping(UClass* Class); + EClassRepNodeMapping GetClassNodeMapping(UClass* Class) const; + + void RegisterClassReplicationInfo(UClass* Class); + bool ConditionalInitClassReplicationInfo(UClass* Class, FClassReplicationInfo& ClassInfo); + void InitClassReplicationInfo(FClassReplicationInfo& Info, UClass* Class, bool Spatialize) const; + + EClassRepNodeMapping GetMappingPolicy(UClass* Class); + + bool IsSpatialized(EClassRepNodeMapping Mapping) const { return Mapping >= EClassRepNodeMapping::Spatialize_Static; } + + TClassMap ClassRepNodePolicies; + + /** Classes that had their replication settings explictly set by code in ULyraReplicationGraph::InitGlobalActorClassSettings */ + TArray ExplicitlySetClasses; +}; + +UCLASS() +class ULyraReplicationGraphNode_AlwaysRelevant_ForConnection : public UReplicationGraphNode_AlwaysRelevant_ForConnection +{ + GENERATED_BODY() + +public: + virtual void NotifyAddNetworkActor(const FNewReplicatedActorInfo& Actor) override { } + virtual bool NotifyRemoveNetworkActor(const FNewReplicatedActorInfo& ActorInfo, bool bWarnIfNotFound=true) override { return false; } + virtual void NotifyResetAllNetworkActors() override { } + + virtual void GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) override; + + virtual void LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const override; + + void OnClientLevelVisibilityAdd(FName LevelName, UWorld* StreamingWorld); + void OnClientLevelVisibilityRemove(FName LevelName); + + void ResetGameWorldState(); + +#if WITH_GAMEPLAY_DEBUGGER + AGameplayDebuggerCategoryReplicator* GameplayDebugger = nullptr; +#endif + +private: + TArray > AlwaysRelevantStreamingLevelsNeedingReplication; + + bool bInitializedPlayerState = false; +}; + +/** + This is a specialized node for handling PlayerState replication in a frequency limited fashion. It tracks all player states but only returns a subset of them to the replication driver each frame. + This is an optimization for large player connection counts, and not a requirement. +*/ +UCLASS() +class ULyraReplicationGraphNode_PlayerStateFrequencyLimiter : public UReplicationGraphNode +{ + GENERATED_BODY() + + ULyraReplicationGraphNode_PlayerStateFrequencyLimiter(); + + virtual void NotifyAddNetworkActor(const FNewReplicatedActorInfo& Actor) override { } + virtual bool NotifyRemoveNetworkActor(const FNewReplicatedActorInfo& ActorInfo, bool bWarnIfNotFound=true) override { return false; } + virtual bool NotifyActorRenamed(const FRenamedReplicatedActorInfo& Actor, bool bWarnIfNotFound=true) override { return false; } + + virtual void GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params) override; + + virtual void PrepareForReplication() override; + + virtual void LogNode(FReplicationGraphDebugInfo& DebugInfo, const FString& NodeName) const override; + + /** How many actors we want to return to the replication driver per frame. Will not suppress ForceNetUpdate. */ + int32 TargetActorsPerFrame = 2; + +private: + + TArray ReplicationActorLists; + FActorRepListRefView ForceNetUpdateReplicationActorList; +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.cpp b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c4e92abadd4223eeff5278abfb1d9033e5d11e6d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.cpp @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraReplicationGraphSettings.h" +#include "Misc/App.h" +#include "System/LyraReplicationGraph.h" + +ULyraReplicationGraphSettings::ULyraReplicationGraphSettings() +{ + CategoryName = TEXT("Game"); + DefaultReplicationGraphClass = ULyraReplicationGraph::StaticClass(); +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.h b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.h new file mode 100644 index 0000000000000000000000000000000000000000..80058c67f71453b6eb562f61885a6565c99cc4f1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphSettings.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreTypes.h" +#include "Engine/DeveloperSettingsBackedByCVars.h" +#include "LyraReplicationGraphTypes.h" +#include "LyraReplicationGraphSettings.generated.h" + +/** + * Default settings for the Lyra replication graph + */ +UCLASS(config=Game, MinimalAPI) +class ULyraReplicationGraphSettings : public UDeveloperSettingsBackedByCVars +{ + GENERATED_BODY() + +public: + ULyraReplicationGraphSettings(); + +public: + + UPROPERTY(config, EditAnywhere, Category = ReplicationGraph) + bool bDisableReplicationGraph = true; + + UPROPERTY(config, EditAnywhere, Category = ReplicationGraph, meta = (MetaClass = "/Script/LyraGame.LyraReplicationGraph")) + FSoftClassPath DefaultReplicationGraphClass; + + UPROPERTY(EditAnywhere, Category = FastSharedPath, meta = (ConsoleVariable = "Lyra.RepGraph.EnableFastSharedPath")) + bool bEnableFastSharedPath = true; + + // How much bandwidth to use for FastShared movement updates. This is counted independently of the NetDriver's target bandwidth. + UPROPERTY(EditAnywhere, Category = FastSharedPath, meta = (ForceUnits=Kilobytes, ConsoleVariable = "Lyra.RepGraph.TargetKBytesSecFastSharedPath")) + int32 TargetKBytesSecFastSharedPath = 10; + + UPROPERTY(EditAnywhere, Category = FastSharedPath, meta = (ConsoleVariable = "Lyra.RepGraph.FastSharedPathCullDistPct")) + float FastSharedPathCullDistPct = 0.80f; + + UPROPERTY(EditAnywhere, Category = DestructionInfo, meta = (ForceUnits = cm, ConsoleVariable = "Lyra.RepGraph.DestructInfo.MaxDist")) + float DestructionInfoMaxDist = 30000.f; + + UPROPERTY(EditAnywhere, Category=SpatialGrid, meta=(ForceUnits=cm, ConsoleVariable = "Lyra.RepGraph.CellSize")) + float SpatialGridCellSize = 10000.0f; + + // Essentially "Min X" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. + UPROPERTY(EditAnywhere, Category=SpatialGrid, meta=(ForceUnits=cm, ConsoleVariable = "Lyra.RepGraph.SpatialBiasX")) + float SpatialBiasX = -200000.0f; + + // Essentially "Min Y" for replication. This is just an initial value. The system will reset itself if actors appears outside of this. + UPROPERTY(EditAnywhere, Category=SpatialGrid, meta=(ForceUnits=cm, ConsoleVariable = "Lyra.RepGraph.SpatialBiasY")) + float SpatialBiasY = -200000.0f; + + UPROPERTY(EditAnywhere, Category=SpatialGrid, meta = (ConsoleVariable = "Lyra.RepGraph.DisableSpatialRebuilds")) + bool bDisableSpatialRebuilds = true; + + // How many buckets to spread dynamic, spatialized actors across. + // High number = more buckets = smaller effective replication frequency. + // This happens before individual actors do their own NetUpdateFrequency check. + UPROPERTY(EditAnywhere, Category = DynamicSpatialFrequency, meta = (ConsoleVariable = "Lyra.RepGraph.DynamicActorFrequencyBuckets")) + int32 DynamicActorFrequencyBuckets = 3; + + // Array of Custom Settings for Specific Classes + UPROPERTY(config, EditAnywhere, Category = ReplicationGraph) + TArray ClassSettings; +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphTypes.h b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphTypes.h new file mode 100644 index 0000000000000000000000000000000000000000..ce39a267764198f09343546c78057bce2e2d115a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraReplicationGraphTypes.h @@ -0,0 +1,76 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ReplicationGraphTypes.h" +#include "LyraReplicationGraphTypes.generated.h" + +// This is the main enum we use to route actors to the right replication node. Each class maps to one enum. +UENUM() +enum class EClassRepNodeMapping : uint32 +{ + NotRouted, // Doesn't map to any node. Used for special case actors that handled by special case nodes (ULyraReplicationGraphNode_PlayerStateFrequencyLimiter) + RelevantAllConnections, // Routes to an AlwaysRelevantNode or AlwaysRelevantStreamingLevelNode node + + // ONLY SPATIALIZED Enums below here! See ULyraReplicationGraph::IsSpatialized + + Spatialize_Static, // Routes to GridNode: these actors don't move and don't need to be updated every frame. + Spatialize_Dynamic, // Routes to GridNode: these actors mode frequently and are updated once per frame. + Spatialize_Dormancy, // Routes to GridNode: While dormant we treat as static. When flushed/not dormant dynamic. Note this is for things that "move while not dormant". +}; + +// Actor Class Settings that can be assigned directly to a Class. Can also be mapped to a FRepGraphActorTemplateSettings +USTRUCT() +struct FRepGraphActorClassSettings +{ + GENERATED_BODY() + + FRepGraphActorClassSettings() = default; + + // Name of the Class the settings will be applied to + UPROPERTY(EditAnywhere) + FSoftClassPath ActorClass; + + // If we should add this Class' RepInfo to the ClassRepNodePolicies Map + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle)) + bool bAddClassRepInfoToMap = true; + + // What ClassNodeMapping we should use when adding Class to ClassRepNodePolicies Map + UPROPERTY(EditAnywhere, meta = (EditCondition = "bAddClassRepInfoToMap")) + EClassRepNodeMapping ClassNodeMapping = EClassRepNodeMapping::NotRouted; + + // Should we add this to the RPC_Multicast_OpenChannelForClass map + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle)) + bool bAddToRPC_Multicast_OpenChannelForClassMap = false; + + // If this is added to RPC_Multicast_OpenChannelForClass map then should we actually open a channel or not + UPROPERTY(EditAnywhere, meta = (EditCondition = "bAddToRPC_Multicast_OpenChannelForClassMap")) + bool bRPC_Multicast_OpenChannelForClass = true; + + UClass* GetStaticActorClass() const + { + UClass* StaticActorClass = nullptr; + const FString ActorClassNameString = ActorClass.ToString(); + + if (FPackageName::IsScriptPackage(ActorClassNameString)) + { + StaticActorClass = FindObject(nullptr, *ActorClassNameString, true); + + if (!StaticActorClass) + { + UE_LOG(LogTemp, Error, TEXT("FRepGraphActorClassSettings: Cannot Find Static Class for %s"), *ActorClassNameString); + } + } + else + { + // Allow blueprints to be used for custom class settings + StaticActorClass = (UClass*)StaticLoadObject(UClass::StaticClass(), nullptr, *ActorClassNameString); + if (!StaticActorClass) + { + UE_LOG(LogTemp, Error, TEXT("FRepGraphActorClassSettings: Cannot Load Static Class for %s"), *ActorClassNameString); + } + } + + return StaticActorClass; + } +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.cpp b/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3686740dd512af3aeca00831634ff59077cec11b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.cpp @@ -0,0 +1,6 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSignificanceManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSignificanceManager) + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.h b/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.h new file mode 100644 index 0000000000000000000000000000000000000000..c48eed42cb42e59ef3cc329b6a11ade276d2c389 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraSignificanceManager.h @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "SignificanceManager.h" + +#include "LyraSignificanceManager.generated.h" + +class UObject; + +UCLASS() +class ULyraSignificanceManager : public USignificanceManager +{ + GENERATED_BODY() + +}; diff --git a/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.cpp b/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.cpp new file mode 100644 index 0000000000000000000000000000000000000000..801783dacfcbdf7b5ee273aee095e0b087d44cca --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.cpp @@ -0,0 +1,112 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSystemStatics.h" +#include "Engine/AssetManagerTypes.h" +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "Engine/AssetManager.h" +#include "LyraLogChannels.h" +#include "Components/MeshComponent.h" +#include "GameModes/LyraUserFacingExperienceDefinition.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSystemStatics) + +TSoftObjectPtr ULyraSystemStatics::GetTypedSoftObjectReferenceFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId, TSubclassOf ExpectedAssetType) +{ + if (UAssetManager* Manager = UAssetManager::GetIfInitialized()) + { + FPrimaryAssetTypeInfo Info; + if (Manager->GetPrimaryAssetTypeInfo(PrimaryAssetId.PrimaryAssetType, Info) && !Info.bHasBlueprintClasses) + { + if (UClass* AssetClass = Info.AssetBaseClassLoaded) + { + if ((ExpectedAssetType == nullptr) || !AssetClass->IsChildOf(ExpectedAssetType)) + { + return nullptr; + } + } + else + { + UE_LOG(LogLyra, Warning, TEXT("GetTypedSoftObjectReferenceFromPrimaryAssetId(%s, %s) - AssetBaseClassLoaded was unset so we couldn't validate it, returning null"), + *PrimaryAssetId.ToString(), + *GetPathNameSafe(*ExpectedAssetType)); + } + + return TSoftObjectPtr(Manager->GetPrimaryAssetPath(PrimaryAssetId)); + } + } + return nullptr; +} + +FPrimaryAssetId ULyraSystemStatics::GetPrimaryAssetIdFromUserFacingExperienceName(const FString& AdvertisedExperienceID) +{ + const FPrimaryAssetType Type(ULyraUserFacingExperienceDefinition::StaticClass()->GetFName()); + return FPrimaryAssetId(Type, FName(*AdvertisedExperienceID)); +} + +void ULyraSystemStatics::PlayNextGame(const UObject* WorldContextObject) +{ + UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); + if (World == nullptr) + { + return; + } + + const FWorldContext& WorldContext = GEngine->GetWorldContextFromWorldChecked(World); + FURL LastURL = WorldContext.LastURL; + +#if WITH_EDITOR + // To transition during PIE we need to strip the PIE prefix from maps. + LastURL.Map = UWorld::StripPIEPrefixFromPackageName(LastURL.Map, WorldContext.World()->StreamingLevelsPrefix); +#endif + + // Add seamless travel option as we want to keep clients connected. This will fall back to hard travel if seamless is disabled + LastURL.AddOption(TEXT("SeamlessTravel")); + + FString URL = LastURL.ToString(); + // If we don't remove the host/port info the server travel will fail. + URL.RemoveFromStart(LastURL.GetHostPortString()); + + const bool bAbsolute = false; // we want to use TRAVEL_Relative + const bool bShouldSkipGameNotify = false; + World->ServerTravel(URL, bAbsolute, bShouldSkipGameNotify); +} + +void ULyraSystemStatics::SetScalarParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const float ParameterValue, bool bIncludeChildActors) +{ + if (TargetActor != nullptr) + { + TargetActor->ForEachComponent(bIncludeChildActors, [=](UMeshComponent* InComponent) + { + InComponent->SetScalarParameterValueOnMaterials(ParameterName, ParameterValue); + }); + } +} + +void ULyraSystemStatics::SetVectorParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const FVector ParameterValue, bool bIncludeChildActors) +{ + if (TargetActor != nullptr) + { + TargetActor->ForEachComponent(bIncludeChildActors, [=](UMeshComponent* InComponent) + { + InComponent->SetVectorParameterValueOnMaterials(ParameterName, ParameterValue); + }); + } +} + +void ULyraSystemStatics::SetColorParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const FLinearColor ParameterValue, bool bIncludeChildActors) +{ + SetVectorParameterValueOnAllMeshComponents(TargetActor, ParameterName, FVector(ParameterValue), bIncludeChildActors); +} + +TArray ULyraSystemStatics::FindComponentsByClass(AActor* TargetActor, TSubclassOf ComponentClass, bool bIncludeChildActors) +{ + TArray Components; + if (TargetActor != nullptr) + { + TargetActor->GetComponents(ComponentClass, /*out*/ Components, bIncludeChildActors); + + } + return MoveTemp(Components); +} + diff --git a/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.h b/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.h new file mode 100644 index 0000000000000000000000000000000000000000..2ac7ac138c93cafd7122c2907cf4e4e81a611785 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/System/LyraSystemStatics.h @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" +#include "UObject/SoftObjectPtr.h" + +#include "LyraSystemStatics.generated.h" + +template class TSubclassOf; + +class AActor; +class UActorComponent; +class UObject; +struct FFrame; + +UCLASS() +class ULyraSystemStatics : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + + /** Returns the soft object reference associated with a Primary Asset Id, this works even if the asset is not loaded */ + UFUNCTION(BlueprintPure, Category = "AssetManager", meta=(DeterminesOutputType=ExpectedAssetType)) + static TSoftObjectPtr GetTypedSoftObjectReferenceFromPrimaryAssetId(FPrimaryAssetId PrimaryAssetId, TSubclassOf ExpectedAssetType); + + UFUNCTION(BlueprintCallable) + static FPrimaryAssetId GetPrimaryAssetIdFromUserFacingExperienceName(const FString& AdvertisedExperienceID); + + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lyra", meta = (WorldContext = "WorldContextObject")) + static void PlayNextGame(const UObject* WorldContextObject); + + // Sets ParameterName to ParameterValue on all sections of all mesh components found on the TargetActor + UFUNCTION(BlueprintCallable, Category = "Rendering|Material", meta=(DefaultToSelf="TargetActor")) + static void SetScalarParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const float ParameterValue, bool bIncludeChildActors = true); + + // Sets ParameterName to ParameterValue on all sections of all mesh components found on the TargetActor + UFUNCTION(BlueprintCallable, Category = "Rendering|Material", meta=(DefaultToSelf="TargetActor")) + static void SetVectorParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const FVector ParameterValue, bool bIncludeChildActors = true); + + // Sets ParameterName to ParameterValue on all sections of all mesh components found on the TargetActor + UFUNCTION(BlueprintCallable, Category = "Rendering|Material", meta=(DefaultToSelf="TargetActor")) + static void SetColorParameterValueOnAllMeshComponents(AActor* TargetActor, const FName ParameterName, const FLinearColor ParameterValue, bool bIncludeChildActors = true); + + // Gets all the components that inherit from the given class + UFUNCTION(BlueprintCallable, Category = "Actor", meta=(DefaultToSelf="TargetActor", ComponentClass="/Script/Engine.ActorComponent", DeterminesOutputType="ComponentClass")) + static TArray FindComponentsByClass(AActor* TargetActor, TSubclassOf ComponentClass, bool bIncludeChildActors = true); +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.cpp b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.cpp new file mode 100644 index 0000000000000000000000000000000000000000..52909f8649483ee7950ef20215dcaa76394c119f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.cpp @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Teams/AsyncAction_ObserveTeam.h" + +#include "Teams/LyraTeamAgentInterface.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ObserveTeam) + +UAsyncAction_ObserveTeam::UAsyncAction_ObserveTeam(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_ObserveTeam* UAsyncAction_ObserveTeam::ObserveTeam(UObject* TeamAgent) +{ + return InternalObserveTeamChanges(TeamAgent); +} + +UAsyncAction_ObserveTeam* UAsyncAction_ObserveTeam::InternalObserveTeamChanges(TScriptInterface TeamActor) +{ + UAsyncAction_ObserveTeam* Action = nullptr; + + if (TeamActor != nullptr) + { + Action = NewObject(); + Action->TeamInterfacePtr = TeamActor; + Action->RegisterWithGameInstance(TeamActor.GetObject()); + } + + return Action; +} + +void UAsyncAction_ObserveTeam::SetReadyToDestroy() +{ + Super::SetReadyToDestroy(); + + // If we're being canceled we need to unhook everything we might have tried listening to. + if (ILyraTeamAgentInterface* TeamInterface = TeamInterfacePtr.Get()) + { + TeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); + } +} + +void UAsyncAction_ObserveTeam::Activate() +{ + bool bCouldSucceed = false; + int32 CurrentTeamIndex = INDEX_NONE; + + if (ILyraTeamAgentInterface* TeamInterface = TeamInterfacePtr.Get()) + { + CurrentTeamIndex = GenericTeamIdToInteger(TeamInterface->GetGenericTeamId()); + + TeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnWatchedAgentChangedTeam); + + bCouldSucceed = true; + } + + // Broadcast once so users get the current state + OnTeamChanged.Broadcast(CurrentTeamIndex != INDEX_NONE, CurrentTeamIndex); + + // We weren't able to bind to a delegate so we'll never get any additional updates + if (!bCouldSucceed) + { + SetReadyToDestroy(); + } +} + +void UAsyncAction_ObserveTeam::OnWatchedAgentChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) +{ + OnTeamChanged.Broadcast(NewTeam != INDEX_NONE, NewTeam); +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.h b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.h new file mode 100644 index 0000000000000000000000000000000000000000..5127b3840ce57aafaf699ecfd1388891114e8662 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeam.h @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/CancellableAsyncAction.h" +#include "UObject/ScriptInterface.h" +#include "UObject/WeakInterfacePtr.h" + +#include "AsyncAction_ObserveTeam.generated.h" + +class ILyraTeamAgentInterface; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FTeamObservedAsyncDelegate, bool, bTeamSet, int32, TeamId); + +/** + * Watches for team changes in the specified object + */ +UCLASS() +class UAsyncAction_ObserveTeam : public UCancellableAsyncAction +{ + GENERATED_UCLASS_BODY() + +public: + // Watches for team changes on the specified team agent + // - It will will fire once immediately to give the current team assignment + // - For anything that can ever belong to a team (implements ILyraTeamAgentInterface), + // it will also listen for team assignment changes in the future + UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", Keywords="Watch")) + static UAsyncAction_ObserveTeam* ObserveTeam(UObject* TeamAgent); + + //~UBlueprintAsyncActionBase interface + virtual void Activate() override; + virtual void SetReadyToDestroy() override; + //~End of UBlueprintAsyncActionBase interface + +public: + // Called when the team is set or changed + UPROPERTY(BlueprintAssignable) + FTeamObservedAsyncDelegate OnTeamChanged; + +private: + // Watches for team changes on the specified team actor + static UAsyncAction_ObserveTeam* InternalObserveTeamChanges(TScriptInterface TeamActor); + +private: + UFUNCTION() + void OnWatchedAgentChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); + + TWeakInterfacePtr TeamInterfacePtr; +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.cpp b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a5b0575072b288f3f6caef43fb2670afaebde13c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.cpp @@ -0,0 +1,109 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Teams/AsyncAction_ObserveTeamColors.h" + +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "Teams/LyraTeamAgentInterface.h" +#include "Teams/LyraTeamStatics.h" +#include "Teams/LyraTeamSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ObserveTeamColors) + +UAsyncAction_ObserveTeamColors::UAsyncAction_ObserveTeamColors(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAsyncAction_ObserveTeamColors* UAsyncAction_ObserveTeamColors::ObserveTeamColors(UObject* TeamAgent) +{ + UAsyncAction_ObserveTeamColors* Action = nullptr; + + if (TeamAgent != nullptr) + { + Action = NewObject(); + Action->TeamInterfacePtr = TWeakInterfacePtr(TeamAgent); + Action->TeamInterfaceObj = TeamAgent; + Action->RegisterWithGameInstance(TeamAgent); + } + + return Action; +} + +void UAsyncAction_ObserveTeamColors::SetReadyToDestroy() +{ + Super::SetReadyToDestroy(); + + // If we're being canceled we need to unhook everything we might have tried listening to. + if (ILyraTeamAgentInterface* TeamInterface = TeamInterfacePtr.Get()) + { + TeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); + } +} + +void UAsyncAction_ObserveTeamColors::Activate() +{ + bool bCouldSucceed = false; + int32 CurrentTeamIndex = INDEX_NONE; + ULyraTeamDisplayAsset* CurrentDisplayAsset = nullptr; + + if (ILyraTeamAgentInterface* TeamInterface = TeamInterfacePtr.Get()) + { + if (UWorld* World = GEngine->GetWorldFromContextObject(TeamInterfaceObj.Get(), EGetWorldErrorMode::LogAndReturnNull)) + { + // Get current team info + CurrentTeamIndex = GenericTeamIdToInteger(TeamInterface->GetGenericTeamId()); + CurrentDisplayAsset = ULyraTeamStatics::GetTeamDisplayAsset(World, CurrentTeamIndex); + + // Listen for team changes in the future + TeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnWatchedAgentChangedTeam); + + bCouldSucceed = true; + } + } + + // Broadcast once so users get the current state + BroadcastChange(CurrentTeamIndex, CurrentDisplayAsset); + + // We weren't able to bind to a delegate so we'll never get any additional updates + if (!bCouldSucceed) + { + SetReadyToDestroy(); + } +} + +void UAsyncAction_ObserveTeamColors::BroadcastChange(int32 NewTeam, const ULyraTeamDisplayAsset* DisplayAsset) +{ + UWorld* World = GEngine->GetWorldFromContextObject(TeamInterfaceObj.Get(), EGetWorldErrorMode::LogAndReturnNull); + ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem(World); + + const bool bTeamChanged = (LastBroadcastTeamId != NewTeam); + + // Stop listening on the old team + if ((TeamSubsystem != nullptr) && bTeamChanged && (LastBroadcastTeamId != INDEX_NONE)) + { + TeamSubsystem->GetTeamDisplayAssetChangedDelegate(LastBroadcastTeamId).RemoveAll(this); + } + + // Broadcast + LastBroadcastTeamId = NewTeam; + OnTeamChanged.Broadcast(NewTeam != INDEX_NONE, NewTeam, DisplayAsset); + + // Start listening on the new team + if ((TeamSubsystem != nullptr) && bTeamChanged && (NewTeam != INDEX_NONE)) + { + TeamSubsystem->GetTeamDisplayAssetChangedDelegate(NewTeam).AddDynamic(this, &ThisClass::OnDisplayAssetChanged); + } +} + +void UAsyncAction_ObserveTeamColors::OnWatchedAgentChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) +{ + ULyraTeamDisplayAsset* DisplayAsset = ULyraTeamStatics::GetTeamDisplayAsset(TeamAgent, NewTeam); + BroadcastChange(NewTeam, DisplayAsset); +} + +void UAsyncAction_ObserveTeamColors::OnDisplayAssetChanged(const ULyraTeamDisplayAsset* DisplayAsset) +{ + BroadcastChange(LastBroadcastTeamId, DisplayAsset); +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.h b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.h new file mode 100644 index 0000000000000000000000000000000000000000..c474e50cdc1e489db991bc12d1c2153e35774a6c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/AsyncAction_ObserveTeamColors.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/CancellableAsyncAction.h" +#include "UObject/WeakInterfacePtr.h" + +#include "AsyncAction_ObserveTeamColors.generated.h" + +class ILyraTeamAgentInterface; +class ULyraTeamDisplayAsset; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FTeamColorObservedAsyncDelegate, bool, bTeamSet, int32, TeamId, const ULyraTeamDisplayAsset*, DisplayAsset); + +/** + * Watches for team color changes in the specified object + */ +UCLASS() +class UAsyncAction_ObserveTeamColors : public UCancellableAsyncAction +{ + GENERATED_UCLASS_BODY() + +public: + // Watches for team changes on the specified team agent + // - It will will fire once immediately to give the current team assignment + // - For anything that can ever belong to a team (implements ILyraTeamAgentInterface), + // it will also listen for team assignment changes in the future + UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", Keywords="Watch")) + static UAsyncAction_ObserveTeamColors* ObserveTeamColors(UObject* TeamAgent); + + //~UBlueprintAsyncActionBase interface + virtual void Activate() override; + virtual void SetReadyToDestroy() override; + //~End of UBlueprintAsyncActionBase interface + +public: + // Called when the team is set or changed + UPROPERTY(BlueprintAssignable) + FTeamColorObservedAsyncDelegate OnTeamChanged; + +private: + void BroadcastChange(int32 NewTeam, const ULyraTeamDisplayAsset* DisplayAsset); + + UFUNCTION() + void OnWatchedAgentChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); + + UFUNCTION() + void OnDisplayAssetChanged(const ULyraTeamDisplayAsset* DisplayAsset); + + TWeakInterfacePtr TeamInterfacePtr; + TWeakObjectPtr TeamInterfaceObj; + + int32 LastBroadcastTeamId = INDEX_NONE; +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.cpp new file mode 100644 index 0000000000000000000000000000000000000000..58e4ab01a8ba5f0b748dee531b5a94df12e2d389 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.cpp @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Teams/LyraTeamAgentInterface.h" + +#include "LyraLogChannels.h" +#include "UObject/ScriptInterface.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamAgentInterface) + +ULyraTeamAgentInterface::ULyraTeamAgentInterface(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ILyraTeamAgentInterface::ConditionalBroadcastTeamChanged(TScriptInterface This, FGenericTeamId OldTeamID, FGenericTeamId NewTeamID) +{ + if (OldTeamID != NewTeamID) + { + const int32 OldTeamIndex = GenericTeamIdToInteger(OldTeamID); + const int32 NewTeamIndex = GenericTeamIdToInteger(NewTeamID); + + UObject* ThisObj = This.GetObject(); + UE_LOG(LogLyraTeams, Verbose, TEXT("[%s] %s assigned team %d"), *GetClientServerContextString(ThisObj), *GetPathNameSafe(ThisObj), NewTeamIndex); + + This.GetInterface()->GetTeamChangedDelegateChecked().Broadcast(ThisObj, OldTeamIndex, NewTeamIndex); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.h new file mode 100644 index 0000000000000000000000000000000000000000..898288f9c73100fe6da140d716bfb51fe82572bd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamAgentInterface.h @@ -0,0 +1,50 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GenericTeamAgentInterface.h" +#include "UObject/Object.h" + +#include "UObject/WeakObjectPtr.h" +#include "LyraTeamAgentInterface.generated.h" + +#define UE_API LYRAGAME_API + +template class TScriptInterface; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnLyraTeamIndexChangedDelegate, UObject*, ObjectChangingTeam, int32, OldTeamID, int32, NewTeamID); + +inline int32 GenericTeamIdToInteger(FGenericTeamId ID) +{ + return (ID == FGenericTeamId::NoTeam) ? INDEX_NONE : (int32)ID; +} + +inline FGenericTeamId IntegerToGenericTeamId(int32 ID) +{ + return (ID == INDEX_NONE) ? FGenericTeamId::NoTeam : FGenericTeamId((uint8)ID); +} + +/** Interface for actors which can be associated with teams */ +UINTERFACE(MinimalAPI, meta=(CannotImplementInterfaceInBlueprint)) +class ULyraTeamAgentInterface : public UGenericTeamAgentInterface +{ + GENERATED_UINTERFACE_BODY() +}; + +class ILyraTeamAgentInterface : public IGenericTeamAgentInterface +{ + GENERATED_IINTERFACE_BODY() + + virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() { return nullptr; } + + static UE_API void ConditionalBroadcastTeamChanged(TScriptInterface This, FGenericTeamId OldTeamID, FGenericTeamId NewTeamID); + + FOnLyraTeamIndexChangedDelegate& GetTeamChangedDelegateChecked() + { + FOnLyraTeamIndexChangedDelegate* Result = GetOnTeamIndexChangedDelegate(); + check(Result); + return *Result; + } +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d7270794a860729db29bbe4fd334c288d88f8201 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.cpp @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamCheats.h" + +#include "Engine/World.h" +#include "GameFramework/PlayerController.h" +#include "HAL/IConsoleManager.h" +#include "Teams/LyraTeamSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamCheats) + +////////////////////////////////////////////////////////////////////// +// ULyraTeamCheats + +void ULyraTeamCheats::CycleTeam() +{ + if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem(GetWorld())) + { + APlayerController* PC = GetPlayerController(); + + const int32 OldTeamId = TeamSubsystem->FindTeamFromObject(PC); + const TArray TeamIds = TeamSubsystem->GetTeamIDs(); + + if (TeamIds.Num()) + { + const int32 IndexOfOldTeam = TeamIds.Find(OldTeamId); + const int32 IndexToUse = (IndexOfOldTeam + 1) % TeamIds.Num(); + + const int32 NewTeamId = TeamIds[IndexToUse]; + + TeamSubsystem->ChangeTeamForActor(PC, NewTeamId); + } + + const int32 ActualNewTeamId = TeamSubsystem->FindTeamFromObject(PC); + + UE_LOG(LogConsoleResponse, Log, TEXT("Changed to team %d (from team %d)"), ActualNewTeamId, OldTeamId); + } +} + +void ULyraTeamCheats::SetTeam(int32 TeamID) +{ + if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem(GetWorld())) + { + if (TeamSubsystem->DoesTeamExist(TeamID)) + { + APlayerController* PC = GetPlayerController(); + + TeamSubsystem->ChangeTeamForActor(PC, TeamID); + } + } +} + +void ULyraTeamCheats::ListTeams() +{ + if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem(GetWorld())) + { + const TArray TeamIDs = TeamSubsystem->GetTeamIDs(); + + for (const int32 TeamID : TeamIDs) + { + UE_LOG(LogConsoleResponse, Log, TEXT("Team ID %d"), TeamID); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.h new file mode 100644 index 0000000000000000000000000000000000000000..2f62fb6075bb81e1b731fedef80fc66ffe79c468 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCheats.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/CheatManager.h" + +#include "LyraTeamCheats.generated.h" + +class UObject; +struct FFrame; + +/** Cheats related to teams */ +UCLASS() +class ULyraTeamCheats : public UCheatManagerExtension +{ + GENERATED_BODY() + +public: + // Moves this player to the next available team, wrapping around to the + // first team if at the end of the list of teams + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void CycleTeam(); + + // Moves this player to the specified team + UFUNCTION(Exec, BlueprintAuthorityOnly) + virtual void SetTeam(int32 TeamID); + + // Prints a list of all of the teams + UFUNCTION(Exec) + virtual void ListTeams(); +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..14b00de8abd13976ba3d78d9ecac6e93627bd253 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.cpp @@ -0,0 +1,190 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamCreationComponent.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "LyraTeamPublicInfo.h" +#include "LyraTeamPrivateInfo.h" +#include "Player/LyraPlayerState.h" +#include "Engine/World.h" +#include "GameModes/LyraGameMode.h" + +#if WITH_EDITOR +#include "Misc/DataValidation.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamCreationComponent) + +ULyraTeamCreationComponent::ULyraTeamCreationComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PublicTeamInfoClass = ALyraTeamPublicInfo::StaticClass(); + PrivateTeamInfoClass = ALyraTeamPrivateInfo::StaticClass(); +} + +#if WITH_EDITOR +EDataValidationResult ULyraTeamCreationComponent::IsDataValid(FDataValidationContext& Context) const +{ + EDataValidationResult Result = Super::IsDataValid(Context); + + //@TODO: TEAMS: Validate that all display assets have the same properties set! + + return Result; +} +#endif + +void ULyraTeamCreationComponent::BeginPlay() +{ + Super::BeginPlay(); + + // Listen for the experience load to complete + AGameStateBase* GameState = GetGameStateChecked(); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + ExperienceComponent->CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); +} + +void ULyraTeamCreationComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience) +{ +#if WITH_SERVER_CODE + if (HasAuthority()) + { + ServerCreateTeams(); + ServerAssignPlayersToTeams(); + } +#endif +} + +#if WITH_SERVER_CODE + +void ULyraTeamCreationComponent::ServerCreateTeams() +{ + for (const auto& KVP : TeamsToCreate) + { + const int32 TeamId = KVP.Key; + ServerCreateTeam(TeamId, KVP.Value); + } +} + +void ULyraTeamCreationComponent::ServerAssignPlayersToTeams() +{ + // Assign players that already exist to teams + AGameStateBase* GameState = GetGameStateChecked(); + for (APlayerState* PS : GameState->PlayerArray) + { + if (ALyraPlayerState* LyraPS = Cast(PS)) + { + ServerChooseTeamForPlayer(LyraPS); + } + } + + // Listen for new players logging in + ALyraGameMode* GameMode = Cast(GameState->AuthorityGameMode); + check(GameMode); + + GameMode->OnGameModePlayerInitialized.AddUObject(this, &ThisClass::OnPlayerInitialized); +} + +void ULyraTeamCreationComponent::ServerChooseTeamForPlayer(ALyraPlayerState* PS) +{ + if (PS->IsOnlyASpectator()) + { + PS->SetGenericTeamId(FGenericTeamId::NoTeam); + } + else + { + const FGenericTeamId TeamID = IntegerToGenericTeamId(GetLeastPopulatedTeamID()); + PS->SetGenericTeamId(TeamID); + } +} + +void ULyraTeamCreationComponent::OnPlayerInitialized(AGameModeBase* GameMode, AController* NewPlayer) +{ + check(NewPlayer); + check(NewPlayer->PlayerState); + if (ALyraPlayerState* LyraPS = Cast(NewPlayer->PlayerState)) + { + ServerChooseTeamForPlayer(LyraPS); + } +} + +void ULyraTeamCreationComponent::ServerCreateTeam(int32 TeamId, ULyraTeamDisplayAsset* DisplayAsset) +{ + check(HasAuthority()); + + //@TODO: ensure the team doesn't already exist + + UWorld* World = GetWorld(); + check(World); + + FActorSpawnParameters SpawnInfo; + SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + ALyraTeamPublicInfo* NewTeamPublicInfo = World->SpawnActor(PublicTeamInfoClass, SpawnInfo); + checkf(NewTeamPublicInfo != nullptr, TEXT("Failed to create public team actor from class %s"), *GetPathNameSafe(*PublicTeamInfoClass)); + NewTeamPublicInfo->SetTeamId(TeamId); + NewTeamPublicInfo->SetTeamDisplayAsset(DisplayAsset); + + ALyraTeamPrivateInfo* NewTeamPrivateInfo = World->SpawnActor(PrivateTeamInfoClass, SpawnInfo); + checkf(NewTeamPrivateInfo != nullptr, TEXT("Failed to create private team actor from class %s"), *GetPathNameSafe(*PrivateTeamInfoClass)); + NewTeamPrivateInfo->SetTeamId(TeamId); +} + +int32 ULyraTeamCreationComponent::GetLeastPopulatedTeamID() const +{ + const int32 NumTeams = TeamsToCreate.Num(); + if (NumTeams > 0) + { + TMap TeamMemberCounts; + TeamMemberCounts.Reserve(NumTeams); + + for (const auto& KVP : TeamsToCreate) + { + const int32 TeamId = KVP.Key; + TeamMemberCounts.Add(TeamId, 0); + } + + AGameStateBase* GameState = GetGameStateChecked(); + for (APlayerState* PS : GameState->PlayerArray) + { + if (ALyraPlayerState* LyraPS = Cast(PS)) + { + const int32 PlayerTeamID = LyraPS->GetTeamId(); + + if ((PlayerTeamID != INDEX_NONE) && !LyraPS->IsInactive()) // do not count unassigned or disconnected players + { + check(TeamMemberCounts.Contains(PlayerTeamID)) + TeamMemberCounts[PlayerTeamID] += 1; + } + } + } + + // sort by lowest team population, then by team ID + int32 BestTeamId = INDEX_NONE; + uint32 BestPlayerCount = TNumericLimits::Max(); + for (const auto& KVP : TeamMemberCounts) + { + const int32 TestTeamId = KVP.Key; + const uint32 TestTeamPlayerCount = KVP.Value; + + if (TestTeamPlayerCount < BestPlayerCount) + { + BestTeamId = TestTeamId; + BestPlayerCount = TestTeamPlayerCount; + } + else if (TestTeamPlayerCount == BestPlayerCount) + { + if ((TestTeamId < BestTeamId) || (BestTeamId == INDEX_NONE)) + { + BestTeamId = TestTeamId; + BestPlayerCount = TestTeamPlayerCount; + } + } + } + + return BestTeamId; + } + + return INDEX_NONE; +} +#endif // WITH_SERVER_CODE + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..7c488dec0c585184a12f6191a077ef895ef60439 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamCreationComponent.h @@ -0,0 +1,64 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/GameStateComponent.h" + +#include "LyraTeamCreationComponent.generated.h" + +class ULyraExperienceDefinition; +class ALyraTeamPublicInfo; +class ALyraTeamPrivateInfo; +class ALyraPlayerState; +class AGameModeBase; +class APlayerController; +class ULyraTeamDisplayAsset; + +UCLASS(Blueprintable) +class ULyraTeamCreationComponent : public UGameStateComponent +{ + GENERATED_BODY() + +public: + ULyraTeamCreationComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~UObject interface +#if WITH_EDITOR + virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; +#endif + //~End of UObject interface + + //~UActorComponent interface + virtual void BeginPlay() override; + //~End of UActorComponent interface + +private: + void OnExperienceLoaded(const ULyraExperienceDefinition* Experience); + +protected: + // List of teams to create (id to display asset mapping, the display asset can be left unset if desired) + UPROPERTY(EditDefaultsOnly, Category = Teams) + TMap> TeamsToCreate; + + UPROPERTY(EditDefaultsOnly, Category=Teams) + TSubclassOf PublicTeamInfoClass; + + UPROPERTY(EditDefaultsOnly, Category=Teams) + TSubclassOf PrivateTeamInfoClass; + +#if WITH_SERVER_CODE +protected: + virtual void ServerCreateTeams(); + virtual void ServerAssignPlayersToTeams(); + + /** Sets the team ID for the given player state. Spectator-only player states will be stripped of any team association. */ + virtual void ServerChooseTeamForPlayer(ALyraPlayerState* PS); + +private: + void OnPlayerInitialized(AGameModeBase* GameMode, AController* NewPlayer); + void ServerCreateTeam(int32 TeamId, ULyraTeamDisplayAsset* DisplayAsset); + + /** returns the Team ID with the fewest active players, or INDEX_NONE if there are no valid teams */ + int32 GetLeastPopulatedTeamID() const; +#endif +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ccf29535b05edd2b2b58808aef31d96bd59c019d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.cpp @@ -0,0 +1,119 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamDisplayAsset.h" + +#include "Components/MeshComponent.h" +#include "NiagaraComponent.h" +#include "Materials/MaterialInstanceDynamic.h" +#include "Engine/Texture.h" +#include "Teams/LyraTeamSubsystem.h" +#include "UObject/UObjectIterator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamDisplayAsset) + +void ULyraTeamDisplayAsset::ApplyToMaterial(UMaterialInstanceDynamic* Material) +{ + if (Material) + { + for (const auto& KVP : ScalarParameters) + { + Material->SetScalarParameterValue(KVP.Key, KVP.Value); + } + + for (const auto& KVP : ColorParameters) + { + Material->SetVectorParameterValue(KVP.Key, FVector(KVP.Value)); + } + + for (const auto& KVP : TextureParameters) + { + Material->SetTextureParameterValue(KVP.Key, KVP.Value); + } + } +} + +void ULyraTeamDisplayAsset::ApplyToMeshComponent(UMeshComponent* MeshComponent) +{ + if (MeshComponent) + { + for (const auto& KVP : ScalarParameters) + { + MeshComponent->SetScalarParameterValueOnMaterials(KVP.Key, KVP.Value); + } + + for (const auto& KVP : ColorParameters) + { + MeshComponent->SetVectorParameterValueOnMaterials(KVP.Key, FVector(KVP.Value)); + } + + const TArray MaterialInterfaces = MeshComponent->GetMaterials(); + for (int32 MaterialIndex = 0; MaterialIndex < MaterialInterfaces.Num(); ++MaterialIndex) + { + if (UMaterialInterface* MaterialInterface = MaterialInterfaces[MaterialIndex]) + { + UMaterialInstanceDynamic* DynamicMaterial = Cast(MaterialInterface); + if (!DynamicMaterial) + { + DynamicMaterial = MeshComponent->CreateAndSetMaterialInstanceDynamic(MaterialIndex); + } + + for (const auto& KVP : TextureParameters) + { + DynamicMaterial->SetTextureParameterValue(KVP.Key, KVP.Value); + } + } + } + } +} + +void ULyraTeamDisplayAsset::ApplyToNiagaraComponent(UNiagaraComponent* NiagaraComponent) +{ + if (NiagaraComponent) + { + for (const auto& KVP : ScalarParameters) + { + NiagaraComponent->SetVariableFloat(KVP.Key, KVP.Value); + } + + for (const auto& KVP : ColorParameters) + { + NiagaraComponent->SetVariableLinearColor(KVP.Key, KVP.Value); + } + + for (const auto& KVP : TextureParameters) + { + UTexture* Texture = KVP.Value; + NiagaraComponent->SetVariableTexture(KVP.Key, Texture); + } + } +} + +void ULyraTeamDisplayAsset::ApplyToActor(AActor* TargetActor, bool bIncludeChildActors) +{ + if (TargetActor != nullptr) + { + TargetActor->ForEachComponent(bIncludeChildActors, [this](UActorComponent* InComponent) + { + if (UMeshComponent* MeshComponent = Cast(InComponent)) + { + ApplyToMeshComponent(MeshComponent); + } + else if (UNiagaraComponent* NiagaraComponent = Cast(InComponent)) + { + ApplyToNiagaraComponent(NiagaraComponent); + } + }); + } +} + +#if WITH_EDITOR +void ULyraTeamDisplayAsset::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + + for (ULyraTeamSubsystem* TeamSubsystem : TObjectRange()) + { + TeamSubsystem->NotifyTeamDisplayAssetModified(this); + } +} +#endif diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.h new file mode 100644 index 0000000000000000000000000000000000000000..28837e71fbd075e4941267efb8759ea6326bbae6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamDisplayAsset.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" +#include "LyraTeamDisplayAsset.generated.h" + +struct FPropertyChangedEvent; + +class UMaterialInstanceDynamic; +class UMeshComponent; +class UNiagaraComponent; +class AActor; +class UTexture; + +// Represents the display information for team definitions (e.g., colors, display names, textures, etc...) +UCLASS(BlueprintType) +class ULyraTeamDisplayAsset : public UDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TMap ScalarParameters; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TMap ColorParameters; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TMap> TextureParameters; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FText TeamShortName; + +public: + UFUNCTION(BlueprintCallable, Category=Teams) + void ApplyToMaterial(UMaterialInstanceDynamic* Material); + + UFUNCTION(BlueprintCallable, Category=Teams) + void ApplyToMeshComponent(UMeshComponent* MeshComponent); + + UFUNCTION(BlueprintCallable, Category=Teams) + void ApplyToNiagaraComponent(UNiagaraComponent* NiagaraComponent); + + UFUNCTION(BlueprintCallable, Category=Teams, meta=(DefaultToSelf="TargetActor")) + void ApplyToActor(AActor* TargetActor, bool bIncludeChildActors = true); + +public: + + //~UObject interface +#if WITH_EDITOR + virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; +#endif + //~End of UObject interface +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c082383cce00fb5f4508861d17967c19305a5295 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.cpp @@ -0,0 +1,85 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamInfoBase.h" + +#include "Engine/World.h" +#include "Net/UnrealNetwork.h" +#include "Teams/LyraTeamSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamInfoBase) + +class FLifetimeProperty; + +ALyraTeamInfoBase::ALyraTeamInfoBase(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , TeamId(INDEX_NONE) +{ + bReplicates = true; + bAlwaysRelevant = true; + NetPriority = 3.0f; + SetReplicatingMovement(false); +} + +void ALyraTeamInfoBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ThisClass, TeamTags); + DOREPLIFETIME_CONDITION(ThisClass, TeamId, COND_InitialOnly); +} + +void ALyraTeamInfoBase::BeginPlay() +{ + Super::BeginPlay(); + + TryRegisterWithTeamSubsystem(); +} + +void ALyraTeamInfoBase::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + if (TeamId != INDEX_NONE) + { + ULyraTeamSubsystem* TeamSubsystem = GetWorld()->GetSubsystem(); + if (TeamSubsystem) + { + // EndPlay can happen at weird times where the subsystem has already been destroyed + TeamSubsystem->UnregisterTeamInfo(this); + } + } + + Super::EndPlay(EndPlayReason); +} + +void ALyraTeamInfoBase::RegisterWithTeamSubsystem(ULyraTeamSubsystem* Subsystem) +{ + Subsystem->RegisterTeamInfo(this); +} + +void ALyraTeamInfoBase::TryRegisterWithTeamSubsystem() +{ + if (TeamId != INDEX_NONE) + { + ULyraTeamSubsystem* TeamSubsystem = GetWorld()->GetSubsystem(); + if (ensure(TeamSubsystem)) + { + RegisterWithTeamSubsystem(TeamSubsystem); + } + } +} + +void ALyraTeamInfoBase::SetTeamId(int32 NewTeamId) +{ + check(HasAuthority()); + check(TeamId == INDEX_NONE); + check(NewTeamId != INDEX_NONE); + + TeamId = NewTeamId; + + TryRegisterWithTeamSubsystem(); +} + +void ALyraTeamInfoBase::OnRep_TeamId() +{ + TryRegisterWithTeamSubsystem(); +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.h new file mode 100644 index 0000000000000000000000000000000000000000..7148e155cb0f31751717f534463b0fc50250e27c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamInfoBase.h @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Info.h" +#include "System/GameplayTagStack.h" + +#include "LyraTeamInfoBase.generated.h" + +namespace EEndPlayReason { enum Type : int; } + +class ULyraTeamCreationComponent; +class ULyraTeamSubsystem; +class UObject; +struct FFrame; + +UCLASS(Abstract) +class ALyraTeamInfoBase : public AInfo +{ + GENERATED_BODY() + +public: + ALyraTeamInfoBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + int32 GetTeamId() const { return TeamId; } + + //~AActor interface + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~End of AActor interface + +protected: + virtual void RegisterWithTeamSubsystem(ULyraTeamSubsystem* Subsystem); + void TryRegisterWithTeamSubsystem(); + +private: + void SetTeamId(int32 NewTeamId); + + UFUNCTION() + void OnRep_TeamId(); + +public: + friend ULyraTeamCreationComponent; + + UPROPERTY(Replicated) + FGameplayTagStackContainer TeamTags; + +private: + UPROPERTY(ReplicatedUsing=OnRep_TeamId) + int32 TeamId; +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b338e209e72f2c4f44adb505c9baceaf9c7dcbdb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.cpp @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamPrivateInfo.h" +#include "Teams/LyraTeamInfoBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamPrivateInfo) + +ALyraTeamPrivateInfo::ALyraTeamPrivateInfo(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + //@TODO: Actually make private (using replication graph) +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.h new file mode 100644 index 0000000000000000000000000000000000000000..70af9bbb0004efd68f7c62b1b4ce755e67235e28 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPrivateInfo.h @@ -0,0 +1,18 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraTeamInfoBase.h" + +#include "LyraTeamPrivateInfo.generated.h" + +class UObject; + +UCLASS() +class ALyraTeamPrivateInfo : public ALyraTeamInfoBase +{ + GENERATED_BODY() + +public: + ALyraTeamPrivateInfo(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.cpp new file mode 100644 index 0000000000000000000000000000000000000000..4c21aa8e136a52b7fd497411636e50bf3d26c168 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.cpp @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamPublicInfo.h" + +#include "Net/UnrealNetwork.h" +#include "Teams/LyraTeamInfoBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamPublicInfo) + +class FLifetimeProperty; + +ALyraTeamPublicInfo::ALyraTeamPublicInfo(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ALyraTeamPublicInfo::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME_CONDITION(ThisClass, TeamDisplayAsset, COND_InitialOnly); +} + +void ALyraTeamPublicInfo::SetTeamDisplayAsset(TObjectPtr NewDisplayAsset) +{ + check(HasAuthority()); + check(TeamDisplayAsset == nullptr); + + TeamDisplayAsset = NewDisplayAsset; + + TryRegisterWithTeamSubsystem(); +} + +void ALyraTeamPublicInfo::OnRep_TeamDisplayAsset() +{ + TryRegisterWithTeamSubsystem(); +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.h new file mode 100644 index 0000000000000000000000000000000000000000..17aa002ff28fb5552ba5627c3f7ae181a28fc4da --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamPublicInfo.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraTeamInfoBase.h" + +#include "LyraTeamPublicInfo.generated.h" + +class ULyraTeamCreationComponent; +class ULyraTeamDisplayAsset; +class UObject; +struct FFrame; + +UCLASS() +class ALyraTeamPublicInfo : public ALyraTeamInfoBase +{ + GENERATED_BODY() + + friend ULyraTeamCreationComponent; + +public: + ALyraTeamPublicInfo(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + ULyraTeamDisplayAsset* GetTeamDisplayAsset() const { return TeamDisplayAsset; } + +private: + UFUNCTION() + void OnRep_TeamDisplayAsset(); + + void SetTeamDisplayAsset(TObjectPtr NewDisplayAsset); + +private: + UPROPERTY(ReplicatedUsing=OnRep_TeamDisplayAsset) + TObjectPtr TeamDisplayAsset; +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e2f98683776e396e7c27ec70bff93ad52fb09e95 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.cpp @@ -0,0 +1,95 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTeamStatics.h" + +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "LyraLogChannels.h" +#include "Teams/LyraTeamDisplayAsset.h" +#include "Teams/LyraTeamSubsystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamStatics) + +class UTexture; + +////////////////////////////////////////////////////////////////////// + +void ULyraTeamStatics::FindTeamFromObject(const UObject* Agent, bool& bIsPartOfTeam, int32& TeamId, ULyraTeamDisplayAsset*& DisplayAsset, bool bLogIfNotSet) +{ + bIsPartOfTeam = false; + TeamId = INDEX_NONE; + DisplayAsset = nullptr; + + if (UWorld* World = GEngine->GetWorldFromContextObject(Agent, EGetWorldErrorMode::LogAndReturnNull)) + { + if (ULyraTeamSubsystem* TeamSubsystem = World->GetSubsystem()) + { + TeamId = TeamSubsystem->FindTeamFromObject(Agent); + if (TeamId != INDEX_NONE) + { + bIsPartOfTeam = true; + + DisplayAsset = TeamSubsystem->GetTeamDisplayAsset(TeamId, INDEX_NONE); + + if ((DisplayAsset == nullptr) && bLogIfNotSet) + { + UE_LOG(LogLyraTeams, Log, TEXT("FindTeamFromObject(%s) called too early (found team %d but no display asset set yet"), *GetPathNameSafe(Agent), TeamId); + } + } + } + else + { + UE_LOG(LogLyraTeams, Error, TEXT("FindTeamFromObject(%s) failed: Team subsystem does not exist yet"), *GetPathNameSafe(Agent)); + } + } +} + +ULyraTeamDisplayAsset* ULyraTeamStatics::GetTeamDisplayAsset(const UObject* WorldContextObject, int32 TeamId) +{ + ULyraTeamDisplayAsset* Result = nullptr; + if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) + { + if (ULyraTeamSubsystem* TeamSubsystem = World->GetSubsystem()) + { + return TeamSubsystem->GetTeamDisplayAsset(TeamId, INDEX_NONE); + } + } + return Result; +} + +float ULyraTeamStatics::GetTeamScalarWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, float DefaultValue) +{ + if (DisplayAsset) + { + if (float* pValue = DisplayAsset->ScalarParameters.Find(ParameterName)) + { + return *pValue; + } + } + return DefaultValue; +} + +FLinearColor ULyraTeamStatics::GetTeamColorWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, FLinearColor DefaultValue) +{ + if (DisplayAsset) + { + if (FLinearColor* pColor = DisplayAsset->ColorParameters.Find(ParameterName)) + { + return *pColor; + } + } + return DefaultValue; +} + +UTexture* ULyraTeamStatics::GetTeamTextureWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, UTexture* DefaultValue) +{ + if (DisplayAsset) + { + if (TObjectPtr* pTexture = DisplayAsset->TextureParameters.Find(ParameterName)) + { + return *pTexture; + } + } + return DefaultValue; +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.h new file mode 100644 index 0000000000000000000000000000000000000000..3f557273fe0add6f8ae76950751cecc41e3121e6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamStatics.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "LyraTeamStatics.generated.h" + +class ULyraTeamDisplayAsset; +class UObject; +class UTexture; +struct FFrame; + +/** A subsystem for easy access to team information for team-based actors (e.g., pawns or player states) */ +UCLASS() +class ULyraTeamStatics : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + + // Returns the team this object belongs to, or INDEX_NONE if it is not part of a team + UFUNCTION(BlueprintCallable, Category=Teams, meta=(Keywords="GetTeamFromObject", DefaultToSelf="Agent", AdvancedDisplay="bLogIfNotSet")) + static void FindTeamFromObject(const UObject* Agent, bool& bIsPartOfTeam, int32& TeamId, ULyraTeamDisplayAsset*& DisplayAsset, bool bLogIfNotSet = false); + + UFUNCTION(BlueprintCallable, Category=Teams, meta=(WorldContext="WorldContextObject")) + static ULyraTeamDisplayAsset* GetTeamDisplayAsset(const UObject* WorldContextObject, int32 TeamId); + + UFUNCTION(BlueprintCallable, Category = Teams) + static float GetTeamScalarWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, float DefaultValue); + + UFUNCTION(BlueprintCallable, Category = Teams) + static FLinearColor GetTeamColorWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, FLinearColor DefaultValue); + + UFUNCTION(BlueprintCallable, Category = Teams) + static UTexture* GetTeamTextureWithFallback(ULyraTeamDisplayAsset* DisplayAsset, FName ParameterName, UTexture* DefaultValue); +}; diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.cpp b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..942be2955e33b6e3da40fc1f1df7a03792397395 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.cpp @@ -0,0 +1,405 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Teams/LyraTeamSubsystem.h" + +#include "AbilitySystemGlobals.h" +#include "GameFramework/Controller.h" +#include "GameFramework/Pawn.h" +#include "LyraLogChannels.h" +#include "LyraTeamAgentInterface.h" +#include "LyraTeamCheats.h" +#include "LyraTeamPrivateInfo.h" +#include "LyraTeamPublicInfo.h" +#include "Player/LyraPlayerState.h" +#include "Teams/LyraTeamInfoBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamSubsystem) + +class FSubsystemCollectionBase; + +////////////////////////////////////////////////////////////////////// +// FLyraTeamTrackingInfo + +void FLyraTeamTrackingInfo::SetTeamInfo(ALyraTeamInfoBase* Info) +{ + if (ALyraTeamPublicInfo* NewPublicInfo = Cast(Info)) + { + ensure((PublicInfo == nullptr) || (PublicInfo == NewPublicInfo)); + PublicInfo = NewPublicInfo; + + ULyraTeamDisplayAsset* OldDisplayAsset = DisplayAsset; + DisplayAsset = NewPublicInfo->GetTeamDisplayAsset(); + + if (OldDisplayAsset != DisplayAsset) + { + OnTeamDisplayAssetChanged.Broadcast(DisplayAsset); + } + } + else if (ALyraTeamPrivateInfo* NewPrivateInfo = Cast(Info)) + { + ensure((PrivateInfo == nullptr) || (PrivateInfo == NewPrivateInfo)); + PrivateInfo = NewPrivateInfo; + } + else + { + checkf(false, TEXT("Expected a public or private team info but got %s"), *GetPathNameSafe(Info)) + } +} + +void FLyraTeamTrackingInfo::RemoveTeamInfo(ALyraTeamInfoBase* Info) +{ + if (PublicInfo == Info) + { + PublicInfo = nullptr; + } + else if (PrivateInfo == Info) + { + PrivateInfo = nullptr; + } + else + { + ensureMsgf(false, TEXT("Expected a previously registered team info but got %s"), *GetPathNameSafe(Info)); + } +} + +////////////////////////////////////////////////////////////////////// +// ULyraTeamSubsystem + +ULyraTeamSubsystem::ULyraTeamSubsystem() +{ +} + +void ULyraTeamSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + Super::Initialize(Collection); + + auto AddTeamCheats = [](UCheatManager* CheatManager) + { + CheatManager->AddCheatManagerExtension(NewObject(CheatManager)); + }; + + CheatManagerRegistrationHandle = UCheatManager::RegisterForOnCheatManagerCreated(FOnCheatManagerCreated::FDelegate::CreateLambda(AddTeamCheats)); +} + +void ULyraTeamSubsystem::Deinitialize() +{ + UCheatManager::UnregisterFromOnCheatManagerCreated(CheatManagerRegistrationHandle); + + Super::Deinitialize(); +} + +bool ULyraTeamSubsystem::RegisterTeamInfo(ALyraTeamInfoBase* TeamInfo) +{ + if (!ensure(TeamInfo)) + { + return false; + } + + const int32 TeamId = TeamInfo->GetTeamId(); + if (ensure(TeamId != INDEX_NONE)) + { + FLyraTeamTrackingInfo& Entry = TeamMap.FindOrAdd(TeamId); + Entry.SetTeamInfo(TeamInfo); + + return true; + } + + return false; +} + +bool ULyraTeamSubsystem::UnregisterTeamInfo(ALyraTeamInfoBase* TeamInfo) +{ + if (!ensure(TeamInfo)) + { + return false; + } + + const int32 TeamId = TeamInfo->GetTeamId(); + if (ensure(TeamId != INDEX_NONE)) + { + FLyraTeamTrackingInfo* Entry = TeamMap.Find(TeamId); + + // If it couldn't find the entry, this is probably a leftover actor from a previous world, ignore it + if (Entry) + { + Entry->RemoveTeamInfo(TeamInfo); + + return true; + } + } + + return false; +} + +bool ULyraTeamSubsystem::ChangeTeamForActor(AActor* ActorToChange, int32 NewTeamIndex) +{ + const FGenericTeamId NewTeamID = IntegerToGenericTeamId(NewTeamIndex); + if (ALyraPlayerState* LyraPS = const_cast(FindPlayerStateFromActor(ActorToChange))) + { + LyraPS->SetGenericTeamId(NewTeamID); + return true; + } + else if (ILyraTeamAgentInterface* TeamActor = Cast(ActorToChange)) + { + TeamActor->SetGenericTeamId(NewTeamID); + return true; + } + else + { + return false; + } +} + +int32 ULyraTeamSubsystem::FindTeamFromObject(const UObject* TestObject) const +{ + // See if it's directly a team agent + if (const ILyraTeamAgentInterface* ObjectWithTeamInterface = Cast(TestObject)) + { + return GenericTeamIdToInteger(ObjectWithTeamInterface->GetGenericTeamId()); + } + + if (const AActor* TestActor = Cast(TestObject)) + { + // See if the instigator is a team actor + if (const ILyraTeamAgentInterface* InstigatorWithTeamInterface = Cast(TestActor->GetInstigator())) + { + return GenericTeamIdToInteger(InstigatorWithTeamInterface->GetGenericTeamId()); + } + + // TeamInfo actors don't actually have the team interface, so they need a special case + if (const ALyraTeamInfoBase* TeamInfo = Cast(TestActor)) + { + return TeamInfo->GetTeamId(); + } + + // Fall back to finding the associated player state + if (const ALyraPlayerState* LyraPS = FindPlayerStateFromActor(TestActor)) + { + return LyraPS->GetTeamId(); + } + } + + return INDEX_NONE; +} + +const ALyraPlayerState* ULyraTeamSubsystem::FindPlayerStateFromActor(const AActor* PossibleTeamActor) const +{ + if (PossibleTeamActor != nullptr) + { + if (const APawn* Pawn = Cast(PossibleTeamActor)) + { + //@TODO: Consider an interface instead or have team actors register with the subsystem and have it maintain a map? (or LWC style) + if (ALyraPlayerState* LyraPS = Pawn->GetPlayerState()) + { + return LyraPS; + } + } + else if (const AController* PC = Cast(PossibleTeamActor)) + { + if (ALyraPlayerState* LyraPS = Cast(PC->PlayerState)) + { + return LyraPS; + } + } + else if (const ALyraPlayerState* LyraPS = Cast(PossibleTeamActor)) + { + return LyraPS; + } + + // Try the instigator +// if (AActor* Instigator = PossibleTeamActor->GetInstigator()) +// { +// if (ensure(Instigator != PossibleTeamActor)) +// { +// return FindPlayerStateFromActor(Instigator); +// } +// } + } + + return nullptr; +} + +ELyraTeamComparison ULyraTeamSubsystem::CompareTeams(const UObject* A, const UObject* B, int32& TeamIdA, int32& TeamIdB) const +{ + TeamIdA = FindTeamFromObject(Cast(A)); + TeamIdB = FindTeamFromObject(Cast(B)); + + if ((TeamIdA == INDEX_NONE) || (TeamIdB == INDEX_NONE)) + { + return ELyraTeamComparison::InvalidArgument; + } + else + { + return (TeamIdA == TeamIdB) ? ELyraTeamComparison::OnSameTeam : ELyraTeamComparison::DifferentTeams; + } +} + +ELyraTeamComparison ULyraTeamSubsystem::CompareTeams(const UObject* A, const UObject* B) const +{ + int32 TeamIdA; + int32 TeamIdB; + return CompareTeams(A, B, /*out*/ TeamIdA, /*out*/ TeamIdB); +} + +void ULyraTeamSubsystem::FindTeamFromActor(const UObject* TestObject, bool& bIsPartOfTeam, int32& TeamId) const +{ + TeamId = FindTeamFromObject(TestObject); + bIsPartOfTeam = TeamId != INDEX_NONE; +} + +void ULyraTeamSubsystem::AddTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount) +{ + auto FailureHandler = [&](const FString& ErrorMessage) + { + UE_LOG(LogLyraTeams, Error, TEXT("AddTeamTagStack(TeamId: %d, Tag: %s, StackCount: %d) %s"), TeamId, *Tag.ToString(), StackCount, *ErrorMessage); + }; + + if (FLyraTeamTrackingInfo* Entry = TeamMap.Find(TeamId)) + { + if (Entry->PublicInfo) + { + if (Entry->PublicInfo->HasAuthority()) + { + Entry->PublicInfo->TeamTags.AddStack(Tag, StackCount); + } + else + { + FailureHandler(TEXT("failed because it was called on a client")); + } + } + else + { + FailureHandler(TEXT("failed because there is no team info spawned yet (called too early, before the experience was ready)")); + } + } + else + { + FailureHandler(TEXT("failed because it was passed an unknown team id")); + } +} + +void ULyraTeamSubsystem::RemoveTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount) +{ + auto FailureHandler = [&](const FString& ErrorMessage) + { + UE_LOG(LogLyraTeams, Error, TEXT("RemoveTeamTagStack(TeamId: %d, Tag: %s, StackCount: %d) %s"), TeamId, *Tag.ToString(), StackCount, *ErrorMessage); + }; + + if (FLyraTeamTrackingInfo* Entry = TeamMap.Find(TeamId)) + { + if (Entry->PublicInfo) + { + if (Entry->PublicInfo->HasAuthority()) + { + Entry->PublicInfo->TeamTags.RemoveStack(Tag, StackCount); + } + else + { + FailureHandler(TEXT("failed because it was called on a client")); + } + } + else + { + FailureHandler(TEXT("failed because there is no team info spawned yet (called too early, before the experience was ready)")); + } + } + else + { + FailureHandler(TEXT("failed because it was passed an unknown team id")); + } +} + +int32 ULyraTeamSubsystem::GetTeamTagStackCount(int32 TeamId, FGameplayTag Tag) const +{ + if (const FLyraTeamTrackingInfo* Entry = TeamMap.Find(TeamId)) + { + const int32 PublicStackCount = (Entry->PublicInfo != nullptr) ? Entry->PublicInfo->TeamTags.GetStackCount(Tag) : 0; + const int32 PrivateStackCount = (Entry->PrivateInfo != nullptr) ? Entry->PrivateInfo->TeamTags.GetStackCount(Tag) : 0; + return PublicStackCount + PrivateStackCount; + } + else + { + UE_LOG(LogLyraTeams, Verbose, TEXT("GetTeamTagStackCount(TeamId: %d, Tag: %s) failed because it was passed an unknown team id"), TeamId, *Tag.ToString()); + return 0; + } +} + +bool ULyraTeamSubsystem::TeamHasTag(int32 TeamId, FGameplayTag Tag) const +{ + return GetTeamTagStackCount(TeamId, Tag) > 0; +} + +bool ULyraTeamSubsystem::DoesTeamExist(int32 TeamId) const +{ + return TeamMap.Contains(TeamId); +} + +TArray ULyraTeamSubsystem::GetTeamIDs() const +{ + TArray Result; + TeamMap.GenerateKeyArray(Result); + Result.Sort(); + return Result; +} + +bool ULyraTeamSubsystem::CanCauseDamage(const UObject* Instigator, const UObject* Target, bool bAllowDamageToSelf) const +{ + if (bAllowDamageToSelf) + { + if ((Instigator == Target) || (FindPlayerStateFromActor(Cast(Instigator)) == FindPlayerStateFromActor(Cast(Target)))) + { + return true; + } + } + + int32 InstigatorTeamId; + int32 TargetTeamId; + const ELyraTeamComparison Relationship = CompareTeams(Instigator, Target, /*out*/ InstigatorTeamId, /*out*/ TargetTeamId); + if (Relationship == ELyraTeamComparison::DifferentTeams) + { + return true; + } + else if ((Relationship == ELyraTeamComparison::InvalidArgument) && (InstigatorTeamId != INDEX_NONE)) + { + // Allow damaging non-team actors for now, as long as they have an ability system component + //@TODO: This is temporary until the target practice dummy has a team assignment + return UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Cast(Target)) != nullptr; + } + + return false; +} + +ULyraTeamDisplayAsset* ULyraTeamSubsystem::GetTeamDisplayAsset(int32 TeamId, int32 ViewerTeamId) +{ + // Currently ignoring ViewerTeamId + + if (FLyraTeamTrackingInfo* Entry = TeamMap.Find(TeamId)) + { + return Entry->DisplayAsset; + } + + return nullptr; +} + +ULyraTeamDisplayAsset* ULyraTeamSubsystem::GetEffectiveTeamDisplayAsset(int32 TeamId, UObject* ViewerTeamAgent) +{ + return GetTeamDisplayAsset(TeamId, FindTeamFromObject(ViewerTeamAgent)); +} + +void ULyraTeamSubsystem::NotifyTeamDisplayAssetModified(ULyraTeamDisplayAsset* /*ModifiedAsset*/) +{ + // Broadcasting to all observers when a display asset is edited right now, instead of only the edited one + for (const auto& KVP : TeamMap) + { + const int32 TeamId = KVP.Key; + const FLyraTeamTrackingInfo& TrackingInfo = KVP.Value; + + TrackingInfo.OnTeamDisplayAssetChanged.Broadcast(TrackingInfo.DisplayAsset); + } +} + +FOnLyraTeamDisplayAssetChangedDelegate& ULyraTeamSubsystem::GetTeamDisplayAssetChangedDelegate(int32 TeamId) +{ + return TeamMap.FindOrAdd(TeamId).OnTeamDisplayAssetChanged; +} + diff --git a/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.h b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..95d933a37a4d1765075f9dd9d0495fecc0cc54ee --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Teams/LyraTeamSubsystem.h @@ -0,0 +1,151 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/WorldSubsystem.h" + +#include "LyraTeamSubsystem.generated.h" + +#define UE_API LYRAGAME_API + +class AActor; +class ALyraPlayerState; +class ALyraTeamInfoBase; +class ALyraTeamPrivateInfo; +class ALyraTeamPublicInfo; +class FSubsystemCollectionBase; +class ULyraTeamDisplayAsset; +struct FFrame; +struct FGameplayTag; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLyraTeamDisplayAssetChangedDelegate, const ULyraTeamDisplayAsset*, DisplayAsset); + +USTRUCT() +struct FLyraTeamTrackingInfo +{ + GENERATED_BODY() + +public: + UPROPERTY() + TObjectPtr PublicInfo = nullptr; + + UPROPERTY() + TObjectPtr PrivateInfo = nullptr; + + UPROPERTY() + TObjectPtr DisplayAsset = nullptr; + + UPROPERTY() + FOnLyraTeamDisplayAssetChangedDelegate OnTeamDisplayAssetChanged; + +public: + void SetTeamInfo(ALyraTeamInfoBase* Info); + void RemoveTeamInfo(ALyraTeamInfoBase* Info); +}; + +// Result of comparing the team affiliation for two actors +UENUM(BlueprintType) +enum class ELyraTeamComparison : uint8 +{ + // Both actors are members of the same team + OnSameTeam, + + // The actors are members of opposing teams + DifferentTeams, + + // One (or both) of the actors was invalid or not part of any team + InvalidArgument +}; + +/** A subsystem for easy access to team information for team-based actors (e.g., pawns or player states) */ +UCLASS(MinimalAPI) +class ULyraTeamSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + UE_API ULyraTeamSubsystem(); + + //~USubsystem interface + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + //~End of USubsystem interface + + // Tries to registers a new team + UE_API bool RegisterTeamInfo(ALyraTeamInfoBase* TeamInfo); + + // Tries to unregister a team, will return false if it didn't work + UE_API bool UnregisterTeamInfo(ALyraTeamInfoBase* TeamInfo); + + // Changes the team associated with this actor if possible + // Note: This function can only be called on the authority + UE_API bool ChangeTeamForActor(AActor* ActorToChange, int32 NewTeamId); + + // Returns the team this object belongs to, or INDEX_NONE if it is not part of a team + UE_API int32 FindTeamFromObject(const UObject* TestObject) const; + + // Returns the associated player state for this actor, or INDEX_NONE if it is not associated with a player + UE_API const ALyraPlayerState* FindPlayerStateFromActor(const AActor* PossibleTeamActor) const; + + // Returns the team this object belongs to, or INDEX_NONE if it is not part of a team + UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams, meta=(Keywords="Get")) + UE_API void FindTeamFromActor(const UObject* TestActor, bool& bIsPartOfTeam, int32& TeamId) const; + + // Compare the teams of two actors and returns a value indicating if they are on same teams, different teams, or one/both are invalid + UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams, meta=(ExpandEnumAsExecs=ReturnValue)) + UE_API ELyraTeamComparison CompareTeams(const UObject* A, const UObject* B, int32& TeamIdA, int32& TeamIdB) const; + + // Compare the teams of two actors and returns a value indicating if they are on same teams, different teams, or one/both are invalid + UE_API ELyraTeamComparison CompareTeams(const UObject* A, const UObject* B) const; + + // Returns true if the instigator can damage the target, taking into account the friendly fire settings + UE_API bool CanCauseDamage(const UObject* Instigator, const UObject* Target, bool bAllowDamageToSelf = true) const; + + // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) + UE_API void AddTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount); + + // Removes a specified number of stacks from the tag (does nothing if StackCount is below 1) + UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) + UE_API void RemoveTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount); + + // Returns the stack count of the specified tag (or 0 if the tag is not present) + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API int32 GetTeamTagStackCount(int32 TeamId, FGameplayTag Tag) const; + + // Returns true if there is at least one stack of the specified tag + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API bool TeamHasTag(int32 TeamId, FGameplayTag Tag) const; + + // Returns true if the specified team exists + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API bool DoesTeamExist(int32 TeamId) const; + + // Gets the team display asset for the specified team, from the perspective of the specified team + // (You have to specify a viewer too, in case the game mode is in a 'local player is always blue team' sort of situation) + UFUNCTION(BlueprintCallable, Category=Teams) + UE_API ULyraTeamDisplayAsset* GetTeamDisplayAsset(int32 TeamId, int32 ViewerTeamId); + + // Gets the team display asset for the specified team, from the perspective of the specified team + // (You have to specify a viewer too, in case the game mode is in a 'local player is always blue team' sort of situation) + UFUNCTION(BlueprintCallable, Category = Teams) + UE_API ULyraTeamDisplayAsset* GetEffectiveTeamDisplayAsset(int32 TeamId, UObject* ViewerTeamAgent); + + // Gets the list of teams + UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams) + UE_API TArray GetTeamIDs() const; + + // Called when a team display asset has been edited, causes all team color observers to update + UE_API void NotifyTeamDisplayAssetModified(ULyraTeamDisplayAsset* ModifiedAsset); + + // Register for a team display asset notification for the specified team ID + UE_API FOnLyraTeamDisplayAssetChangedDelegate& GetTeamDisplayAssetChangedDelegate(int32 TeamId); + +private: + UPROPERTY() + TMap TeamMap; + + FDelegateHandle CheatManagerRegistrationHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.cpp b/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f1c41394636754c1f996aa925467a9059d5c9ad7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.cpp @@ -0,0 +1,231 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayRpcRegistrationComponent.h" +#include "Player/LyraPlayerController.h" +#include "Character/LyraPawn.h" +#include "Player/LyraPlayerState.h" +#include "Engine/Engine.h" +#include "Engine/GameViewportClient.h" +#include "Engine/GameInstance.h" +#include "Misc/CommandLine.h" +#include "EngineMinimal.h" + +#include "Character/LyraHealthComponent.h" +#include "Inventory/LyraInventoryItemDefinition.h" +#include "Inventory/LyraInventoryItemInstance.h" +#include "Inventory/LyraInventoryManagerComponent.h" +#include "Character/LyraPawnExtensionComponent.h" + +ULyraGameplayRpcRegistrationComponent* ULyraGameplayRpcRegistrationComponent::ObjectInstance = nullptr; +ULyraGameplayRpcRegistrationComponent* ULyraGameplayRpcRegistrationComponent::GetInstance() +{ +#if WITH_RPC_REGISTRY + if (ObjectInstance == nullptr) + { + ObjectInstance = NewObject(); + FParse::Value(FCommandLine::Get(), TEXT("externalrpclistenaddress="), ObjectInstance->ListenerAddress); + FParse::Value(FCommandLine::Get(), TEXT("rpcsenderid="), ObjectInstance->SenderID); + if (!UExternalRpcRegistry::GetInstance()) + { + GLog->Log(TEXT("BotRPC"), ELogVerbosity::Warning, FString::Printf(TEXT("Unable to create RPC Registry Instance. This might lead to issues using the RPC Registry."))); + } + ObjectInstance->AddToRoot(); + } +#endif + return ObjectInstance; +} + +UWorld* FindGameWorld() +{ + //Find Game World + if (GEngine->GameViewport) + { + UGameInstance* GameInstance = GEngine->GameViewport->GetGameInstance(); + return GameInstance ? GameInstance->GetWorld() : nullptr; + } + return GWorld; +} + +ALyraPlayerController* GetPlayerController() +{ + UWorld* LocalWorld = FindGameWorld(); + if (!LocalWorld) + { + return nullptr; + } + //Find PlayerController + ALyraPlayerController* PlayerController = Cast(LocalWorld->GetFirstPlayerController()); + if (!PlayerController) + { + return nullptr; + } + else + { + return PlayerController; + } +} + +#if WITH_RPC_REGISTRY + +TSharedPtr ULyraGameplayRpcRegistrationComponent::GetJsonObjectFromRequestBody(TArray InRequestBody) +{ + FUTF8ToTCHAR WByteBuffer(reinterpret_cast(InRequestBody.GetData()), InRequestBody.Num()); + const FString IncomingRequestBody = FString::ConstructFromPtrSize(WByteBuffer.Get(), WByteBuffer.Length()); + TSharedPtr BodyObject = MakeShareable(new FJsonObject()); + TSharedRef> JsonReader = TJsonReaderFactory<>::Create(IncomingRequestBody); + + if (FJsonSerializer::Deserialize(JsonReader, BodyObject) && BodyObject.IsValid()) + { + return BodyObject; + } + + return nullptr; +} + + +void ULyraGameplayRpcRegistrationComponent::RegisterAlwaysOnHttpCallbacks() +{ + Super::RegisterAlwaysOnHttpCallbacks(); + const FExternalRpcArgumentDesc CommandDesc(TEXT("command"), TEXT("string"), TEXT("The command to tell the executable to run.")); + + RegisterHttpCallback(FName(TEXT("CheatCommand")), + FHttpPath("/core/cheatcommand"), + EHttpServerRequestVerbs::VERB_POST, + FHttpRequestHandler::CreateUObject(this, &ThisClass::HttpExecuteCheatCommand), + true, + TEXT("Cheats"), + TEXT("raw"), + { CommandDesc }); +} + +void ULyraGameplayRpcRegistrationComponent::RegisterInMatchHttpCallbacks() +{ + RegisterHttpCallback(FName(TEXT("GetPlayerStatus")), + FHttpPath("/player/status"), + EHttpServerRequestVerbs::VERB_GET, + FHttpRequestHandler::CreateUObject(this, &ThisClass::HttpGetPlayerVitalsCommand), + true); + + RegisterHttpCallback(FName(TEXT("PlayerFireOnce")), + FHttpPath("/player/status"), + EHttpServerRequestVerbs::VERB_POST, + FHttpRequestHandler::CreateUObject(this, &ThisClass::HttpFireOnceCommand), + true); + +} + +void ULyraGameplayRpcRegistrationComponent::RegisterFrontendHttpCallbacks() +{ + // TODO: Add Matchmaking RPCs here +} + + +void ULyraGameplayRpcRegistrationComponent::DeregisterHttpCallbacks() +{ + Super::DeregisterHttpCallbacks(); +} + +bool ULyraGameplayRpcRegistrationComponent::HttpExecuteCheatCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete) +{ + TSharedPtr BodyObject = GetJsonObjectFromRequestBody(Request.Body); + + if (!BodyObject.IsValid()) + { + TUniquePtrResponse = CreateSimpleResponse(false, TEXT("Invalid body object")); + OnComplete(MoveTemp(Response)); + return true; + } + if (BodyObject->GetStringField(TEXT("command")).IsEmpty()) + { + TUniquePtrResponse = CreateSimpleResponse(false, TEXT("command not found in json body")); + OnComplete(MoveTemp(Response)); + return true; + } + ALyraPlayerController* LPC = GetPlayerController(); + if (!LPC) + { + TUniquePtrResponse = CreateSimpleResponse(false, TEXT("player controller not found")); + OnComplete(MoveTemp(Response)); + return true; + } + FString CheatCommand = FString::Printf(TEXT("%s"), *BodyObject->GetStringField(TEXT("command"))); + LPC->ConsoleCommand(*CheatCommand, true); + + TUniquePtrResponse = CreateSimpleResponse(true); + OnComplete(MoveTemp(Response)); + return true; +} + +bool ULyraGameplayRpcRegistrationComponent::HttpFireOnceCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete) +{ + ALyraPlayerController* LPC = GetPlayerController(); + if (!LPC) + { + TUniquePtr Response = CreateSimpleResponse(false, TEXT("No player controller found")); + OnComplete(MoveTemp(Response)); + return true; + } + APawn* FortPlayerPawn = LPC->GetPawn(); + if (!FortPlayerPawn) + { + TUniquePtr Response = CreateSimpleResponse(false, TEXT("Player pawn not found")); + OnComplete(MoveTemp(Response)); + return true; + } + + // TODO: Fire Once here + TUniquePtr Response = CreateSimpleResponse(true); + OnComplete(MoveTemp(Response)); + return true; +} + +bool ULyraGameplayRpcRegistrationComponent::HttpGetPlayerVitalsCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete) +{ + ALyraPlayerController* LPC = GetPlayerController(); + if (!LPC) + { + TUniquePtr Response = CreateSimpleResponse(false, TEXT("No player controller found")); + OnComplete(MoveTemp(Response)); + return true; + } + APawn* PlayerPawn = LPC->GetPawn(); + if (!PlayerPawn) + { + TUniquePtr Response = CreateSimpleResponse(false, TEXT("Player pawn not found")); + OnComplete(MoveTemp(Response)); + return true; + } + + ALyraPlayerState* LyraPlayerState = LPC->GetLyraPlayerState(); + if (!LyraPlayerState) + { + TUniquePtr Response = CreateSimpleResponse(false, TEXT("Player state not found")); + OnComplete(MoveTemp(Response)); + return true; + } + + FString ResponseStr; + TSharedRef> JsonWriter = TJsonWriterFactory<>::Create(&ResponseStr); + TSharedPtr BodyObject = MakeShareable(new FJsonObject()); + JsonWriter->WriteObjectStart(); + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(PlayerPawn)) + { + JsonWriter->WriteValue(TEXT("health"), FString::SanitizeFloat(HealthComponent->GetHealth())); + } + if (ULyraInventoryManagerComponent* InventoryComponent = LPC->GetComponentByClass()) + { + JsonWriter->WriteArrayStart(TEXT("inventory")); + for (ULyraInventoryItemInstance* ItemInstance : InventoryComponent->GetAllItems()) + { + // TODO: Dump any relevant player info here. + } + JsonWriter->WriteArrayEnd(); + } + JsonWriter->WriteObjectEnd(); + JsonWriter->Close(); + TUniquePtrResponse = FHttpServerResponse::Create(ResponseStr, TEXT("application/json")); + OnComplete(MoveTemp(Response)); + return true; +} + +#endif \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.h b/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..5ab7bee7236daaa6e172a6c8fcd33b6345b3f312 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Tests/LyraGameplayRpcRegistrationComponent.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ExternalRpcRegistrationComponent.h" +#include "Serialization/JsonSerializer.h" + +#include "Dom/JsonObject.h" +#include "LyraGameplayRpcRegistrationComponent.generated.h" + +#define UE_API LYRAGAME_API + + +UCLASS(MinimalAPI) +class ULyraGameplayRpcRegistrationComponent : public UExternalRpcRegistrationComponent +{ + GENERATED_BODY() +protected: + static UE_API ULyraGameplayRpcRegistrationComponent* ObjectInstance; + +public: + static UE_API ULyraGameplayRpcRegistrationComponent* GetInstance(); + + +#if WITH_RPC_REGISTRY + /** + * Basic function that converts any request into a proper Json body. + */ + UE_API TSharedPtr GetJsonObjectFromRequestBody(TArray InRequestBody); + + UE_API virtual void DeregisterHttpCallbacks() override; + + +// These are RPCs that should always be enabled, no matter what state the game is in. They + + UE_API virtual void RegisterAlwaysOnHttpCallbacks() override; + /** + * This is an example RPC that shows how to interact with request bodies and gather passed in values for use in game code. + */ + UE_API bool HttpExecuteCheatCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); + + +// These are RPCs that should only be enabled while we are in the frontend. + + UE_API virtual void RegisterFrontendHttpCallbacks(); + //bool HttpSetMatchType(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); + +// These are RPCs that should only be enabled while we are in a match + + UE_API virtual void RegisterInMatchHttpCallbacks(); + /** + * This is an example RPC that shows how you can use requests to cause in-game input. + */ + UE_API bool HttpFireOnceCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); + + /** + * This is an example RPC that shows how you can put together a response for consumption. + */ + UE_API bool HttpGetPlayerVitalsCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); + +#endif + +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.cpp b/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d098d4145e535c834991b1ce4b4434c142ba881d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.cpp @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#include "Tests/LyraTestControllerBootTest.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTestControllerBootTest) + +bool ULyraTestControllerBootTest::IsBootProcessComplete() const +{ + static double StartTime = FPlatformTime::Seconds(); + const double TimeSinceStart = FPlatformTime::Seconds() - StartTime; + + if (TimeSinceStart >= TestDelay) + { + return true; +//@TODO: actually do some useful testing here +// if (const UWorld* World = GetWorld()) +// { +// if (const ULyraGameInstance* GameInstance = Cast(GetWorld()->GetGameInstance())) +// { +// if (GameInstance->GetCurrentState() == ShooterGameInstanceState::WelcomeScreen || +// GameInstance->GetCurrentState() == ShooterGameInstanceState::MainMenu) +// { +// return true; +// } +// } +// } + } + + return false; +} diff --git a/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.h b/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.h new file mode 100644 index 0000000000000000000000000000000000000000..11fcb6c8e3376c3a30be85ea83dcc7971c716b8a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Tests/LyraTestControllerBootTest.h @@ -0,0 +1,26 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#pragma once + +#include "GauntletTestControllerBootTest.h" + +#include "LyraTestControllerBootTest.generated.h" + +class UObject; + +UCLASS() +class ULyraTestControllerBootTest : public UGauntletTestControllerBootTest +{ + GENERATED_BODY() + +protected: + + // This test needs a delay as the test can be over before focus is returned to Gauntlet after launching the game. + // This can cause the test to be over before Gauntlet can even know that it is running and will cause the test to fail. + //@TODO: Comment and delay copied from ShooterGame. Still needed? + const double TestDelay = 20.0f; + + //~UGauntletTestControllerBootTest interface + virtual bool IsBootProcessComplete() const override; + //~End of UGauntletTestControllerBootTest interface +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.cpp b/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.cpp new file mode 100644 index 0000000000000000000000000000000000000000..450b1c9c1954ba7d65914823cc68efbbb0cd6f48 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.cpp @@ -0,0 +1,262 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "MaterialProgressBar.h" + +#include "Animation/WidgetAnimation.h" +#include "Components/Image.h" +#include "Materials/MaterialInstanceDynamic.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(MaterialProgressBar) + +void UMaterialProgressBar::SynchronizeProperties() +{ + Super::SynchronizeProperties(); + + if (Image_Bar) + { + Image_Bar->SetBrushFromMaterial(bUseStroke ? StrokeMaterial : NoStrokeMaterial); + CachedMID = nullptr; + CachedProgress = -1.0f; + CachedStartProgress = -1.0f; + +#if WITH_EDITORONLY_DATA + if (IsDesignTime()) + { + SetProgress_Internal(DesignTime_Progress); + } +#endif + + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + if (bOverrideDefaultSegmentEdge) + { + MID->SetScalarParameterValue(TEXT("SegmentEdge"), SegmentEdge); + } + + if (bOverrideDefaultSegments) + { + MID->SetScalarParameterValue(TEXT("Segments"), (float)Segments); + } + + if (bOverrideDefaultFillEdgeSoftness) + { + MID->SetScalarParameterValue(TEXT("FillEdgeSoftness"), FillEdgeSoftness); + } + + if (bOverrideDefaultGlowEdge) + { + MID->SetScalarParameterValue(TEXT("GlowEdge"), GlowEdge); + } + + if (bOverrideDefaultGlowSoftness) + { + MID->SetScalarParameterValue(TEXT("GlowSoftness"), GlowSoftness); + } + + if (bOverrideDefaultOutlineScale) + { + MID->SetScalarParameterValue(TEXT("OutlineScale"), OutlineScale); + } + } + + if (bOverrideDefaultColorA) + { + SetColorA_Internal(CachedColorA); + } + + if (bOverrideDefaultColorB) + { + SetColorB_Internal(CachedColorB); + } + + if (bOverrideDefaultColorBackground) + { + SetColorBackground_Internal(CachedColorBackground); + } + } +} + +#if WITH_EDITOR +void UMaterialProgressBar::OnWidgetRebuilt() +{ + Super::OnWidgetRebuilt(); + + if (IsDesignTime() && Image_Bar) + { + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + if (!bOverrideDefaultColorA) + { + MID->GetVectorParameterValue(TEXT("ColorA"), CachedColorA); + } + + if (!bOverrideDefaultColorB) + { + MID->GetVectorParameterValue(TEXT("ColorB"), CachedColorB); + } + + if (!bOverrideDefaultColorBackground) + { + MID->GetVectorParameterValue(TEXT("Unfilled Color"), CachedColorBackground); + } + + if (!bOverrideDefaultSegmentEdge) + { + MID->GetScalarParameterValue(TEXT("SegmentEdge"), SegmentEdge); + } + + if (!bOverrideDefaultSegments) + { + float SegmentsFloat; + MID->GetScalarParameterValue(TEXT("Segments"), SegmentsFloat); + Segments = FMath::TruncToInt(SegmentsFloat); + } + + if (!bOverrideDefaultFillEdgeSoftness) + { + MID->GetScalarParameterValue(TEXT("FillEdgeSoftness"), FillEdgeSoftness); + } + + if (!bOverrideDefaultGlowEdge) + { + MID->GetScalarParameterValue(TEXT("GlowEdge"), GlowEdge); + } + + if (!bOverrideDefaultGlowSoftness) + { + MID->GetScalarParameterValue(TEXT("GlowSoftness"), GlowSoftness); + } + + if (!bOverrideDefaultOutlineScale) + { + MID->GetScalarParameterValue(TEXT("OutlineScale"), OutlineScale); + } + } + } +} +#endif + +void UMaterialProgressBar::OnAnimationFinished_Implementation(const UWidgetAnimation* Animation) +{ + Super::OnAnimationFinished_Implementation(Animation); + + if (BoundAnim_FillBar == Animation) + { + OnFillAnimationFinished.Broadcast(); + } +} + +void UMaterialProgressBar::SetProgress(float Progress) +{ + if (CachedProgress != Progress) + { + SetProgress_Internal(Progress); + } +} + +void UMaterialProgressBar::SetStartProgress(float StartProgress) +{ + if (CachedStartProgress != StartProgress) + { + SetStartProgress_Internal(StartProgress); + } +} + +void UMaterialProgressBar::SetColorA(FLinearColor ColorA) +{ + if (CachedColorA != ColorA) + { + SetColorA_Internal(ColorA); + } +} + +void UMaterialProgressBar::SetColorB(FLinearColor ColorB) +{ + if (CachedColorB != ColorB) + { + SetColorB_Internal(ColorB); + } +} + +void UMaterialProgressBar::SetColorBackground(FLinearColor ColorBackground) +{ + if (CachedColorBackground != ColorBackground) + { + SetColorBackground_Internal(ColorBackground); + } +} + +void UMaterialProgressBar::AnimateProgressFromStart(float Start, float End, float AnimSpeed) +{ + SetStartProgress(Start); + SetProgress(End); + PlayAnimation(BoundAnim_FillBar, 0.0f, 1, EUMGSequencePlayMode::Forward, AnimSpeed); +} + +void UMaterialProgressBar::AnimateProgressFromCurrent(float End, float AnimSpeed) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + const float CurrentStart = MID->K2_GetScalarParameterValue(TEXT("StartProgress")); + const float CurrentEnd = MID->K2_GetScalarParameterValue(TEXT("Progress")); + const float CurrentFill = MID->K2_GetScalarParameterValue(TEXT("FillAmount")); + const float NewStart = FMath::Lerp(CurrentStart, CurrentEnd, CurrentFill); + AnimateProgressFromStart(NewStart, End, AnimSpeed); + } +} + +void UMaterialProgressBar::SetProgress_Internal(float Progress) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + CachedProgress = Progress; + MID->SetScalarParameterValue(TEXT("Progress"), CachedProgress); + } +} + +void UMaterialProgressBar::SetStartProgress_Internal(float StartProgress) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + CachedStartProgress = StartProgress; + MID->SetScalarParameterValue(TEXT("StartProgress"), CachedStartProgress); + } +} + +void UMaterialProgressBar::SetColorA_Internal(FLinearColor ColorA) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + CachedColorA = ColorA; + MID->SetVectorParameterValue(TEXT("ColorA"), CachedColorA); + } +} + +void UMaterialProgressBar::SetColorB_Internal(FLinearColor ColorB) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + CachedColorB = ColorB; + MID->SetVectorParameterValue(TEXT("ColorB"), CachedColorB); + } +} + +void UMaterialProgressBar::SetColorBackground_Internal(FLinearColor ColorBackground) +{ + if (UMaterialInstanceDynamic* MID = GetBarDynamicMaterial()) + { + CachedColorBackground = ColorBackground; + MID->SetVectorParameterValue(TEXT("Unfilled Color"), CachedColorBackground); + } +} + +UMaterialInstanceDynamic* UMaterialProgressBar::GetBarDynamicMaterial() const +{ + if (!CachedMID) + { + CachedMID = Image_Bar->GetDynamicMaterial(); + } + + return CachedMID; +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.h b/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.h new file mode 100644 index 0000000000000000000000000000000000000000..4a6b7cd396f041cd42193b79732784cde7737957 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Basic/MaterialProgressBar.h @@ -0,0 +1,146 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" + +#include "MaterialProgressBar.generated.h" + +class UImage; +class UMaterialInstanceDynamic; +class UMaterialInterface; +class UWidgetAnimation; + +UCLASS(Abstract, meta = (DisableNativeTick)) +class UMaterialProgressBar : public UCommonUserWidget +{ + GENERATED_BODY() + +protected: + + virtual void SynchronizeProperties() override; + +#if WITH_EDITOR + virtual void OnWidgetRebuilt() override; +#endif + + virtual void OnAnimationFinished_Implementation(const UWidgetAnimation* Animation) override; + +public: + + UFUNCTION(BlueprintCallable) + void SetProgress(float Progress); + + UFUNCTION(BlueprintCallable) + void SetStartProgress(float StartProgress); + + UFUNCTION(BlueprintCallable) + void SetColorA(FLinearColor ColorA); + + UFUNCTION(BlueprintCallable) + void SetColorB(FLinearColor ColorB); + + UFUNCTION(BlueprintCallable) + void SetColorBackground(FLinearColor ColorBackground); + + UFUNCTION(BlueprintCallable) + void AnimateProgressFromStart(float Start, float End, float AnimSpeed = 1.0f); + + UFUNCTION(BlueprintCallable) + void AnimateProgressFromCurrent(float End, float AnimSpeed = 1.0f); + + DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnFillAnimationFinished); + + UPROPERTY(BlueprintAssignable) + FOnFillAnimationFinished OnFillAnimationFinished; + +private: + + void SetProgress_Internal(float Progress); + void SetStartProgress_Internal(float StartProgress); + void SetColorA_Internal(FLinearColor ColorA); + void SetColorB_Internal(FLinearColor ColorB); + void SetColorBackground_Internal(FLinearColor ColorBackground); + + UMaterialInstanceDynamic* GetBarDynamicMaterial() const; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "CachedColorA")) + bool bOverrideDefaultColorA = false; + + UPROPERTY(EditAnywhere, meta = (DisplayName = "Color A", EditCondition = "bOverrideDefaultColorA")) + FLinearColor CachedColorA; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "CachedColorB")) + bool bOverrideDefaultColorB = false; + + UPROPERTY(EditAnywhere, meta = (DisplayName = "Color B", EditCondition = "bOverrideDefaultColorB")) + FLinearColor CachedColorB; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "CachedColorBackground")) + bool bOverrideDefaultColorBackground; + + UPROPERTY(EditAnywhere, meta = (DisplayName = "Color Background", EditCondition = "bOverrideDefaultColorBackground")) + FLinearColor CachedColorBackground; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "Segments")) + bool bOverrideDefaultSegments = false; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultSegments")) + int32 Segments; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "SegmentEdge")) + bool bOverrideDefaultSegmentEdge = false; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultSegmentEdge")) + float SegmentEdge; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "FillEdgeSoftness")) + bool bOverrideDefaultFillEdgeSoftness; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultFillEdgeSoftness")) + float FillEdgeSoftness; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "GlowEdge")) + bool bOverrideDefaultGlowEdge = false; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultGlowEdge")) + float GlowEdge; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "GlowSoftness")) + bool bOverrideDefaultGlowSoftness = false; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultGlowSoftness")) + float GlowSoftness; + + UPROPERTY(EditAnywhere, meta = (InlineEditConditionToggle = "OutlineScale")) + bool bOverrideDefaultOutlineScale = false; + + UPROPERTY(EditAnywhere, meta = (EditCondition = "bOverrideDefaultOutlineScale")) + float OutlineScale; + + UPROPERTY(EditAnywhere) + bool bUseStroke = true; + + UPROPERTY(EditDefaultsOnly) + TObjectPtr StrokeMaterial; + + UPROPERTY(EditDefaultsOnly) + TObjectPtr NoStrokeMaterial; + +#if WITH_EDITORONLY_DATA + UPROPERTY(EditAnywhere, meta = (DisplayName = "Design Time Progress")) + float DesignTime_Progress = 1.0f; +#endif + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess)) + TObjectPtr Image_Bar; + + UPROPERTY(BlueprintReadOnly, Transient, meta = (BindWidgetAnim, AllowPrivateAccess)) + TObjectPtr BoundAnim_FillBar; + + UPROPERTY(Transient) + mutable TObjectPtr CachedMID; + + float CachedProgress = -1.0f; + float CachedStartProgress = -1.0f; +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c829fb42a9da6450e9943c07d7180d4da4b7217b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.cpp @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraBoundActionButton.h" + +#include "CommonInputSubsystem.h" +#include "CommonInputTypeEnum.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraBoundActionButton) + +class UCommonButtonStyle; + +void ULyraBoundActionButton::NativeConstruct() +{ + Super::NativeConstruct(); + + if (UCommonInputSubsystem* InputSubsystem = GetInputSubsystem()) + { + InputSubsystem->OnInputMethodChangedNative.AddUObject(this, &ThisClass::HandleInputMethodChanged); + HandleInputMethodChanged(InputSubsystem->GetCurrentInputType()); + } +} + +void ULyraBoundActionButton::HandleInputMethodChanged(ECommonInputType NewInputMethod) +{ + TSubclassOf NewStyle = nullptr; + + if (NewInputMethod == ECommonInputType::Gamepad) + { + NewStyle = GamepadStyle; + } + else if (NewInputMethod == ECommonInputType::Touch) + { + NewStyle = TouchStyle; + } + else + { + NewStyle = KeyboardStyle; + } + + if (NewStyle) + { + SetStyle(NewStyle); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.h new file mode 100644 index 0000000000000000000000000000000000000000..7503fb54c537bf0fb928939ab33e2db5030cdd65 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraBoundActionButton.h @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Input/CommonBoundActionButton.h" + +#include "LyraBoundActionButton.generated.h" + +#define UE_API LYRAGAME_API + +class UCommonButtonStyle; +class UObject; + +/** + * + */ +UCLASS(MinimalAPI, Abstract, meta = (DisableNativeTick)) +class ULyraBoundActionButton : public UCommonBoundActionButton +{ + GENERATED_BODY() + +protected: + UE_API virtual void NativeConstruct() override; + +private: + void HandleInputMethodChanged(ECommonInputType NewInputMethod); + + UPROPERTY(EditAnywhere, Category = "Styles") + TSubclassOf KeyboardStyle; + + UPROPERTY(EditAnywhere, Category = "Styles") + TSubclassOf GamepadStyle; + + UPROPERTY(EditAnywhere, Category = "Styles") + TSubclassOf TouchStyle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9dfec69ea24e8d02da3ddb3004536f1f0382e82f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraListView.h" +#include "LyraWidgetFactory.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraListView) + +#if WITH_EDITOR +#include "Editor/WidgetCompilerLog.h" +#endif + +#define LOCTEXT_NAMESPACE "LyraListView" + +ULyraListView::ULyraListView(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +#if WITH_EDITOR + +void ULyraListView::ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const +{ + Super::ValidateCompiledDefaults(InCompileLog); + + if (FactoryRules.Num() == 0) + { + InCompileLog.Error(FText::Format(FText::FromString("{0} has no Factory Rules defined, can't create widgets without them."), FText::FromString(GetName()))); + } +} + +#endif + +UUserWidget& ULyraListView::OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf DesiredEntryClass, const TSharedRef& OwnerTable) +{ + TSubclassOf WidgetClass = DesiredEntryClass; + + for (const ULyraWidgetFactory* Rule : FactoryRules) + { + if (Rule) + { + if (const TSubclassOf EntryClass = Rule->FindWidgetClassForData(Item)) + { + WidgetClass = EntryClass; + break; + } + } + } + + UUserWidget& EntryWidget = GenerateTypedEntry(WidgetClass, OwnerTable); + + return EntryWidget; +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.h new file mode 100644 index 0000000000000000000000000000000000000000..f8bad2fea0ff7e01f385261cf1684ff67899c917 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraListView.h @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonListView.h" + +#include "LyraListView.generated.h" + +#define UE_API LYRAGAME_API + +class UUserWidget; +class ULocalPlayer; +class ULyraWidgetFactory; + +UCLASS(MinimalAPI, meta = (DisableNativeTick)) +class ULyraListView : public UCommonListView +{ + GENERATED_BODY() + +public: + UE_API ULyraListView(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +#if WITH_EDITOR + UE_API virtual void ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const override; +#endif + +protected: + UE_API virtual UUserWidget& OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf DesiredEntryClass, const TSharedRef& OwnerTable) override; + //virtual bool OnIsSelectableOrNavigableInternal(UObject* SelectedItem) override; + +protected: + UPROPERTY(EditAnywhere, Instanced, Category="Entry Creation") + TArray> FactoryRules; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..4917d0c5b25adb4b4faf0cf6c980a3aabaf54831 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.cpp @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTabButtonBase.h" + +#include "CommonLazyImage.h" +#include "UI/Common/LyraTabListWidgetBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTabButtonBase) + +class UObject; +struct FSlateBrush; + +void ULyraTabButtonBase::SetIconFromLazyObject(TSoftObjectPtr LazyObject) +{ + if (LazyImage_Icon) + { + LazyImage_Icon->SetBrushFromLazyDisplayAsset(LazyObject); + } +} + +void ULyraTabButtonBase::SetIconBrush(const FSlateBrush& Brush) +{ + if (LazyImage_Icon) + { + LazyImage_Icon->SetBrush(Brush); + } +} + +void ULyraTabButtonBase::SetTabLabelInfo_Implementation(const FLyraTabDescriptor& TabLabelInfo) +{ + SetButtonText(TabLabelInfo.TabText); + SetIconBrush(TabLabelInfo.IconBrush); +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.h new file mode 100644 index 0000000000000000000000000000000000000000..723923125cbef3717c38fa0011d1d7862eaeee89 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabButtonBase.h @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraTabListWidgetBase.h" +#include "UI/Foundation/LyraButtonBase.h" + +#include "LyraTabButtonBase.generated.h" + +#define UE_API LYRAGAME_API + +class UCommonLazyImage; +class UObject; +struct FFrame; +struct FSlateBrush; + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (DisableNativeTick)) +class ULyraTabButtonBase : public ULyraButtonBase, public ILyraTabButtonInterface +{ + GENERATED_BODY() + +public: + + UE_API void SetIconFromLazyObject(TSoftObjectPtr LazyObject); + UE_API void SetIconBrush(const FSlateBrush& Brush); + +protected: + + UFUNCTION() + UE_API virtual void SetTabLabelInfo_Implementation(const FLyraTabDescriptor& TabLabelInfo) override; + +private: + + UPROPERTY(meta = (BindWidgetOptional)) + TObjectPtr LazyImage_Icon; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..edc58e126e94af2800e5a8b82b071421b8f524ca --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.cpp @@ -0,0 +1,208 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTabListWidgetBase.h" + +#include "CommonAnimatedSwitcher.h" +#include "CommonButtonBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTabListWidgetBase) + +void ULyraTabListWidgetBase::NativeOnInitialized() +{ + Super::NativeOnInitialized(); +} + +void ULyraTabListWidgetBase::NativeConstruct() +{ + Super::NativeConstruct(); + + SetupTabs(); +} + +void ULyraTabListWidgetBase::NativeDestruct() +{ + for (FLyraTabDescriptor& TabInfo : PreregisteredTabInfoArray) + { + if (TabInfo.CreatedTabContentWidget) + { + TabInfo.CreatedTabContentWidget->RemoveFromParent(); + TabInfo.CreatedTabContentWidget = nullptr; + } + } + + Super::NativeDestruct(); +} + +bool ULyraTabListWidgetBase::GetPreregisteredTabInfo(const FName TabNameId, FLyraTabDescriptor& OutTabInfo) +{ + const FLyraTabDescriptor* const FoundTabInfo = PreregisteredTabInfoArray.FindByPredicate([&](FLyraTabDescriptor& TabInfo) -> bool + { + return TabInfo.TabId == TabNameId; + }); + + if (!FoundTabInfo) + { + return false; + } + + OutTabInfo = *FoundTabInfo; + return true; +} + +void ULyraTabListWidgetBase::SetTabHiddenState(FName TabNameId, bool bHidden) +{ + for (FLyraTabDescriptor& TabInfo : PreregisteredTabInfoArray) + { + if (TabInfo.TabId == TabNameId) + { + TabInfo.bHidden = bHidden; + break; + } + } +} + +bool ULyraTabListWidgetBase::RegisterDynamicTab(const FLyraTabDescriptor& TabDescriptor) +{ + // If it's hidden we just ignore it. + if (TabDescriptor.bHidden) + { + return true; + } + + PendingTabLabelInfoMap.Add(TabDescriptor.TabId, TabDescriptor); + + return RegisterTab(TabDescriptor.TabId, TabDescriptor.TabButtonType, TabDescriptor.CreatedTabContentWidget); +} + +void ULyraTabListWidgetBase::HandlePreLinkedSwitcherChanged() +{ + for (const FLyraTabDescriptor& TabInfo : PreregisteredTabInfoArray) + { + // Remove tab content widget from linked switcher, as it is being disassociated. + if (TabInfo.CreatedTabContentWidget) + { + TabInfo.CreatedTabContentWidget->RemoveFromParent(); + } + } + + Super::HandlePreLinkedSwitcherChanged(); +} + +void ULyraTabListWidgetBase::HandlePostLinkedSwitcherChanged() +{ + if (!IsDesignTime() && GetCachedWidget().IsValid()) + { + // Don't bother making tabs if we're in the designer or haven't been constructed yet + SetupTabs(); + } + + Super::HandlePostLinkedSwitcherChanged(); +} + +void ULyraTabListWidgetBase::HandleTabCreation_Implementation(FName TabId, UCommonButtonBase* TabButton) +{ + FLyraTabDescriptor* TabInfoPtr = nullptr; + + FLyraTabDescriptor TabInfo; + if (GetPreregisteredTabInfo(TabId, TabInfo)) + { + TabInfoPtr = &TabInfo; + } + else + { + TabInfoPtr = PendingTabLabelInfoMap.Find(TabId); + } + + if (TabButton->GetClass()->ImplementsInterface(ULyraTabButtonInterface::StaticClass())) + { + if (ensureMsgf(TabInfoPtr, TEXT("A tab button was created with id %s but no label info was specified. RegisterDynamicTab should be used over RegisterTab to provide label info."), *TabId.ToString())) + { + ILyraTabButtonInterface::Execute_SetTabLabelInfo(TabButton, *TabInfoPtr); + } + } + + PendingTabLabelInfoMap.Remove(TabId); +} + +bool ULyraTabListWidgetBase::IsFirstTabActive() const +{ + if (PreregisteredTabInfoArray.Num() > 0) + { + return GetActiveTab() == PreregisteredTabInfoArray[0].TabId; + } + + return false; +} + +bool ULyraTabListWidgetBase::IsLastTabActive() const +{ + if (PreregisteredTabInfoArray.Num() > 0) + { + return GetActiveTab() == PreregisteredTabInfoArray.Last().TabId; + } + + return false; +} + +bool ULyraTabListWidgetBase::IsTabVisible(FName TabId) +{ + if (const UCommonButtonBase* Button = GetTabButtonBaseByID(TabId)) + { + const ESlateVisibility TabVisibility = Button->GetVisibility(); + return (TabVisibility == ESlateVisibility::Visible + || TabVisibility == ESlateVisibility::HitTestInvisible + || TabVisibility == ESlateVisibility::SelfHitTestInvisible); + } + + return false; +} + +int32 ULyraTabListWidgetBase::GetVisibleTabCount() +{ + int32 Result = 0; + const int32 TabCount = GetTabCount(); + for ( int32 Index = 0; Index < TabCount; Index++ ) + { + if (IsTabVisible(GetTabIdAtIndex( Index ))) + { + Result++; + } + } + + return Result; +} + +void ULyraTabListWidgetBase::SetupTabs() +{ + for (FLyraTabDescriptor& TabInfo : PreregisteredTabInfoArray) + { + if (TabInfo.bHidden) + { + continue; + } + + // If the tab content hasn't been created already, create it. + if (!TabInfo.CreatedTabContentWidget && TabInfo.TabContentType) + { + TabInfo.CreatedTabContentWidget = CreateWidget(GetOwningPlayer(), TabInfo.TabContentType); + OnTabContentCreatedNative.Broadcast(TabInfo.TabId, Cast(TabInfo.CreatedTabContentWidget)); + OnTabContentCreated.Broadcast(TabInfo.TabId, Cast(TabInfo.CreatedTabContentWidget)); + } + + if (UCommonAnimatedSwitcher* CurrentLinkedSwitcher = GetLinkedSwitcher()) + { + // Add the tab content to the newly linked switcher. + if (!CurrentLinkedSwitcher->HasChild(TabInfo.CreatedTabContentWidget)) + { + CurrentLinkedSwitcher->AddChild(TabInfo.CreatedTabContentWidget); + } + } + + // If the tab is not already registered, register it. + if (GetTabButtonBaseByID(TabInfo.TabId) == nullptr) + { + RegisterTab(TabInfo.TabId, TabInfo.TabButtonType, TabInfo.CreatedTabContentWidget); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.h new file mode 100644 index 0000000000000000000000000000000000000000..f37714c3111173a3de3635a97411cacde3db2a84 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraTabListWidgetBase.h @@ -0,0 +1,132 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonTabListWidgetBase.h" + +#include "LyraTabListWidgetBase.generated.h" + +#define UE_API LYRAGAME_API + +class UCommonButtonBase; +class UCommonUserWidget; +class UObject; +class UWidget; +struct FFrame; + +USTRUCT(BlueprintType) +struct FLyraTabDescriptor +{ + GENERATED_BODY() + +public: + FLyraTabDescriptor() + : bHidden(false) + , CreatedTabContentWidget(nullptr) + { } + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + FName TabId; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FText TabText; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + FSlateBrush IconBrush; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + bool bHidden; + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TSubclassOf TabButtonType; + + //TODO NDarnell - This should become a TSoftClassPtr<>, the underlying common tab list needs to be able to handle lazy tab content construction. + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TSubclassOf TabContentType; + + UPROPERTY(Transient) + TObjectPtr CreatedTabContentWidget; +}; + +UINTERFACE(BlueprintType) +class ULyraTabButtonInterface : public UInterface +{ + GENERATED_BODY() +}; + +class ILyraTabButtonInterface +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintNativeEvent, Category = "Tab Button") + void SetTabLabelInfo(const FLyraTabDescriptor& TabDescriptor); +}; + +UCLASS(MinimalAPI, Blueprintable, BlueprintType, Abstract, meta = (DisableNativeTick)) +class ULyraTabListWidgetBase : public UCommonTabListWidgetBase +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Tab List") + UE_API bool GetPreregisteredTabInfo(const FName TabNameId, FLyraTabDescriptor& OutTabInfo); + + /** Helper method to get at all the preregistered tab infos */ + const TArray& GetAllPreregisteredTabInfos() { return PreregisteredTabInfoArray; } + + // Toggles whether or not a specified tab is hidden, can only be called before the switcher is associated + UFUNCTION(BlueprintCallable, Category = "Tab List") + UE_API void SetTabHiddenState(FName TabNameId, bool bHidden); + + UFUNCTION(BlueprintCallable, Category = "Tab List") + UE_API bool RegisterDynamicTab(const FLyraTabDescriptor& TabDescriptor); + + UFUNCTION(BlueprintCallable, Category = "Tab List") + UE_API bool IsFirstTabActive() const; + + UFUNCTION(BlueprintCallable, Category = "Tab List") + UE_API bool IsLastTabActive() const; + + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Tab List") + UE_API bool IsTabVisible(FName TabId); + + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Tab List") + UE_API int32 GetVisibleTabCount(); + + /** Delegate broadcast when a new tab is created. Allows hook ups after creation. */ + DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnTabContentCreated, FName, TabId, UCommonUserWidget*, TabWidget); + DECLARE_EVENT_TwoParams(ULyraTabListWidgetBase, FOnTabContentCreatedNative, FName /* TabId */, UCommonUserWidget* /* TabWidget */); + + /** Broadcasts when a new tab is created. */ + UPROPERTY(BlueprintAssignable, Category = "Tab List") + FOnTabContentCreated OnTabContentCreated; + FOnTabContentCreatedNative OnTabContentCreatedNative; + +protected: + // UUserWidget interface + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeConstruct() override; + UE_API virtual void NativeDestruct() override; + // End UUserWidget + + UE_API virtual void HandlePreLinkedSwitcherChanged() override; + UE_API virtual void HandlePostLinkedSwitcherChanged() override; + + UE_API virtual void HandleTabCreation_Implementation(FName TabId, UCommonButtonBase* TabButton) override; + +private: + UE_API void SetupTabs(); + + UPROPERTY(EditAnywhere, meta=(TitleProperty="TabId")) + TArray PreregisteredTabInfoArray; + + /** + * Stores label info for tabs that have been registered at runtime but not yet created. + * Elements are removed once they are created. + */ + UPROPERTY() + TMap PendingTabLabelInfoMap; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.cpp new file mode 100644 index 0000000000000000000000000000000000000000..4a5eb09a197c61132202e6b61bedfd9198d25cf5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.cpp @@ -0,0 +1,13 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWidgetFactory.h" +#include "Templates/SubclassOf.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWidgetFactory) + +class UUserWidget; + +TSubclassOf ULyraWidgetFactory::FindWidgetClassForData_Implementation(const UObject* Data) const +{ + return TSubclassOf(); +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.h new file mode 100644 index 0000000000000000000000000000000000000000..a7d73ff567d3dee72ad01fe01c1546449b19ebdf --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UObject/Object.h" + +#include "LyraWidgetFactory.generated.h" + +#define UE_API LYRAGAME_API + +template class TSubclassOf; + +class UUserWidget; +struct FFrame; + +UCLASS(MinimalAPI, Abstract, Blueprintable, BlueprintType, EditInlineNew) +class ULyraWidgetFactory : public UObject +{ + GENERATED_BODY() + +public: + ULyraWidgetFactory() { } + + UFUNCTION(BlueprintNativeEvent) + UE_API TSubclassOf FindWidgetClassForData(const UObject* Data) const; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.cpp b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.cpp new file mode 100644 index 0000000000000000000000000000000000000000..67396f2143d2fc046fa927efb77112d2af2f5beb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.cpp @@ -0,0 +1,22 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWidgetFactory_Class.h" + +#include "Blueprint/UserWidget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWidgetFactory_Class) + +TSubclassOf ULyraWidgetFactory_Class::FindWidgetClassForData_Implementation(const UObject* Data) const +{ + // Starting with the current class, work backwards to see if there are any construction rules for this class. + for (UClass* Class = Data->GetClass(); Class; Class = Class->GetSuperClass()) + { + TSoftClassPtr ClassPtr(Class); + if (const TSubclassOf EntryWidgetClassPtr = EntryWidgetForClass.FindRef(ClassPtr)) + { + return EntryWidgetClassPtr; + } + } + + return TSubclassOf(); +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.h b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.h new file mode 100644 index 0000000000000000000000000000000000000000..abd5c76432b5f553fc2d49d4455526d1520e5771 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Common/LyraWidgetFactory_Class.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraWidgetFactory.h" +#include "Templates/SubclassOf.h" +#include "UObject/SoftObjectPtr.h" + +#include "LyraWidgetFactory_Class.generated.h" + +#define UE_API LYRAGAME_API + +class UObject; +class UUserWidget; + +UCLASS(MinimalAPI) +class ULyraWidgetFactory_Class : public ULyraWidgetFactory +{ + GENERATED_BODY() + +public: + ULyraWidgetFactory_Class() { } + + UE_API virtual TSubclassOf FindWidgetClassForData_Implementation(const UObject* Data) const override; + +protected: + UPROPERTY(EditAnywhere, Category = ListEntries, meta = (AllowAbstract)) + TMap, TSubclassOf> EntryWidgetForClass; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..379d062a626a07a0eff4ed327d64310564d60df2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.cpp @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraActionWidget.h" + +#include "CommonInputBaseTypes.h" +#include "CommonInputSubsystem.h" +#include "Engine/LocalPlayer.h" +#include "EnhancedInputSubsystems.h" + +FSlateBrush ULyraActionWidget::GetIcon() const +{ + // If there is an Enhanced Input action associated with this widget, then search for any + // keys bound to that action and display those instead of the default data table settings. + // This covers the case of when a player has rebound a key to something else + if (AssociatedInputAction) + { + if (const UEnhancedInputLocalPlayerSubsystem* EnhancedInputSubsystem = GetEnhancedInputSubsystem()) + { + TArray BoundKeys = EnhancedInputSubsystem->QueryKeysMappedToAction(AssociatedInputAction); + FSlateBrush SlateBrush; + + const UCommonInputSubsystem* CommonInputSubsystem = GetInputSubsystem(); + if (!BoundKeys.IsEmpty() && CommonInputSubsystem && UCommonInputPlatformSettings::Get()->TryGetInputBrush(SlateBrush, BoundKeys[0], CommonInputSubsystem->GetCurrentInputType(), CommonInputSubsystem->GetCurrentGamepadName())) + { + return SlateBrush; + } + } + } + + return Super::GetIcon(); +} + +UEnhancedInputLocalPlayerSubsystem* ULyraActionWidget::GetEnhancedInputSubsystem() const +{ + const UWidget* BoundWidget = DisplayedBindingHandle.GetBoundWidget(); + if (const ULocalPlayer* BindingOwner = BoundWidget ? BoundWidget->GetOwningLocalPlayer() : GetOwningLocalPlayer()) + { + return BindingOwner->GetSubsystem(); + } + return nullptr; +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.h b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..c1812f9fc0bc14c87c9ae43ab08d859b1591595f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraActionWidget.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActionWidget.h" +#include "LyraActionWidget.generated.h" + +class UEnhancedInputLocalPlayerSubsystem; +class UInputAction; + +/** An action widget that will get the icon of key that is currently assigned to the common input action on this widget */ +UCLASS(BlueprintType, Blueprintable) +class ULyraActionWidget : public UCommonActionWidget +{ + GENERATED_BODY() + +public: + + //~ Begin UCommonActionWidget interface + virtual FSlateBrush GetIcon() const override; + //~ End of UCommonActionWidget interface + + /** The Enhanced Input Action that is associated with this Common Input action. */ + UPROPERTY(BlueprintReadOnly, EditAnywhere) + const TObjectPtr AssociatedInputAction; + +private: + + UEnhancedInputLocalPlayerSubsystem* GetEnhancedInputSubsystem() const; + +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.cpp b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1015ac4ad3ff23cbff2270eed2090fca3ccd1d57 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraButtonBase.h" +#include "CommonActionWidget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraButtonBase) + +void ULyraButtonBase::NativePreConstruct() +{ + Super::NativePreConstruct(); + + UpdateButtonStyle(); + RefreshButtonText(); +} + +void ULyraButtonBase::UpdateInputActionWidget() +{ + Super::UpdateInputActionWidget(); + + UpdateButtonStyle(); + RefreshButtonText(); +} + +void ULyraButtonBase::SetButtonText(const FText& InText) +{ + bOverride_ButtonText = InText.IsEmpty(); + ButtonText = InText; + RefreshButtonText(); +} + +void ULyraButtonBase::RefreshButtonText() +{ + if (bOverride_ButtonText || ButtonText.IsEmpty()) + { + if (InputActionWidget) + { + const FText ActionDisplayText = InputActionWidget->GetDisplayText(); + if (!ActionDisplayText.IsEmpty()) + { + UpdateButtonText(ActionDisplayText); + return; + } + } + } + + UpdateButtonText(ButtonText); +} + +void ULyraButtonBase::OnInputMethodChanged(ECommonInputType CurrentInputType) +{ + Super::OnInputMethodChanged(CurrentInputType); + + UpdateButtonStyle(); +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.h b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.h new file mode 100644 index 0000000000000000000000000000000000000000..c5518ebb1d3dd4f614bc7a3c563564536c1b6ce3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraButtonBase.h @@ -0,0 +1,45 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonButtonBase.h" + +#include "LyraButtonBase.generated.h" + +class UObject; +struct FFrame; + +UCLASS(Abstract, BlueprintType, Blueprintable) +class ULyraButtonBase : public UCommonButtonBase +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable) + void SetButtonText(const FText& InText); + +protected: + // UUserWidget interface + virtual void NativePreConstruct() override; + // End of UUserWidget interface + + // UCommonButtonBase interface + virtual void UpdateInputActionWidget() override; + virtual void OnInputMethodChanged(ECommonInputType CurrentInputType) override; + // End of UCommonButtonBase interface + + void RefreshButtonText(); + + UFUNCTION(BlueprintImplementableEvent) + void UpdateButtonText(const FText& InText); + + UFUNCTION(BlueprintImplementableEvent) + void UpdateButtonStyle(); + +private: + UPROPERTY(EditAnywhere, Category="Button", meta=(InlineEditConditionToggle)) + uint8 bOverride_ButtonText : 1; + + UPROPERTY(EditAnywhere, Category="Button", meta=( editcondition="bOverride_ButtonText" )) + FText ButtonText; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.cpp b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a363cbba5a7d09a758283f3b435563fe16f8d76e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.cpp @@ -0,0 +1,100 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraConfirmationScreen.h" + +#if WITH_EDITOR +#include "CommonInputSettings.h" +#include "Editor/WidgetCompilerLog.h" +#endif + +#include "CommonBorder.h" +#include "CommonRichTextBlock.h" +#include "CommonTextBlock.h" +#include "Components/DynamicEntryBox.h" +#include "ICommonInputModule.h" +#include "LyraButtonBase.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraConfirmationScreen) + +void ULyraConfirmationScreen::SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback) +{ + Super::SetupDialog(Descriptor, ResultCallback); + + Text_Title->SetText(Descriptor->Header); + RichText_Description->SetText(Descriptor->Body); + + EntryBox_Buttons->Reset([](ULyraButtonBase& Button) + { + Button.OnClicked().Clear(); + }); + + for (const FConfirmationDialogAction& Action : Descriptor->ButtonActions) + { + FDataTableRowHandle ActionRow; + + switch(Action.Result) + { + case ECommonMessagingResult::Confirmed: + ActionRow = ICommonInputModule::GetSettings().GetDefaultClickAction(); + break; + case ECommonMessagingResult::Declined: + ActionRow = ICommonInputModule::GetSettings().GetDefaultBackAction(); + break; + case ECommonMessagingResult::Cancelled: + ActionRow = CancelAction; + break; + default: + ensure(false); + continue; + } + + ULyraButtonBase* Button = EntryBox_Buttons->CreateEntry(); + Button->SetTriggeringInputAction(ActionRow); + Button->OnClicked().AddUObject(this, &ThisClass::CloseConfirmationWindow, Action.Result); + Button->SetButtonText(Action.OptionalDisplayText); + } + + OnResultCallback = ResultCallback; +} + +void ULyraConfirmationScreen::KillDialog() +{ + Super::KillDialog(); +} + +void ULyraConfirmationScreen::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Border_TapToCloseZone->OnMouseButtonDownEvent.BindDynamic(this, &ULyraConfirmationScreen::HandleTapToCloseZoneMouseButtonDown); +} + +void ULyraConfirmationScreen::CloseConfirmationWindow(ECommonMessagingResult Result) +{ + DeactivateWidget(); + OnResultCallback.ExecuteIfBound(Result); +} + +FEventReply ULyraConfirmationScreen::HandleTapToCloseZoneMouseButtonDown(FGeometry MyGeometry, const FPointerEvent& MouseEvent) +{ + FEventReply Reply; + Reply.NativeReply = FReply::Unhandled(); + + if (MouseEvent.IsTouchEvent() || MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton) + { + CloseConfirmationWindow(ECommonMessagingResult::Declined); + Reply.NativeReply = FReply::Handled(); + } + + return Reply; +} + +#if WITH_EDITOR +void ULyraConfirmationScreen::ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const +{ + if (CancelAction.IsNull()) + { + CompileLog.Error(FText::Format(FText::FromString(TEXT("{0} has unset property: CancelAction.")), FText::FromString(GetName()))); + } +} +#endif diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.h b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.h new file mode 100644 index 0000000000000000000000000000000000000000..8ca994aad14512848197d44f35a9eefce39d7fcc --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraConfirmationScreen.h @@ -0,0 +1,59 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataTable.h" +#include "Messaging/CommonGameDialog.h" + +#include "Messaging/CommonMessagingSubsystem.h" +#include "LyraConfirmationScreen.generated.h" + +class IWidgetCompilerLog; + +class UCommonTextBlock; +class UCommonRichTextBlock; +class UDynamicEntryBox; +class UCommonBorder; + +/** + * + */ +UCLASS(Abstract, BlueprintType, Blueprintable) +class ULyraConfirmationScreen : public UCommonGameDialog +{ + GENERATED_BODY() +public: + virtual void SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback) override; + virtual void KillDialog() override; + +protected: + virtual void NativeOnInitialized() override; + virtual void CloseConfirmationWindow(ECommonMessagingResult Result); + +#if WITH_EDITOR + virtual void ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const override; +#endif + +private: + + UFUNCTION() + FEventReply HandleTapToCloseZoneMouseButtonDown(FGeometry MyGeometry, const FPointerEvent& MouseEvent); + + FCommonMessagingResultDelegate OnResultCallback; + +private: + UPROPERTY(Meta = (BindWidget)) + TObjectPtr Text_Title; + + UPROPERTY(Meta = (BindWidget)) + TObjectPtr RichText_Description; + + UPROPERTY(Meta = (BindWidget)) + TObjectPtr EntryBox_Buttons; + + UPROPERTY(Meta = (BindWidget)) + TObjectPtr Border_TapToCloseZone; + + UPROPERTY(EditDefaultsOnly, meta = (RowType = "/Script/CommonUI.CommonInputActionDataBase")) + FDataTableRowHandle CancelAction; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.cpp b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.cpp new file mode 100644 index 0000000000000000000000000000000000000000..62ed2710edc5945dcde80a2db63ae147da66d24f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.cpp @@ -0,0 +1,100 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraControllerDisconnectedScreen.h" + +#include "Components/HorizontalBox.h" +#include "CommonButtonBase.h" +#include "CommonUISettings.h" +#include "GameFramework/InputDeviceSubsystem.h" +#include "GenericPlatform/GenericPlatformApplicationMisc.h" +#include "GenericPlatform/GenericPlatformInputDeviceMapper.h" +#include "ICommonUIModule.h" +#include "NativeGameplayTags.h" +#include "LyraLogChannels.h" + +#if WITH_EDITOR +#include "CommonUIVisibilitySubsystem.h" +#endif // WITH_EDITOR + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraControllerDisconnectedScreen) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_HasStrictControllerPairing, "Platform.Trait.Input.HasStrictControllerPairing"); + +ULyraControllerDisconnectedScreen::ULyraControllerDisconnectedScreen(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + // By default, only strict pairing platforms will need this button. + PlatformSupportsUserChangeTags.AddTag(TAG_Platform_Trait_Input_HasStrictControllerPairing); +} + +void ULyraControllerDisconnectedScreen::NativeOnActivated() +{ + Super::NativeOnActivated(); + + if (!HBox_SwitchUser) + { + UE_LOG(LogLyra, Error, TEXT("Unable to find HBox_SwitchUser on Widget %s"), *GetNameSafe(this)); + return; + } + + if (!Button_ChangeUser) + { + UE_LOG(LogLyra, Error, TEXT("Unable to find Button_ChangeUser on Widget %s"), *GetNameSafe(this)); + return; + } + + HBox_SwitchUser->SetVisibility(ESlateVisibility::Collapsed); + Button_ChangeUser->SetVisibility(ESlateVisibility::Hidden); + + if (ShouldDisplayChangeUserButton()) + { + // This is the platform user for "unpaired" input devices. Not every platform supports this, so + // only set this to visible if the unpaired user is valid. + const FPlatformUserId UnpairedUserId = IPlatformInputDeviceMapper::Get().GetUserForUnpairedInputDevices(); + if (UnpairedUserId.IsValid()) + { + HBox_SwitchUser->SetVisibility(ESlateVisibility::SelfHitTestInvisible); + Button_ChangeUser->SetVisibility(ESlateVisibility::SelfHitTestInvisible); + } + } + + Button_ChangeUser->OnClicked().AddUObject(this, &ThisClass::HandleChangeUserClicked); +} + +bool ULyraControllerDisconnectedScreen::ShouldDisplayChangeUserButton() const +{ + bool bRequiresChangeUserButton = ICommonUIModule::GetSettings().GetPlatformTraits().HasAll(PlatformSupportsUserChangeTags); + + // Check the tags that we may be emulating in the editor too +#if WITH_EDITOR + const FGameplayTagContainer& PlatformEmulationTags = UCommonUIVisibilitySubsystem::Get(GetOwningLocalPlayer())->GetVisibilityTags(); + bRequiresChangeUserButton |= PlatformEmulationTags.HasAll(PlatformSupportsUserChangeTags); +#endif // WITH_EDITOR + + return bRequiresChangeUserButton; +} + +void ULyraControllerDisconnectedScreen::HandleChangeUserClicked() +{ + ensure(ShouldDisplayChangeUserButton()); + + UE_LOG(LogLyra, Log, TEXT("[%hs] Change user requested!"), __func__); + + const FPlatformUserId OwningPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); + const FInputDeviceId DeviceId = IPlatformInputDeviceMapper::Get().GetPrimaryInputDeviceForUser(OwningPlayerId); + + FGenericPlatformApplicationMisc::ShowPlatformUserSelector( + DeviceId, + EPlatformUserSelectorFlags::Default, + [this](const FPlatformUserSelectionCompleteParams& Params) + { + HandleChangeUserCompleted(Params); + }); +} + +void ULyraControllerDisconnectedScreen::HandleChangeUserCompleted(const FPlatformUserSelectionCompleteParams& Params) +{ + UE_LOG(LogLyra, Log, TEXT("[%hs] User change complete!"), __func__); + + // TODO: Handle any user changing logic in your game here +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.h b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.h new file mode 100644 index 0000000000000000000000000000000000000000..00d990d482678f4cc8497484ee10213270eb21f5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraControllerDisconnectedScreen.h @@ -0,0 +1,67 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "GameplayTagContainer.h" + +#include "LyraControllerDisconnectedScreen.generated.h" + +class UHorizontalBox; +class UObject; +class UCommonButtonBase; +struct FPlatformUserSelectionCompleteParams; + +/** + * A screen to display when the user has had all of their controllers disconnected and needs to + * re-connect them to continue playing the game. + */ +UCLASS(Abstract, BlueprintType, Blueprintable) +class ULyraControllerDisconnectedScreen : public UCommonActivatableWidget +{ + GENERATED_BODY() +public: + ULyraControllerDisconnectedScreen(const FObjectInitializer& ObjectInitializer); + +protected: + virtual void NativeOnActivated() override; + + virtual void HandleChangeUserClicked(); + + /** + * Called when the user has changed after selecting the prompt to change platform users. + */ + virtual void HandleChangeUserCompleted(const FPlatformUserSelectionCompleteParams& Params); + + /** + * Returns true if the Change User button should be displayed. + * This will check the ICommonUIModule's platform trait tags at runtime. + */ + virtual bool ShouldDisplayChangeUserButton() const; + + /** + * Required platform traits that, when met, will display the "Change User" button + * allowing the player to change what signed in user is currently mapped to an input + * device. + */ + UPROPERTY(EditDefaultsOnly) + FGameplayTagContainer PlatformSupportsUserChangeTags; + + /** + * Platforms that have "strict" user pairing requirements may want to allow you to change your user right from + * the in-game UI here. These platforms are tagged with "Platform.Trait.Input.HasStrictControllerPairing" in + * Common UI. + * + * This HBox will be set to invisible if the platform you are on does NOT have that platform trait. + */ + UPROPERTY(meta = (BindWidget)) + TObjectPtr HBox_SwitchUser; + + /** + * A button to handle changing the user on platforms with strict user pairing requirements. + * + * @see HBox_SwitchUser + */ + UPROPERTY(meta = (BindWidget)) + TObjectPtr Button_ChangeUser; +}; \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.cpp b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..584ff664766070a13588e69a8ef54990bd465b7a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.cpp @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UI/Foundation/LyraLoadingScreenSubsystem.h" + +#include "Blueprint/UserWidget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraLoadingScreenSubsystem) + +class UUserWidget; + +////////////////////////////////////////////////////////////////////// +// ULyraLoadingScreenSubsystem + +ULyraLoadingScreenSubsystem::ULyraLoadingScreenSubsystem() +{ +} + +void ULyraLoadingScreenSubsystem::SetLoadingScreenContentWidget(TSubclassOf NewWidgetClass) +{ + if (LoadingScreenWidgetClass != NewWidgetClass) + { + LoadingScreenWidgetClass = NewWidgetClass; + + OnLoadingScreenWidgetChanged.Broadcast(LoadingScreenWidgetClass); + } +} + +TSubclassOf ULyraLoadingScreenSubsystem::GetLoadingScreenContentWidget() const +{ + return LoadingScreenWidgetClass; +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.h b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..16e55611b653863ee8f6abffcdafa92db1321e4f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Foundation/LyraLoadingScreenSubsystem.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/GameInstanceSubsystem.h" +#include "Templates/SubclassOf.h" + +#include "UObject/WeakObjectPtr.h" +#include "LyraLoadingScreenSubsystem.generated.h" + +#define UE_API LYRAGAME_API + +class UObject; +class UUserWidget; +struct FFrame; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FLoadingScreenWidgetChangedDelegate, TSubclassOf, NewWidgetClass); + +/** + * Tracks/stores the current loading screen configuration in a place + * that persists across map transitions + */ +UCLASS(MinimalAPI) +class ULyraLoadingScreenSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + UE_API ULyraLoadingScreenSubsystem(); + + // Sets the loading screen widget class to display inside of the loading screen widget host + UFUNCTION(BlueprintCallable) + UE_API void SetLoadingScreenContentWidget(TSubclassOf NewWidgetClass); + + // Returns the last set loading screen widget class to display inside of the loading screen widget host + UFUNCTION(BlueprintPure) + UE_API TSubclassOf GetLoadingScreenContentWidget() const; + +private: + UPROPERTY(BlueprintAssignable, meta=(AllowPrivateAccess)) + FLoadingScreenWidgetChangedDelegate OnLoadingScreenWidgetChanged; + + UPROPERTY() + TSubclassOf LoadingScreenWidgetClass; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.cpp b/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c0619b35bc71e2ce7d9a56b9674208a8616eb68e --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.cpp @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ApplyFrontendPerfSettingsAction.h" + +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ApplyFrontendPerfSettingsAction) + +struct FGameFeatureActivatingContext; +struct FGameFeatureDeactivatingContext; + +////////////////////////////////////////////////////////////////////// +// UApplyFrontendPerfSettingsAction + +// Game user settings (and engine performance/scalability settings they drive) +// are global, so there's no point in tracking this per world for multi-player PIE: +// we just apply it if any PIE world is in the menu. +// +// However, by default we won't apply front-end performance stuff in the editor +// unless the developer setting ApplyFrontEndPerformanceOptionsInPIE is enabled +int32 UApplyFrontendPerfSettingsAction::ApplicationCounter = 0; + +void UApplyFrontendPerfSettingsAction::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) +{ + ApplicationCounter++; + if (ApplicationCounter == 1) + { + ULyraSettingsLocal::Get()->SetShouldUseFrontendPerformanceSettings(true); + } +} + +void UApplyFrontendPerfSettingsAction::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) +{ + ApplicationCounter--; + check(ApplicationCounter >= 0); + + if (ApplicationCounter == 0) + { + ULyraSettingsLocal::Get()->SetShouldUseFrontendPerformanceSettings(false); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.h b/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.h new file mode 100644 index 0000000000000000000000000000000000000000..5f5de925df1fe17f6ae9bb1b7024156ae5085d6b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/ApplyFrontendPerfSettingsAction.h @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFeatureAction.h" + +#include "ApplyFrontendPerfSettingsAction.generated.h" + +class UObject; +struct FGameFeatureActivatingContext; +struct FGameFeatureDeactivatingContext; + +////////////////////////////////////////////////////////////////////// +// UApplyFrontendPerfSettingsAction + +/** + * GameFeatureAction responsible for telling the user settings to apply frontend/menu specific performance settings + */ +UCLASS(MinimalAPI, meta = (DisplayName = "Use Frontend Perf Settings")) +class UApplyFrontendPerfSettingsAction final : public UGameFeatureAction +{ + GENERATED_BODY() + +public: + //~UGameFeatureAction interface + virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; + virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; + //~End of UGameFeatureAction interface + +private: + static int32 ApplicationCounter; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.cpp b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..386ae841eb5206c17e03c74c2702ac9f2be83247 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.cpp @@ -0,0 +1,243 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraFrontendStateComponent.h" + +#include "CommonGameInstance.h" +#include "CommonSessionSubsystem.h" +#include "CommonUserSubsystem.h" +#include "ControlFlowManager.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "Kismet/GameplayStatics.h" +#include "NativeGameplayTags.h" +#include "PrimaryGameLayout.h" +#include "Widgets/CommonActivatableWidgetContainer.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraFrontendStateComponent) + +namespace FrontendTags +{ + UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_PLATFORM_TRAIT_SINGLEONLINEUSER, "Platform.Trait.SingleOnlineUser"); + UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MENU, "UI.Layer.Menu"); +} + +ULyraFrontendStateComponent::ULyraFrontendStateComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraFrontendStateComponent::BeginPlay() +{ + Super::BeginPlay(); + + // Listen for the experience load to complete + AGameStateBase* GameState = GetGameStateChecked(); + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + check(ExperienceComponent); + + // This delegate is on a component with the same lifetime as this one, so no need to unhook it in + ExperienceComponent->CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded)); +} + +void ULyraFrontendStateComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); +} + +bool ULyraFrontendStateComponent::ShouldShowLoadingScreen(FString& OutReason) const +{ + if (bShouldShowLoadingScreen) + { + OutReason = TEXT("Frontend Flow Pending..."); + + if (FrontEndFlow.IsValid()) + { + const TOptional StepDebugName = FrontEndFlow->GetCurrentStepDebugName(); + if (StepDebugName.IsSet()) + { + OutReason = StepDebugName.GetValue(); + } + } + + return true; + } + + return false; +} + +void ULyraFrontendStateComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience) +{ + FControlFlow& Flow = FControlFlowStatics::Create(this, TEXT("FrontendFlow")) + .QueueStep(TEXT("Wait For User Initialization"), this, &ThisClass::FlowStep_WaitForUserInitialization) + .QueueStep(TEXT("Try Show Press Start Screen"), this, &ThisClass::FlowStep_TryShowPressStartScreen) + .QueueStep(TEXT("Try Join Requested Session"), this, &ThisClass::FlowStep_TryJoinRequestedSession) + .QueueStep(TEXT("Try Show Main Screen"), this, &ThisClass::FlowStep_TryShowMainScreen); + + Flow.ExecuteFlow(); + + FrontEndFlow = Flow.AsShared(); +} + +void ULyraFrontendStateComponent::FlowStep_WaitForUserInitialization(FControlFlowNodeRef SubFlow) +{ + // If this was a hard disconnect, explicitly destroy all user and session state + // TODO: Refactor the engine disconnect flow so it is more explicit about why it happened + bool bWasHardDisconnect = false; + AGameModeBase* GameMode = GetWorld()->GetAuthGameMode(); + UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); + + if (ensure(GameMode) && UGameplayStatics::HasOption(GameMode->OptionsString, TEXT("closed"))) + { + bWasHardDisconnect = true; + } + + // Only reset users on hard disconnect + UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem(); + if (ensure(UserSubsystem) && bWasHardDisconnect) + { + UserSubsystem->ResetUserState(); + } + + // Always reset sessions + UCommonSessionSubsystem* SessionSubsystem = GameInstance->GetSubsystem(); + if (ensure(SessionSubsystem)) + { + SessionSubsystem->CleanUpSessions(); + } + + SubFlow->ContinueFlow(); +} + +void ULyraFrontendStateComponent::FlowStep_TryShowPressStartScreen(FControlFlowNodeRef SubFlow) +{ + const UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); + UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem(); + + // Check to see if the first player is already logged in, if they are, we can skip the press start screen. + if (const UCommonUserInfo* FirstUser = UserSubsystem->GetUserInfoForLocalPlayerIndex(0)) + { + if (FirstUser->InitializationState == ECommonUserInitializationState::LoggedInLocalOnly || + FirstUser->InitializationState == ECommonUserInitializationState::LoggedInOnline) + { + SubFlow->ContinueFlow(); + return; + } + } + + // Check to see if the platform actually requires a 'Press Start' screen. This is only + // required on platforms where there can be multiple online users where depending on what player's + // controller presses 'Start' establishes the player to actually login to the game with. + if (!UserSubsystem->ShouldWaitForStartInput()) + { + // Start the auto login process, this should finish quickly and will use the default input device id + InProgressPressStartScreen = SubFlow; + UserSubsystem->OnUserInitializeComplete.AddDynamic(this, &ULyraFrontendStateComponent::OnUserInitialized); + UserSubsystem->TryToInitializeForLocalPlay(0, FInputDeviceId(), false); + + return; + } + + // Add the Press Start screen, move to the next flow when it deactivates. + if (UPrimaryGameLayout* RootLayout = UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(this)) + { + constexpr bool bSuspendInputUntilComplete = true; + RootLayout->PushWidgetToLayerStackAsync(FrontendTags::TAG_UI_LAYER_MENU, bSuspendInputUntilComplete, PressStartScreenClass, + [this, SubFlow](EAsyncWidgetLayerState State, UCommonActivatableWidget* Screen) { + switch (State) + { + case EAsyncWidgetLayerState::AfterPush: + bShouldShowLoadingScreen = false; + Screen->OnDeactivated().AddWeakLambda(this, [this, SubFlow]() { + SubFlow->ContinueFlow(); + }); + break; + case EAsyncWidgetLayerState::Canceled: + bShouldShowLoadingScreen = false; + SubFlow->ContinueFlow(); + return; + } + }); + } +} + +void ULyraFrontendStateComponent::OnUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext) +{ + FControlFlowNodePtr FlowToContinue = InProgressPressStartScreen; + UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); + UCommonUserSubsystem* UserSubsystem = GameInstance->GetSubsystem(); + + if (ensure(FlowToContinue.IsValid() && UserSubsystem)) + { + UserSubsystem->OnUserInitializeComplete.RemoveDynamic(this, &ULyraFrontendStateComponent::OnUserInitialized); + InProgressPressStartScreen.Reset(); + + if (bSuccess) + { + // On success continue flow normally + FlowToContinue->ContinueFlow(); + } + else + { + // TODO: Just continue for now, could go to some sort of error screen + FlowToContinue->ContinueFlow(); + } + } +} + +void ULyraFrontendStateComponent::FlowStep_TryJoinRequestedSession(FControlFlowNodeRef SubFlow) +{ + UCommonGameInstance* GameInstance = Cast(UGameplayStatics::GetGameInstance(this)); + if (GameInstance->GetRequestedSession() != nullptr && GameInstance->CanJoinRequestedSession()) + { + UCommonSessionSubsystem* SessionSubsystem = GameInstance->GetSubsystem(); + if (ensure(SessionSubsystem)) + { + // Bind to session join completion to continue or cancel the flow + // TODO: Need to ensure that after session join completes, the server travel completes. + OnJoinSessionCompleteEventHandle = SessionSubsystem->OnJoinSessionCompleteEvent.AddWeakLambda(this, [this, SubFlow, SessionSubsystem](const FOnlineResultInformation& Result) + { + // Unbind delegate. SessionSubsystem is the object triggering this event, so it must still be valid. + SessionSubsystem->OnJoinSessionCompleteEvent.Remove(OnJoinSessionCompleteEventHandle); + OnJoinSessionCompleteEventHandle.Reset(); + + if (Result.bWasSuccessful) + { + // No longer transitioning to the main menu + SubFlow->CancelFlow(); + } + else + { + // Proceed to the main menu + SubFlow->ContinueFlow(); + return; + } + }); + GameInstance->JoinRequestedSession(); + return; + } + } + // Skip this step if we didn't start requesting a session join + SubFlow->ContinueFlow(); +} + +void ULyraFrontendStateComponent::FlowStep_TryShowMainScreen(FControlFlowNodeRef SubFlow) +{ + if (UPrimaryGameLayout* RootLayout = UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(this)) + { + constexpr bool bSuspendInputUntilComplete = true; + RootLayout->PushWidgetToLayerStackAsync(FrontendTags::TAG_UI_LAYER_MENU, bSuspendInputUntilComplete, MainScreenClass, + [this, SubFlow](EAsyncWidgetLayerState State, UCommonActivatableWidget* Screen) { + switch (State) + { + case EAsyncWidgetLayerState::AfterPush: + bShouldShowLoadingScreen = false; + SubFlow->ContinueFlow(); + return; + case EAsyncWidgetLayerState::Canceled: + bShouldShowLoadingScreen = false; + SubFlow->ContinueFlow(); + return; + } + }); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.h b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..c88212034faa479de9a4ae6cc28fd2817aa6926d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.h @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/GameStateComponent.h" +#include "ControlFlowNode.h" +#include "LoadingProcessInterface.h" + +#include "LyraFrontendStateComponent.generated.h" + +class FControlFlow; +class FString; +class FText; +class UObject; +struct FFrame; + +enum class ECommonUserOnlineContext : uint8; +enum class ECommonUserPrivilege : uint8; +class UCommonActivatableWidget; +class UCommonUserInfo; +class ULyraExperienceDefinition; + +UCLASS(Abstract) +class ULyraFrontendStateComponent : public UGameStateComponent, public ILoadingProcessInterface +{ + GENERATED_BODY() + +public: + + ULyraFrontendStateComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~UActorComponent interface + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~End of UActorComponent interface + + //~ILoadingProcessInterface interface + virtual bool ShouldShowLoadingScreen(FString& OutReason) const override; + //~End of ILoadingProcessInterface + +private: + void OnExperienceLoaded(const ULyraExperienceDefinition* Experience); + + UFUNCTION() + void OnUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext); + + void FlowStep_WaitForUserInitialization(FControlFlowNodeRef SubFlow); + void FlowStep_TryShowPressStartScreen(FControlFlowNodeRef SubFlow); + void FlowStep_TryJoinRequestedSession(FControlFlowNodeRef SubFlow); + void FlowStep_TryShowMainScreen(FControlFlowNodeRef SubFlow); + + bool bShouldShowLoadingScreen = true; + + UPROPERTY(EditAnywhere, Category = UI) + TSoftClassPtr PressStartScreenClass; + + UPROPERTY(EditAnywhere, Category = UI) + TSoftClassPtr MainScreenClass; + + TSharedPtr FrontEndFlow; + + // If set, this is the in-progress press start screen task + FControlFlowNodePtr InProgressPressStartScreen; + + FDelegateHandle OnJoinSessionCompleteEventHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.cpp b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bbdb287b165dfe6342962db4b2a6eacd909ffcd3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraLobbyBackground.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraLobbyBackground) + + diff --git a/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.h b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.h new file mode 100644 index 0000000000000000000000000000000000000000..ff9270705104c1f1e827efde4aacd9f7920a1263 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Frontend/LyraLobbyBackground.h @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "LyraLobbyBackground.generated.h" + +class UObject; +class UWorld; + +/** + * Developer settings / editor cheats + */ +UCLASS(config=EditorPerProjectUserSettings, MinimalAPI) +class ULyraLobbyBackground : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TSoftObjectPtr BackgroundLevel; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IActorIndicatorWidget.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IActorIndicatorWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..3ca6e0e1333c18e39e37b3c9bef3d167914fba6a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IActorIndicatorWidget.h @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "UObject/Interface.h" + +#include "IActorIndicatorWidget.generated.h" + +class AActor; +class UIndicatorDescriptor; + +UINTERFACE(MinimalAPI, BlueprintType) +class UIndicatorWidgetInterface : public UInterface +{ + GENERATED_BODY() +}; + +class IIndicatorWidgetInterface +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintNativeEvent, Category = "Indicator") + void BindIndicator(UIndicatorDescriptor* Indicator); + + UFUNCTION(BlueprintNativeEvent, Category = "Indicator") + void UnbindIndicator(const UIndicatorDescriptor* Indicator); +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.cpp b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.cpp new file mode 100644 index 0000000000000000000000000000000000000000..28cd19e58bebd03061371d0031ff81abd708cb72 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.cpp @@ -0,0 +1,140 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "IndicatorDescriptor.h" + +#include "Engine/LocalPlayer.h" +#include "SceneView.h" +#include "UI/IndicatorSystem/LyraIndicatorManagerComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(IndicatorDescriptor) + +bool FIndicatorProjection::Project(const UIndicatorDescriptor& IndicatorDescriptor, const FSceneViewProjectionData& InProjectionData, const FVector2f& ScreenSize, FVector& OutScreenPositionWithDepth) +{ + if (USceneComponent* Component = IndicatorDescriptor.GetSceneComponent()) + { + TOptional WorldLocation; + if (IndicatorDescriptor.GetComponentSocketName() != NAME_None) + { + WorldLocation = Component->GetSocketTransform(IndicatorDescriptor.GetComponentSocketName()).GetLocation(); + } + else + { + WorldLocation = Component->GetComponentLocation(); + } + + const FVector ProjectWorldLocation = WorldLocation.GetValue() + IndicatorDescriptor.GetWorldPositionOffset(); + const EActorCanvasProjectionMode ProjectionMode = IndicatorDescriptor.GetProjectionMode(); + + switch (ProjectionMode) + { + case EActorCanvasProjectionMode::ComponentPoint: + { + if (WorldLocation.IsSet()) + { + FVector2D OutScreenSpacePosition; + const bool bInFrontOfCamera = ULocalPlayer::GetPixelPoint(InProjectionData, ProjectWorldLocation, OutScreenSpacePosition, &ScreenSize); + + OutScreenSpacePosition.X += IndicatorDescriptor.GetScreenSpaceOffset().X * (bInFrontOfCamera ? 1 : -1); + OutScreenSpacePosition.Y += IndicatorDescriptor.GetScreenSpaceOffset().Y; + + if (!bInFrontOfCamera && FBox2f(FVector2f::Zero(), ScreenSize).IsInside((FVector2f)OutScreenSpacePosition)) + { + const FVector2f CenterToPosition = (FVector2f(OutScreenSpacePosition) - (ScreenSize / 2)).GetSafeNormal(); + OutScreenSpacePosition = FVector2D((ScreenSize / 2) + CenterToPosition * ScreenSize); + } + + OutScreenPositionWithDepth = FVector(OutScreenSpacePosition.X, OutScreenSpacePosition.Y, FVector::Dist(InProjectionData.ViewOrigin, ProjectWorldLocation)); + + return true; + } + + return false; + } + case EActorCanvasProjectionMode::ComponentScreenBoundingBox: + case EActorCanvasProjectionMode::ActorScreenBoundingBox: + { + FBox IndicatorBox; + if (ProjectionMode == EActorCanvasProjectionMode::ActorScreenBoundingBox) + { + IndicatorBox = Component->GetOwner()->GetComponentsBoundingBox(); + } + else + { + IndicatorBox = Component->Bounds.GetBox(); + } + + FVector2D LL, UR; + const bool bInFrontOfCamera = ULocalPlayer::GetPixelBoundingBox(InProjectionData, IndicatorBox, LL, UR, &ScreenSize); + + const FVector& BoundingBoxAnchor = IndicatorDescriptor.GetBoundingBoxAnchor(); + const FVector2D& ScreenSpaceOffset = IndicatorDescriptor.GetScreenSpaceOffset(); + + FVector ScreenPositionWithDepth; + ScreenPositionWithDepth.X = FMath::Lerp(LL.X, UR.X, BoundingBoxAnchor.X) + ScreenSpaceOffset.X * (bInFrontOfCamera ? 1 : -1); + ScreenPositionWithDepth.Y = FMath::Lerp(LL.Y, UR.Y, BoundingBoxAnchor.Y) + ScreenSpaceOffset.Y; + ScreenPositionWithDepth.Z = FVector::Dist(InProjectionData.ViewOrigin, ProjectWorldLocation); + + const FVector2f ScreenSpacePosition = FVector2f(FVector2D(ScreenPositionWithDepth)); + if (!bInFrontOfCamera && FBox2f(FVector2f::Zero(), ScreenSize).IsInside(ScreenSpacePosition)) + { + const FVector2f CenterToPosition = (ScreenSpacePosition - (ScreenSize / 2)).GetSafeNormal(); + const FVector2f ScreenPositionFromBehind = (ScreenSize / 2) + CenterToPosition * ScreenSize; + ScreenPositionWithDepth.X = ScreenPositionFromBehind.X; + ScreenPositionWithDepth.Y = ScreenPositionFromBehind.Y; + } + + OutScreenPositionWithDepth = ScreenPositionWithDepth; + return true; + } + case EActorCanvasProjectionMode::ActorBoundingBox: + case EActorCanvasProjectionMode::ComponentBoundingBox: + { + FBox IndicatorBox; + if (ProjectionMode == EActorCanvasProjectionMode::ActorBoundingBox) + { + IndicatorBox = Component->GetOwner()->GetComponentsBoundingBox(); + } + else + { + IndicatorBox = Component->Bounds.GetBox(); + } + + const FVector ProjectBoxPoint = IndicatorBox.GetCenter() + (IndicatorBox.GetSize() * (IndicatorDescriptor.GetBoundingBoxAnchor() - FVector(0.5))); + + FVector2D OutScreenSpacePosition; + const bool bInFrontOfCamera = ULocalPlayer::GetPixelPoint(InProjectionData, ProjectBoxPoint, OutScreenSpacePosition, &ScreenSize); + OutScreenSpacePosition.X += IndicatorDescriptor.GetScreenSpaceOffset().X * (bInFrontOfCamera ? 1 : -1); + OutScreenSpacePosition.Y += IndicatorDescriptor.GetScreenSpaceOffset().Y; + + if (!bInFrontOfCamera && FBox2f(FVector2f::Zero(), ScreenSize).IsInside((FVector2f)OutScreenSpacePosition)) + { + const FVector2f CenterToPosition = (FVector2f(OutScreenSpacePosition) - (ScreenSize / 2)).GetSafeNormal(); + OutScreenSpacePosition = FVector2D((ScreenSize / 2) + CenterToPosition * ScreenSize); + } + + OutScreenPositionWithDepth = FVector(OutScreenSpacePosition.X, OutScreenSpacePosition.Y, FVector::Dist(InProjectionData.ViewOrigin, ProjectBoxPoint)); + + return true; + } + } + } + + return false; +} + +void UIndicatorDescriptor::SetIndicatorManagerComponent(ULyraIndicatorManagerComponent* InManager) +{ + // Make sure nobody has set this. + if (ensure(ManagerPtr.IsExplicitlyNull())) + { + ManagerPtr = InManager; + } +} + +void UIndicatorDescriptor::UnregisterIndicator() +{ + if (ULyraIndicatorManagerComponent* Manager = ManagerPtr.Get()) + { + Manager->RemoveIndicator(this); + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.h new file mode 100644 index 0000000000000000000000000000000000000000..fec2e594859e9caf1af30212eafbd22655d697ac --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorDescriptor.h @@ -0,0 +1,243 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/SceneComponent.h" +#include "Types/SlateEnums.h" + +#include "IndicatorDescriptor.generated.h" + +#define UE_API LYRAGAME_API + +class SWidget; +class UIndicatorDescriptor; +class ULyraIndicatorManagerComponent; +class UUserWidget; +struct FFrame; +struct FSceneViewProjectionData; + +struct FIndicatorProjection +{ + bool Project(const UIndicatorDescriptor& IndicatorDescriptor, const FSceneViewProjectionData& InProjectionData, const FVector2f& ScreenSize, FVector& ScreenPositionWithDepth); +}; + +UENUM(BlueprintType) +enum class EActorCanvasProjectionMode : uint8 +{ + ComponentPoint, + ComponentBoundingBox, + ComponentScreenBoundingBox, + ActorBoundingBox, + ActorScreenBoundingBox +}; + +/** + * Describes and controls an active indicator. It is highly recommended that your widget implements + * IActorIndicatorWidget so that it can 'bind' to the associated data. + */ +UCLASS(MinimalAPI, BlueprintType) +class UIndicatorDescriptor : public UObject +{ + GENERATED_BODY() + +public: + UIndicatorDescriptor() { } + +public: + UFUNCTION(BlueprintCallable) + UObject* GetDataObject() const { return DataObject; } + UFUNCTION(BlueprintCallable) + void SetDataObject(UObject* InDataObject) { DataObject = InDataObject; } + + UFUNCTION(BlueprintCallable) + USceneComponent* GetSceneComponent() const { return Component; } + UFUNCTION(BlueprintCallable) + void SetSceneComponent(USceneComponent* InComponent) { Component = InComponent; } + + UFUNCTION(BlueprintCallable) + FName GetComponentSocketName() const { return ComponentSocketName; } + UFUNCTION(BlueprintCallable) + void SetComponentSocketName(FName SocketName) { ComponentSocketName = SocketName; } + + UFUNCTION(BlueprintCallable) + TSoftClassPtr GetIndicatorClass() const { return IndicatorWidgetClass; } + UFUNCTION(BlueprintCallable) + void SetIndicatorClass(TSoftClassPtr InIndicatorWidgetClass) + { + IndicatorWidgetClass = InIndicatorWidgetClass; + } + +public: + // TODO Organize this better. + TWeakObjectPtr IndicatorWidget; + +public: + UFUNCTION(BlueprintCallable) + void SetAutoRemoveWhenIndicatorComponentIsNull(bool CanAutomaticallyRemove) + { + bAutoRemoveWhenIndicatorComponentIsNull = CanAutomaticallyRemove; + } + UFUNCTION(BlueprintCallable) + bool GetAutoRemoveWhenIndicatorComponentIsNull() const { return bAutoRemoveWhenIndicatorComponentIsNull; } + + bool CanAutomaticallyRemove() const + { + return bAutoRemoveWhenIndicatorComponentIsNull && !IsValid(GetSceneComponent()); + } + +public: + // Layout Properties + //======================= + + UFUNCTION(BlueprintCallable) + bool GetIsVisible() const { return IsValid(GetSceneComponent()) && bVisible; } + + UFUNCTION(BlueprintCallable) + void SetDesiredVisibility(bool InVisible) + { + bVisible = InVisible; + } + + UFUNCTION(BlueprintCallable) + EActorCanvasProjectionMode GetProjectionMode() const { return ProjectionMode; } + UFUNCTION(BlueprintCallable) + void SetProjectionMode(EActorCanvasProjectionMode InProjectionMode) + { + ProjectionMode = InProjectionMode; + } + + // Horizontal alignment to the point in space to place the indicator at. + UFUNCTION(BlueprintCallable) + EHorizontalAlignment GetHAlign() const { return HAlignment; } + UFUNCTION(BlueprintCallable) + void SetHAlign(EHorizontalAlignment InHAlignment) + { + HAlignment = InHAlignment; + } + + // Vertical alignment to the point in space to place the indicator at. + UFUNCTION(BlueprintCallable) + EVerticalAlignment GetVAlign() const { return VAlignment; } + UFUNCTION(BlueprintCallable) + void SetVAlign(EVerticalAlignment InVAlignment) + { + VAlignment = InVAlignment; + } + + // Clamp the indicator to the edge of the screen? + UFUNCTION(BlueprintCallable) + bool GetClampToScreen() const { return bClampToScreen; } + UFUNCTION(BlueprintCallable) + void SetClampToScreen(bool bValue) + { + bClampToScreen = bValue; + } + + // Show the arrow if clamping to the edge of the screen? + UFUNCTION(BlueprintCallable) + bool GetShowClampToScreenArrow() const { return bShowClampToScreenArrow; } + UFUNCTION(BlueprintCallable) + void SetShowClampToScreenArrow(bool bValue) + { + bShowClampToScreenArrow = bValue; + } + + // The position offset for the indicator in world space. + UFUNCTION(BlueprintCallable) + FVector GetWorldPositionOffset() const { return WorldPositionOffset; } + UFUNCTION(BlueprintCallable) + void SetWorldPositionOffset(FVector Offset) + { + WorldPositionOffset = Offset; + } + + // The position offset for the indicator in screen space. + UFUNCTION(BlueprintCallable) + FVector2D GetScreenSpaceOffset() const { return ScreenSpaceOffset; } + UFUNCTION(BlueprintCallable) + void SetScreenSpaceOffset(FVector2D Offset) + { + ScreenSpaceOffset = Offset; + } + + UFUNCTION(BlueprintCallable) + FVector GetBoundingBoxAnchor() const { return BoundingBoxAnchor; } + UFUNCTION(BlueprintCallable) + void SetBoundingBoxAnchor(FVector InBoundingBoxAnchor) + { + BoundingBoxAnchor = InBoundingBoxAnchor; + } + +public: + // Sorting Properties + //======================= + + // Allows sorting the indicators (after they are sorted by depth), to allow some group of indicators + // to always be in front of others. + UFUNCTION(BlueprintCallable) + int32 GetPriority() const { return Priority; } + UFUNCTION(BlueprintCallable) + void SetPriority(int32 InPriority) + { + Priority = InPriority; + } + +public: + ULyraIndicatorManagerComponent* GetIndicatorManagerComponent() { return ManagerPtr.Get(); } + UE_API void SetIndicatorManagerComponent(ULyraIndicatorManagerComponent* InManager); + + UFUNCTION(BlueprintCallable) + UE_API void UnregisterIndicator(); + +private: + UPROPERTY() + bool bVisible = true; + UPROPERTY() + bool bClampToScreen = false; + UPROPERTY() + bool bShowClampToScreenArrow = false; + UPROPERTY() + bool bOverrideScreenPosition = false; + UPROPERTY() + bool bAutoRemoveWhenIndicatorComponentIsNull = false; + + UPROPERTY() + EActorCanvasProjectionMode ProjectionMode = EActorCanvasProjectionMode::ComponentPoint; + UPROPERTY() + TEnumAsByte HAlignment = HAlign_Center; + UPROPERTY() + TEnumAsByte VAlignment = VAlign_Center; + + UPROPERTY() + int32 Priority = 0; + + UPROPERTY() + FVector BoundingBoxAnchor = FVector(0.5, 0.5, 0.5); + UPROPERTY() + FVector2D ScreenSpaceOffset = FVector2D(0, 0); + UPROPERTY() + FVector WorldPositionOffset = FVector(0, 0, 0); + +private: + friend class SActorCanvas; + + UPROPERTY() + TObjectPtr DataObject; + + UPROPERTY() + TObjectPtr Component; + + UPROPERTY() + FName ComponentSocketName = NAME_None; + + UPROPERTY() + TSoftClassPtr IndicatorWidgetClass; + + UPROPERTY() + TWeakObjectPtr ManagerPtr; + + TWeakPtr Content; + TWeakPtr CanvasHost; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.cpp b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ccc01ed57b06d1c4bdd961ae342b0a28dd84f965 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.cpp @@ -0,0 +1,44 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "IndicatorLayer.h" + +#include "SActorCanvas.h" +#include "Widgets/Layout/SBox.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(IndicatorLayer) + +class SWidget; + +///////////////////////////////////////////////////// +// UIndicatorLayer + +UIndicatorLayer::UIndicatorLayer(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + bIsVariable = true; + SetVisibility(ESlateVisibility::HitTestInvisible); +} + +void UIndicatorLayer::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + MyActorCanvas.Reset(); +} + +TSharedRef UIndicatorLayer::RebuildWidget() +{ + if (!IsDesignTime()) + { + ULocalPlayer* LocalPlayer = GetOwningLocalPlayer(); + if (ensureMsgf(LocalPlayer, TEXT("Attempting to rebuild a UActorCanvas without a valid LocalPlayer!"))) + { + MyActorCanvas = SNew(SActorCanvas, FLocalPlayerContext(LocalPlayer), &ArrowBrush); + return MyActorCanvas.ToSharedRef(); + } + } + + // Give it a trivial box, NullWidget isn't safe to use from a UWidget + return SNew(SBox); +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.h new file mode 100644 index 0000000000000000000000000000000000000000..76a51947f5fe030de72a59f25f5b3c559d9935fc --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLayer.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/Widget.h" + +#include "IndicatorLayer.generated.h" + +class SActorCanvas; +class SWidget; +class UObject; + +UCLASS() +class UIndicatorLayer : public UWidget +{ + GENERATED_UCLASS_BODY() + +public: + /** Default arrow brush to use if UI is clamped to the screen and needs to show an arrow. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FSlateBrush ArrowBrush; + +protected: + // UWidget interface + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + virtual TSharedRef RebuildWidget() override; + // End UWidget + +protected: + TSharedPtr MyActorCanvas; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.cpp b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.cpp new file mode 100644 index 0000000000000000000000000000000000000000..766b6d1d4e5a3a82e435ba18629d12389a1f91e5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.cpp @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "IndicatorLibrary.h" + +#include "LyraIndicatorManagerComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(IndicatorLibrary) + +class AController; + +UIndicatorLibrary::UIndicatorLibrary() +{ +} + +ULyraIndicatorManagerComponent* UIndicatorLibrary::GetIndicatorManagerComponent(AController* Controller) +{ + return ULyraIndicatorManagerComponent::GetComponent(Controller); +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.h new file mode 100644 index 0000000000000000000000000000000000000000..f86a866f49b991b141ecdc717db91aae59a7e4e2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/IndicatorLibrary.h @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "IndicatorLibrary.generated.h" + +#define UE_API LYRAGAME_API + +class AController; +class ULyraIndicatorManagerComponent; +class UObject; +struct FFrame; + +UCLASS(MinimalAPI) +class UIndicatorLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UE_API UIndicatorLibrary(); + + /** */ + UFUNCTION(BlueprintCallable, Category = Indicator) + static UE_API ULyraIndicatorManagerComponent* GetIndicatorManagerComponent(AController* Controller); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.cpp b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c99e979396069a219335bd0b5500e85b4118be77 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.cpp @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraIndicatorManagerComponent.h" + +#include "IndicatorDescriptor.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraIndicatorManagerComponent) + +ULyraIndicatorManagerComponent::ULyraIndicatorManagerComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + bAutoRegister = true; + bAutoActivate = true; +} + +/*static*/ ULyraIndicatorManagerComponent* ULyraIndicatorManagerComponent::GetComponent(AController* Controller) +{ + if (Controller) + { + return Controller->FindComponentByClass(); + } + + return nullptr; +} + +void ULyraIndicatorManagerComponent::AddIndicator(UIndicatorDescriptor* IndicatorDescriptor) +{ + IndicatorDescriptor->SetIndicatorManagerComponent(this); + OnIndicatorAdded.Broadcast(IndicatorDescriptor); + Indicators.Add(IndicatorDescriptor); +} + +void ULyraIndicatorManagerComponent::RemoveIndicator(UIndicatorDescriptor* IndicatorDescriptor) +{ + if (IndicatorDescriptor) + { + ensure(IndicatorDescriptor->GetIndicatorManagerComponent() == this); + + OnIndicatorRemoved.Broadcast(IndicatorDescriptor); + Indicators.Remove(IndicatorDescriptor); + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..d1353466a00e294872730d60210fd5cc53541031 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/LyraIndicatorManagerComponent.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ControllerComponent.h" + +#include "LyraIndicatorManagerComponent.generated.h" + +#define UE_API LYRAGAME_API + +class AController; +class UIndicatorDescriptor; +class UObject; +struct FFrame; + +/** + * @class ULyraIndicatorManagerComponent + */ +UCLASS(MinimalAPI, BlueprintType, Blueprintable) +class ULyraIndicatorManagerComponent : public UControllerComponent +{ + GENERATED_BODY() + +public: + UE_API ULyraIndicatorManagerComponent(const FObjectInitializer& ObjectInitializer); + + static UE_API ULyraIndicatorManagerComponent* GetComponent(AController* Controller); + + UFUNCTION(BlueprintCallable, Category = Indicator) + UE_API void AddIndicator(UIndicatorDescriptor* IndicatorDescriptor); + + UFUNCTION(BlueprintCallable, Category = Indicator) + UE_API void RemoveIndicator(UIndicatorDescriptor* IndicatorDescriptor); + + DECLARE_EVENT_OneParam(ULyraIndicatorManagerComponent, FIndicatorEvent, UIndicatorDescriptor* Descriptor) + FIndicatorEvent OnIndicatorAdded; + FIndicatorEvent OnIndicatorRemoved; + + const TArray& GetIndicators() const { return Indicators; } + +private: + UPROPERTY() + TArray> Indicators; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.cpp b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.cpp new file mode 100644 index 0000000000000000000000000000000000000000..fbf74d030d42e63a7c4d2c5bf771b04ff985c414 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.cpp @@ -0,0 +1,725 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "SActorCanvas.h" + +#include "Engine/GameViewportClient.h" +#include "IActorIndicatorWidget.h" +#include "Layout/ArrangedChildren.h" +#include "LyraIndicatorManagerComponent.h" +#include "SceneView.h" +#include "UI/IndicatorSystem/IndicatorDescriptor.h" +#include "Widgets/Layout/SBox.h" +#include "Widgets/SLeafWidget.h" + +class FSlateRect; + +namespace EArrowDirection +{ + enum Type + { + Left, + Top, + Right, + Bottom, + MAX + }; +} + +// Angles for the direction of the arrow to display +const float ArrowRotations[EArrowDirection::MAX] = +{ + 270.0f, + 0.0f, + 90.0f, + 180.0f +}; + +// Offsets for the each direction that the arrow can point +const FVector2D ArrowOffsets[EArrowDirection::MAX] = +{ + FVector2D(-1.0f, 0.0f), + FVector2D(0.0f, -1.0f), + FVector2D(1.0f, 0.0f), + FVector2D(0.0f, 1.0f) +}; + + +class SActorCanvasArrowWidget : public SLeafWidget +{ +public: + + SLATE_BEGIN_ARGS(SActorCanvasArrowWidget) + {} + /** always goes at the end */ + SLATE_END_ARGS() + + /** Ctor */ + SActorCanvasArrowWidget() + : Rotation(0.0f) + , Arrow(nullptr) + { + + } + + /** Every widget needs one of these */ + void Construct(const FArguments& InArgs, const FSlateBrush* ActorCanvasArrowBrush) + { + Arrow = ActorCanvasArrowBrush; + SetCanTick(false); + } + + virtual int32 OnPaint(const FPaintArgs& Args, + const FGeometry& AllottedGeometry, + const FSlateRect& MyClippingRect, + FSlateWindowElementList& OutDrawElements, + int32 LayerId, + const FWidgetStyle& InWidgetStyle, + bool bParentEnabled) const override + { + int32 MaxLayerId = LayerId; + + if (Arrow) + { + const bool bIsEnabled = ShouldBeEnabled(bParentEnabled); + const ESlateDrawEffect DrawEffects = bIsEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect; + const FColor FinalColorAndOpacity = (InWidgetStyle.GetColorAndOpacityTint() * Arrow->GetTint(InWidgetStyle)).ToFColor(true); + + FSlateDrawElement::MakeRotatedBox( + OutDrawElements, + MaxLayerId++, + AllottedGeometry.ToPaintGeometry(Arrow->ImageSize, FSlateLayoutTransform()), + Arrow, + DrawEffects, + FMath::DegreesToRadians(GetRotation()), + TOptional(), + FSlateDrawElement::RelativeToElement, + FinalColorAndOpacity + ); + } + + return MaxLayerId; + } + + FORCEINLINE void SetRotation(float InRotation) + { + Rotation = FMath::Fmod(InRotation, 360.0f); + } + + FORCEINLINE float GetRotation() const + { + return Rotation; + } + + virtual FVector2D ComputeDesiredSize(float) const override + { + if (Arrow) + { + return Arrow->ImageSize; + } + else + { + return FVector2D::ZeroVector; + } + } + +private: + float Rotation; + + const FSlateBrush* Arrow; +}; + +void SActorCanvas::Construct(const FArguments& InArgs, const FLocalPlayerContext& InLocalPlayerContext, const FSlateBrush* InActorCanvasArrowBrush) +{ + LocalPlayerContext = InLocalPlayerContext; + ActorCanvasArrowBrush = InActorCanvasArrowBrush; + + IndicatorPool.SetWorld(LocalPlayerContext.GetWorld()); + + SetCanTick(false); + SetVisibility(EVisibility::SelfHitTestInvisible); + + // Create 10 arrows for starters + for (int32 i = 0; i < 10; ++i) + { + TSharedRef ArrowWidget = SNew(SActorCanvasArrowWidget, ActorCanvasArrowBrush); + ArrowWidget->SetVisibility(EVisibility::Collapsed); + + ArrowChildren.AddSlot(MoveTemp( + FArrowSlot::FSlotArguments(MakeUnique()) + [ + ArrowWidget + ] + )); + } + + UpdateActiveTimer(); +} + +EActiveTimerReturnType SActorCanvas::UpdateCanvas(double InCurrentTime, float InDeltaTime) +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_SActorCanvas_UpdateCanvas); + + if (!OptionalPaintGeometry.IsSet()) + { + return EActiveTimerReturnType::Continue; + } + + // Grab the local player + ULocalPlayer* LocalPlayer = LocalPlayerContext.GetLocalPlayer(); + ULyraIndicatorManagerComponent* IndicatorComponent = IndicatorComponentPtr.Get(); + if (IndicatorComponent == nullptr) + { + IndicatorComponent = ULyraIndicatorManagerComponent::GetComponent(LocalPlayerContext.GetPlayerController()); + if (IndicatorComponent) + { + // World may have changed + IndicatorPool.SetWorld(LocalPlayerContext.GetWorld()); + + IndicatorComponentPtr = IndicatorComponent; + IndicatorComponent->OnIndicatorAdded.AddSP(this, &SActorCanvas::OnIndicatorAdded); + IndicatorComponent->OnIndicatorRemoved.AddSP(this, &SActorCanvas::OnIndicatorRemoved); + for (UIndicatorDescriptor* Indicator : IndicatorComponent->GetIndicators()) + { + OnIndicatorAdded(Indicator); + } + } + else + { + //TODO HIDE EVERYTHING + return EActiveTimerReturnType::Continue; + } + } + + //Make sure we have a player. If we don't, we can't project anything + if (LocalPlayer) + { + const FGeometry PaintGeometry = OptionalPaintGeometry.GetValue(); + + FSceneViewProjectionData ProjectionData; + if (LocalPlayer->GetProjectionData(LocalPlayer->ViewportClient->Viewport, /*out*/ ProjectionData)) + { + SetShowAnyIndicators(true); + + bool IndicatorsChanged = false; + + for (int32 ChildIndex = 0; ChildIndex < CanvasChildren.Num(); ++ChildIndex) + { + SActorCanvas::FSlot& CurChild = CanvasChildren[ChildIndex]; + UIndicatorDescriptor* Indicator = CurChild.Indicator; + + // If the slot content is invalid and we have permission to remove it + if (Indicator->CanAutomaticallyRemove()) + { + IndicatorsChanged = true; + + RemoveIndicatorForEntry(Indicator); + // Decrement the current index to account for the removal + --ChildIndex; + continue; + } + + CurChild.SetIsIndicatorVisible(Indicator->GetIsVisible()); + + if (!CurChild.GetIsIndicatorVisible()) + { + IndicatorsChanged |= CurChild.bIsDirty(); + CurChild.ClearDirtyFlag(); + continue; + } + + // If the indicator changed clamp status between updates, alert the indicator and mark the indicators as changed + if (CurChild.WasIndicatorClampedStatusChanged()) + { + //Indicator->OnIndicatorClampedStatusChanged(CurChild.WasIndicatorClamped()); + CurChild.ClearIndicatorClampedStatusChangedFlag(); + IndicatorsChanged = true; + } + + FVector ScreenPositionWithDepth; + + FIndicatorProjection Projector; + const bool Success = Projector.Project(*Indicator, ProjectionData, PaintGeometry.Size, OUT ScreenPositionWithDepth); + + if (!Success) + { + CurChild.SetHasValidScreenPosition(false); + CurChild.SetInFrontOfCamera(false); + + IndicatorsChanged |= CurChild.bIsDirty(); + CurChild.ClearDirtyFlag(); + continue; + } + + CurChild.SetInFrontOfCamera(Success); + CurChild.SetHasValidScreenPosition(CurChild.GetInFrontOfCamera() || Indicator->GetClampToScreen()); + + if (CurChild.HasValidScreenPosition()) + { + // Only dirty the screen position if we can actually show this indicator. + CurChild.SetScreenPosition(FVector2D(ScreenPositionWithDepth)); + CurChild.SetDepth(ScreenPositionWithDepth.X); + } + + CurChild.SetPriority(Indicator->GetPriority()); + + IndicatorsChanged |= CurChild.bIsDirty(); + CurChild.ClearDirtyFlag(); + } + + if (IndicatorsChanged) + { + Invalidate(EInvalidateWidget::Paint); + } + } + else + { + SetShowAnyIndicators(false); + } + } + else + { + SetShowAnyIndicators(false); + } + + if (AllIndicators.Num() == 0) + { + TickHandle.Reset(); + return EActiveTimerReturnType::Stop; + } + else + { + return EActiveTimerReturnType::Continue; + } +} + +void SActorCanvas::SetShowAnyIndicators(bool bIndicators) +{ + if (bShowAnyIndicators != bIndicators) + { + bShowAnyIndicators = bIndicators; + + if (!bShowAnyIndicators) + { + for (int32 ChildIndex = 0; ChildIndex < AllChildren.Num(); ChildIndex++) + { + AllChildren.GetChildAt(ChildIndex)->SetVisibility(EVisibility::Collapsed); + } + } + } +} + +void SActorCanvas::OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_SActorCanvas_OnArrangeChildren); + + NextArrowIndex = 0; + + //Make sure we have a player. If we don't, we can't project anything + if (bShowAnyIndicators) + { + const FVector2D ArrowWidgetSize = ActorCanvasArrowBrush->GetImageSize(); + const FIntPoint FixedPadding = FIntPoint(10.0f, 10.0f) + FIntPoint(ArrowWidgetSize.X, ArrowWidgetSize.Y); + const FVector Center = FVector(AllottedGeometry.Size * 0.5f, 0.0f); + + // Sort the children + TArray SortedSlots; + for (int32 ChildIndex = 0; ChildIndex < CanvasChildren.Num(); ++ChildIndex) + { + SortedSlots.Add(&CanvasChildren[ChildIndex]); + } + + SortedSlots.StableSort([](const SActorCanvas::FSlot& A, const SActorCanvas::FSlot& B) + { + return A.GetPriority() == B.GetPriority() ? A.GetDepth() > B.GetDepth() : A.GetPriority() < B.GetPriority(); + }); + + // Go through all the sorted children + for (int32 ChildIndex = 0; ChildIndex < SortedSlots.Num(); ++ChildIndex) + { + //grab a child + const SActorCanvas::FSlot& CurChild = *SortedSlots[ChildIndex]; + const UIndicatorDescriptor* Indicator = CurChild.Indicator; + + // Skip this indicator if it's invalid or has an invalid world position + if (!ArrangedChildren.Accepts(CurChild.GetWidget()->GetVisibility())) + { + CurChild.SetWasIndicatorClamped(false); + continue; + } + + FVector2D ScreenPosition = CurChild.GetScreenPosition(); + const bool bInFrontOfCamera = CurChild.GetInFrontOfCamera(); + + // Don't bother if we can't project the position and the indicator doesn't want to be clamped + const bool bShouldClamp = Indicator->GetClampToScreen(); + + //get the offset and final size of the slot + FVector2D SlotSize, SlotOffset, SlotPaddingMin, SlotPaddingMax; + GetOffsetAndSize(Indicator, SlotSize, SlotOffset, SlotPaddingMin, SlotPaddingMax); + + bool bWasIndicatorClamped = false; + + // If we don't have to clamp this thing, we can skip a lot of work + if (bShouldClamp) + { + //figure out if we clamped to any edge of the screen + EArrowDirection::Type ClampDir = EArrowDirection::MAX; + + // Determine the size of inner screen rect to clamp within + const FIntPoint RectMin = FIntPoint(SlotPaddingMin.X, SlotPaddingMin.Y) + FixedPadding; + const FIntPoint RectMax = FIntPoint(AllottedGeometry.Size.X - SlotPaddingMax.X, AllottedGeometry.Size.Y - SlotPaddingMax.Y) - FixedPadding; + const FIntRect ClampRect(RectMin, RectMax); + + // Make sure the screen position is within the clamp rect + if (!ClampRect.Contains(FIntPoint(ScreenPosition.X, ScreenPosition.Y))) + { + const FPlane Planes[] = + { + FPlane(FVector(1.0f, 0.0f, 0.0f), ClampRect.Min.X), // Left + FPlane(FVector(0.0f, 1.0f, 0.0f), ClampRect.Min.Y), // Top + FPlane(FVector(-1.0f, 0.0f, 0.0f), -ClampRect.Max.X), // Right + FPlane(FVector(0.0f, -1.0f, 0.0f), -ClampRect.Max.Y) // Bottom + }; + + for (int32 i = 0; i < EArrowDirection::MAX; ++i) + { + FVector NewPoint; + if (FMath::SegmentPlaneIntersection(Center, FVector(ScreenPosition, 0.0f), Planes[i], NewPoint)) + { + ClampDir = (EArrowDirection::Type)i; + ScreenPosition = FVector2D(NewPoint); + } + } + } + else if (!bInFrontOfCamera) + { + const float ScreenXNorm = ScreenPosition.X / (RectMax.X - RectMin.X); + const float ScreenYNorm = ScreenPosition.Y / (RectMax.Y - RectMin.Y); + //we need to pin this thing to the side of the screen + if (ScreenXNorm < ScreenYNorm) + { + if (ScreenXNorm < (-ScreenYNorm + 1.0f)) + { + ClampDir = EArrowDirection::Left; + ScreenPosition.X = ClampRect.Min.X; + } + else + { + ClampDir = EArrowDirection::Bottom; + ScreenPosition.Y = ClampRect.Max.Y; + } + } + else + { + if (ScreenXNorm < (-ScreenYNorm + 1.0f)) + { + ClampDir = EArrowDirection::Top; + ScreenPosition.Y = ClampRect.Min.Y; + } + else + { + ClampDir = EArrowDirection::Right; + ScreenPosition.X = ClampRect.Max.X; + } + } + } + + bWasIndicatorClamped = (ClampDir != EArrowDirection::MAX); + + // should we show an arrow + if (Indicator->GetShowClampToScreenArrow() && + bWasIndicatorClamped && + ArrowChildren.IsValidIndex(NextArrowIndex)) + { + const FVector2D ArrowOffsetDirection = ArrowOffsets[ClampDir]; + const float ArrowRotation = ArrowRotations[ClampDir]; + + //grab an arrow widget + TSharedRef ArrowWidgetToUse = StaticCastSharedRef(ArrowChildren.GetChildAt(NextArrowIndex)); + NextArrowIndex++; + + //set the rotation of the arrow + ArrowWidgetToUse->SetRotation(ArrowRotation); + + //figure out the magnitude of the offset + const FVector2D OffsetMagnitude = (SlotSize + ArrowWidgetSize) * 0.5f; + + //used to center the arrow on the position + const FVector2D ArrowCenteringOffset = -(ArrowWidgetSize * 0.5f); + + FVector2D ArrowAlignmentOffset = FVector2D::ZeroVector; + switch (Indicator->VAlignment) + { + case VAlign_Top: + ArrowAlignmentOffset = SlotSize * FVector2D(0.0f, 0.5f); + break; + case VAlign_Bottom: + ArrowAlignmentOffset = SlotSize * FVector2D(0.0f, -0.5f); + break; + } + + //figure out the offset for the arrow + const FVector2D WidgetOffset = (OffsetMagnitude * ArrowOffsetDirection); + + const FVector2D FinalOffset = (WidgetOffset + ArrowAlignmentOffset + ArrowCenteringOffset); + + //get the final position + const FVector2D FinalPosition = (ScreenPosition + FinalOffset); + + ArrowWidgetToUse->SetVisibility(EVisibility::HitTestInvisible); + + // Inject the arrow on top of the indicator + ArrangedChildren.AddWidget(AllottedGeometry.MakeChild( + ArrowWidgetToUse, // The child widget being arranged + FinalPosition, // Child's local position (i.e. position within parent) + ArrowWidgetSize, // Child's size + 1.f // Child's scale + )); + } + } + + CurChild.SetWasIndicatorClamped(bWasIndicatorClamped); + + // Add the information about this child to the output list (ArrangedChildren) + ArrangedChildren.AddWidget(AllottedGeometry.MakeChild( + CurChild.GetWidget(), + ScreenPosition + SlotOffset, + SlotSize, + 1.f + )); + } + } + + if (NextArrowIndex < ArrowIndexLastUpdate) + { + for (int32 ArrowRemovedIndex = NextArrowIndex; ArrowRemovedIndex < ArrowIndexLastUpdate; ArrowRemovedIndex++) + { + ArrowChildren.GetChildAt(ArrowRemovedIndex)->SetVisibility(EVisibility::Collapsed); + } + } + + ArrowIndexLastUpdate = NextArrowIndex; +} + +int32 SActorCanvas::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_SActorCanvas_OnPaint); + + OptionalPaintGeometry = AllottedGeometry; + + FArrangedChildren ArrangedChildren(EVisibility::Visible); + ArrangeChildren(AllottedGeometry, ArrangedChildren); + + int32 MaxLayerId = LayerId; + + const FPaintArgs NewArgs = Args.WithNewParent(this); + const bool bShouldBeEnabled = ShouldBeEnabled(bParentEnabled); + + for (const FArrangedWidget& CurWidget : ArrangedChildren.GetInternalArray()) + { + if (!IsChildWidgetCulled(MyCullingRect, CurWidget)) + { + SWidget* MutableWidget = const_cast(&CurWidget.Widget.Get()); + + const int32 CurWidgetsMaxLayerId = CurWidget.Widget->Paint(NewArgs, CurWidget.Geometry, MyCullingRect, OutDrawElements, bDrawElementsInOrder ? MaxLayerId : LayerId, InWidgetStyle, bShouldBeEnabled); + MaxLayerId = FMath::Max(MaxLayerId, CurWidgetsMaxLayerId); + } + else + { + //SlateGI - RemoveContent + } + } + + return MaxLayerId; +} + +FString SActorCanvas::GetReferencerName() const +{ + return TEXT("SActorCanvas"); +} + +void SActorCanvas::AddReferencedObjects( FReferenceCollector& Collector ) +{ + Collector.AddReferencedObjects(AllIndicators); +} + +void SActorCanvas::OnIndicatorAdded(UIndicatorDescriptor* Indicator) +{ + AllIndicators.Add(Indicator); + InactiveIndicators.Add(Indicator); + + AddIndicatorForEntry(Indicator); +} + +void SActorCanvas::OnIndicatorRemoved(UIndicatorDescriptor* Indicator) +{ + RemoveIndicatorForEntry(Indicator); + + AllIndicators.Remove(Indicator); + InactiveIndicators.Remove(Indicator); +} + +void SActorCanvas::AddIndicatorForEntry(UIndicatorDescriptor* Indicator) +{ + // Async load the indicator, and pool the results so that it's easy to use and reuse the widgets. + TSoftClassPtr IndicatorClass = Indicator->GetIndicatorClass(); + if (!IndicatorClass.IsNull()) + { + TWeakObjectPtr IndicatorPtr(Indicator); + AsyncLoad(IndicatorClass, [this, IndicatorPtr, IndicatorClass]() { + if (UIndicatorDescriptor* Indicator = IndicatorPtr.Get()) + { + // While async loading this indicator widget we could have removed it. + if (!AllIndicators.Contains(Indicator)) + { + return; + } + + // Create the widget from the pool. + if (UUserWidget* IndicatorWidget = IndicatorPool.GetOrCreateInstance(TSubclassOf(IndicatorClass.Get()))) + { + if (IndicatorWidget->GetClass()->ImplementsInterface(UIndicatorWidgetInterface::StaticClass())) + { + IIndicatorWidgetInterface::Execute_BindIndicator(IndicatorWidget, Indicator); + } + + Indicator->IndicatorWidget = IndicatorWidget; + + InactiveIndicators.Remove(Indicator); + + AddActorSlot(Indicator) + [ + SAssignNew(Indicator->CanvasHost, SBox) + [ + IndicatorWidget->TakeWidget() + ] + ]; + } + } + }); + StartAsyncLoading(); + } +} + +void SActorCanvas::RemoveIndicatorForEntry(UIndicatorDescriptor* Indicator) +{ + if (UUserWidget* IndicatorWidget = Indicator->IndicatorWidget.Get()) + { + if (IndicatorWidget->GetClass()->ImplementsInterface(UIndicatorWidgetInterface::StaticClass())) + { + IIndicatorWidgetInterface::Execute_UnbindIndicator(IndicatorWidget, Indicator); + } + + Indicator->IndicatorWidget = nullptr; + + IndicatorPool.Release(IndicatorWidget); + } + + TSharedPtr CanvasHost = Indicator->CanvasHost.Pin(); + if (CanvasHost.IsValid()) + { + RemoveActorSlot(CanvasHost.ToSharedRef()); + Indicator->CanvasHost.Reset(); + } +} + +SActorCanvas::FScopedWidgetSlotArguments SActorCanvas::AddActorSlot(UIndicatorDescriptor* Indicator) +{ + TWeakPtr WeakCanvas = SharedThis(this); + return FScopedWidgetSlotArguments{ MakeUnique(Indicator), this->CanvasChildren, INDEX_NONE + , [WeakCanvas](const FSlot*, int32) + { + if (TSharedPtr Canvas = WeakCanvas.Pin()) + { + Canvas->UpdateActiveTimer(); + } + }}; +} + +int32 SActorCanvas::RemoveActorSlot(const TSharedRef& SlotWidget) +{ + for (int32 SlotIdx = 0; SlotIdx < CanvasChildren.Num(); ++SlotIdx) + { + if ( SlotWidget == CanvasChildren[SlotIdx].GetWidget() ) + { + CanvasChildren.RemoveAt(SlotIdx); + + UpdateActiveTimer(); + + return SlotIdx; + } + } + + return -1; +} + +void SActorCanvas::GetOffsetAndSize(const UIndicatorDescriptor* Indicator, + FVector2D& OutSize, + FVector2D& OutOffset, + FVector2D& OutPaddingMin, + FVector2D& OutPaddingMax) const +{ + //This might get used one day + FVector2D AllottedSize = FVector2D::ZeroVector; + + //grab the desired size of the child widget + TSharedPtr CanvasHost = Indicator->CanvasHost.Pin(); + if (CanvasHost.IsValid()) + { + OutSize = CanvasHost->GetDesiredSize(); + } + + //handle horizontal alignment + switch(Indicator->GetHAlign()) + { + case HAlign_Left: // same as Align_Top + OutOffset.X = 0.0f; + OutPaddingMin.X = 0.0f; + OutPaddingMax.X = OutSize.X; + break; + + case HAlign_Center: + OutOffset.X = (AllottedSize.X - OutSize.X) / 2.0f; + OutPaddingMin.X = OutSize.X / 2.0f; + OutPaddingMax.X = OutPaddingMin.X; + break; + + case HAlign_Right: // same as Align_Bottom + OutOffset.X = AllottedSize.X - OutSize.X; + OutPaddingMin.X = OutSize.X; + OutPaddingMax.X = 0.0f; + break; + } + + //Now, handle vertical alignment + switch(Indicator->GetVAlign()) + { + case VAlign_Top: + OutOffset.Y = 0.0f; + OutPaddingMin.Y = 0.0f; + OutPaddingMax.Y = OutSize.Y; + break; + + case VAlign_Center: + OutOffset.Y = (AllottedSize.Y - OutSize.Y) / 2.0f; + OutPaddingMin.Y = OutSize.Y / 2.0f; + OutPaddingMax.Y = OutPaddingMin.Y; + break; + + case VAlign_Bottom: + OutOffset.Y = AllottedSize.Y - OutSize.Y; + OutPaddingMin.Y = OutSize.Y; + OutPaddingMax.Y = 0.0f; + break; + } +} + +void SActorCanvas::UpdateActiveTimer() +{ + const bool NeedsTicks = AllIndicators.Num() > 0 || !IndicatorComponentPtr.IsValid(); + + if (NeedsTicks && !TickHandle.IsValid()) + { + TickHandle = RegisterActiveTimer(0, FWidgetActiveTimerDelegate::CreateSP(this, &SActorCanvas::UpdateCanvas)); + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.h b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.h new file mode 100644 index 0000000000000000000000000000000000000000..4a8e72c219c2be77aaf8871e63f63307a1605928 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.h @@ -0,0 +1,254 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AsyncMixin.h" +#include "Blueprint/UserWidgetPool.h" +#include "Widgets/SPanel.h" + +class FActiveTimerHandle; +class FArrangedChildren; +class FChildren; +class FPaintArgs; +class FReferenceCollector; +class FSlateRect; +class FSlateWindowElementList; +class FWidgetStyle; +class UIndicatorDescriptor; +class ULyraIndicatorManagerComponent; +struct FSlateBrush; + +class SActorCanvas : public SPanel, public FAsyncMixin, public FGCObject +{ +public: + /** ActorCanvas-specific slot class */ + class FSlot : public TSlotBase + { + public: + + FSlot(UIndicatorDescriptor* InIndicator) + : TSlotBase() + , Indicator(InIndicator) + , ScreenPosition(FVector2D::ZeroVector) + , Depth(0) + , Priority(0.f) + , bIsIndicatorVisible(true) + , bInFrontOfCamera(true) + , bHasValidScreenPosition(false) + , bDirty(true) + , bWasIndicatorClamped(false) + , bWasIndicatorClampedStatusChanged(false) + { + } + + SLATE_SLOT_BEGIN_ARGS(FSlot, TSlotBase) + SLATE_SLOT_END_ARGS() + using TSlotBase::Construct; + + bool GetIsIndicatorVisible() const { return bIsIndicatorVisible; } + void SetIsIndicatorVisible(bool bVisible) + { + if (bIsIndicatorVisible != bVisible) + { + bIsIndicatorVisible = bVisible; + bDirty = true; + } + + RefreshVisibility(); + } + + FVector2D GetScreenPosition() const { return ScreenPosition; } + void SetScreenPosition(FVector2D InScreenPosition) + { + if (ScreenPosition != InScreenPosition) + { + ScreenPosition = InScreenPosition; + bDirty = true; + } + } + + double GetDepth() const { return Depth; } + void SetDepth(double InDepth) + { + if (Depth != InDepth) + { + Depth = InDepth; + bDirty = true; + } + } + + int32 GetPriority() const { return Priority; } + void SetPriority(int32 InPriority) + { + if (Priority != InPriority) + { + Priority = InPriority; + bDirty = true; + } + } + + bool GetInFrontOfCamera() const { return bInFrontOfCamera; } + void SetInFrontOfCamera(bool bInFront) + { + if (bInFrontOfCamera != bInFront) + { + bInFrontOfCamera = bInFront; + bDirty = true; + } + + RefreshVisibility(); + } + + bool HasValidScreenPosition() const { return bHasValidScreenPosition; } + void SetHasValidScreenPosition(bool bValidScreenPosition) + { + if (bHasValidScreenPosition != bValidScreenPosition) + { + bHasValidScreenPosition = bValidScreenPosition; + bDirty = true; + } + + RefreshVisibility(); + } + + bool bIsDirty() const { return bDirty; } + + void ClearDirtyFlag() + { + bDirty = false; + } + + bool WasIndicatorClamped() const { return bWasIndicatorClamped; } + void SetWasIndicatorClamped(bool bWasClamped) const + { + if (bWasClamped != bWasIndicatorClamped) + { + bWasIndicatorClamped = bWasClamped; + bWasIndicatorClampedStatusChanged = true; + } + } + + bool WasIndicatorClampedStatusChanged() const { return bWasIndicatorClampedStatusChanged; } + void ClearIndicatorClampedStatusChangedFlag() + { + bWasIndicatorClampedStatusChanged = false; + } + + private: + void RefreshVisibility() + { + const bool bIsVisible = bIsIndicatorVisible && bHasValidScreenPosition; + GetWidget()->SetVisibility(bIsVisible ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed); + } + + //Kept Alive by SActorCanvas::AddReferencedObjects + UIndicatorDescriptor* Indicator; + FVector2D ScreenPosition; + double Depth; + int32 Priority; + + uint8 bIsIndicatorVisible : 1; + uint8 bInFrontOfCamera : 1; + uint8 bHasValidScreenPosition : 1; + uint8 bDirty : 1; + + /** + * Cached & frame-deferred value of whether the indicator was visually screen clamped last frame or not; + * Semi-hacky mutable implementation as it is cached during a const paint operation + */ + mutable uint8 bWasIndicatorClamped : 1; + mutable uint8 bWasIndicatorClampedStatusChanged : 1; + + friend class SActorCanvas; + }; + + /** ActorCanvas-specific slot class */ + class FArrowSlot : public TSlotBase + { + }; + + /** Begin the arguments for this slate widget */ + SLATE_BEGIN_ARGS(SActorCanvas) { + _Visibility = EVisibility::HitTestInvisible; + } + + /** Indicates that we have a slot that this widget supports */ + SLATE_SLOT_ARGUMENT(SActorCanvas::FSlot, Slots) + + /** This always goes at the end */ + SLATE_END_ARGS() + + SActorCanvas() + : CanvasChildren(this) + , ArrowChildren(this) + , AllChildren(this) + { + AllChildren.AddChildren(CanvasChildren); + AllChildren.AddChildren(ArrowChildren); + } + + void Construct(const FArguments& InArgs, const FLocalPlayerContext& InCtx, const FSlateBrush* ActorCanvasArrowBrush); + + // SWidget Interface + virtual void OnArrangeChildren( const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren ) const override; + virtual FVector2D ComputeDesiredSize(float) const override { return FVector2D::ZeroVector; } + virtual FChildren* GetChildren() override { return &AllChildren; } + virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const; + // End SWidget + + void SetDrawElementsInOrder(bool bInDrawElementsInOrder) { bDrawElementsInOrder = bInDrawElementsInOrder; } + + virtual FString GetReferencerName() const override; + virtual void AddReferencedObjects( FReferenceCollector& Collector ) override; + +private: + void OnIndicatorAdded(UIndicatorDescriptor* Indicator); + void OnIndicatorRemoved(UIndicatorDescriptor* Indicator); + + void AddIndicatorForEntry(UIndicatorDescriptor* Indicator); + void RemoveIndicatorForEntry(UIndicatorDescriptor* Indicator); + + using FScopedWidgetSlotArguments = TPanelChildren::FScopedWidgetSlotArguments; + FScopedWidgetSlotArguments AddActorSlot(UIndicatorDescriptor* Indicator); + int32 RemoveActorSlot(const TSharedRef& SlotWidget); + + void SetShowAnyIndicators(bool bIndicators); + EActiveTimerReturnType UpdateCanvas(double InCurrentTime, float InDeltaTime); + + /** Helper function for calculating the offset */ + void GetOffsetAndSize(const UIndicatorDescriptor* Indicator, + FVector2D& OutSize, + FVector2D& OutOffset, + FVector2D& OutPaddingMin, + FVector2D& OutPaddingMax) const; + + void UpdateActiveTimer(); + +private: + TArray> AllIndicators; + TArray InactiveIndicators; + + FLocalPlayerContext LocalPlayerContext; + TWeakObjectPtr IndicatorComponentPtr; + + /** All the slots in this canvas */ + TPanelChildren CanvasChildren; + mutable TPanelChildren ArrowChildren; + FCombinedChildren AllChildren; + + FUserWidgetPool IndicatorPool; + + const FSlateBrush* ActorCanvasArrowBrush = nullptr; + + mutable int32 NextArrowIndex = 0; + mutable int32 ArrowIndexLastUpdate = 0; + + /** Whether to draw elements in the order they were added to canvas. Note: Enabling this will disable batching and will cause a greater number of drawcalls */ + bool bDrawElementsInOrder = false; + + bool bShowAnyIndicators = false; + + mutable TOptional OptionalPaintGeometry; + + TSharedPtr TickHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6af34993235bb2bdf44a57a60a7a18faf4dc0f94 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraActivatableWidget.h" + +#include "Editor/WidgetCompilerLog.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraActivatableWidget) + +#define LOCTEXT_NAMESPACE "Lyra" + +ULyraActivatableWidget::ULyraActivatableWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +TOptional ULyraActivatableWidget::GetDesiredInputConfig() const +{ + switch (InputConfig) + { + case ELyraWidgetInputMode::GameAndMenu: + return FUIInputConfig(ECommonInputMode::All, GameMouseCaptureMode); + case ELyraWidgetInputMode::Game: + return FUIInputConfig(ECommonInputMode::Game, GameMouseCaptureMode); + case ELyraWidgetInputMode::Menu: + return FUIInputConfig(ECommonInputMode::Menu, EMouseCaptureMode::NoCapture); + case ELyraWidgetInputMode::Default: + default: + return TOptional(); + } +} + +#if WITH_EDITOR + +void ULyraActivatableWidget::ValidateCompiledWidgetTree(const UWidgetTree& BlueprintWidgetTree, class IWidgetCompilerLog& CompileLog) const +{ + Super::ValidateCompiledWidgetTree(BlueprintWidgetTree, CompileLog); + + if (!GetClass()->IsFunctionImplementedInScript(GET_FUNCTION_NAME_CHECKED(ULyraActivatableWidget, BP_GetDesiredFocusTarget))) + { + if (GetParentNativeClass(GetClass()) == ULyraActivatableWidget::StaticClass()) + { + CompileLog.Warning(LOCTEXT("ValidateGetDesiredFocusTarget_Warning", "GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen.")); + } + else + { + //TODO - Note for now, because we can't guarantee it isn't implemented in a native subclass of this one. + CompileLog.Note(LOCTEXT("ValidateGetDesiredFocusTarget_Note", "GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen. If it was implemented in the native base class you can ignore this message.")); + } + } +} + +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.h b/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..ee0bf21b5e3b98d142203005b3b6c6cc3b3c3c93 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraActivatableWidget.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" + +#include "LyraActivatableWidget.generated.h" + +struct FUIInputConfig; + +UENUM(BlueprintType) +enum class ELyraWidgetInputMode : uint8 +{ + Default, + GameAndMenu, + Game, + Menu +}; + +// An activatable widget that automatically drives the desired input config when activated +UCLASS(Abstract, Blueprintable) +class ULyraActivatableWidget : public UCommonActivatableWidget +{ + GENERATED_BODY() + +public: + ULyraActivatableWidget(const FObjectInitializer& ObjectInitializer); + +public: + + //~UCommonActivatableWidget interface + virtual TOptional GetDesiredInputConfig() const override; + //~End of UCommonActivatableWidget interface + +#if WITH_EDITOR + virtual void ValidateCompiledWidgetTree(const UWidgetTree& BlueprintWidgetTree, class IWidgetCompilerLog& CompileLog) const override; +#endif + +protected: + /** The desired input mode to use while this UI is activated, for example do you want key presses to still reach the game/player controller? */ + UPROPERTY(EditDefaultsOnly, Category = Input) + ELyraWidgetInputMode InputConfig = ELyraWidgetInputMode::Default; + + /** The desired mouse behavior when the game gets input. */ + UPROPERTY(EditDefaultsOnly, Category = Input) + EMouseCaptureMode GameMouseCaptureMode = EMouseCaptureMode::CapturePermanently; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5a60323c274a41ba88cda134f5d1c4aaaaf85477 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.cpp @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameViewportClient.h" + +#include "CommonUISettings.h" +#include "ICommonUIModule.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameViewportClient) + +class UGameInstance; + +namespace GameViewportTags +{ + UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_HardwareCursor, "Platform.Trait.Input.HardwareCursor"); +} + +ULyraGameViewportClient::ULyraGameViewportClient() + : Super(FObjectInitializer::Get()) +{ +} + +void ULyraGameViewportClient::Init(struct FWorldContext& WorldContext, UGameInstance* OwningGameInstance, bool bCreateNewAudioDevice) +{ + Super::Init(WorldContext, OwningGameInstance, bCreateNewAudioDevice); + + // We have software cursors set up in our project settings for console/mobile use, but on desktop we're fine with + // the standard hardware cursors + const bool UseHardwareCursor = ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(GameViewportTags::TAG_Platform_Trait_Input_HardwareCursor); + SetUseSoftwareCursorWidgets(!UseHardwareCursor); +} diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.h b/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.h new file mode 100644 index 0000000000000000000000000000000000000000..fb2b9e3334dbe2f3f27e89e517deefc729195205 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraGameViewportClient.h @@ -0,0 +1,21 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonGameViewportClient.h" + +#include "LyraGameViewportClient.generated.h" + +class UGameInstance; +class UObject; + +UCLASS(BlueprintType) +class ULyraGameViewportClient : public UCommonGameViewportClient +{ + GENERATED_BODY() + +public: + ULyraGameViewportClient(); + + virtual void Init(struct FWorldContext& WorldContext, UGameInstance* OwningGameInstance, bool bCreateNewAudioDevice = true) override; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraHUD.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraHUD.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d48b93ee769508a5ec04fd220c7908e5e3be3f7d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraHUD.cpp @@ -0,0 +1,74 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraHUD.h" + +#include "AbilitySystemComponent.h" +#include "AbilitySystemGlobals.h" +#include "Async/TaskGraphInterfaces.h" +#include "Components/GameFrameworkComponentManager.h" +#include "UObject/UObjectIterator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHUD) + +class AActor; +class UWorld; + +////////////////////////////////////////////////////////////////////// +// ALyraHUD + +ALyraHUD::ALyraHUD(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PrimaryActorTick.bStartWithTickEnabled = false; +} + +void ALyraHUD::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void ALyraHUD::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void ALyraHUD::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + +void ALyraHUD::GetDebugActorList(TArray& InOutList) +{ + UWorld* World = GetWorld(); + + Super::GetDebugActorList(InOutList); + + // Add all actors with an ability system component. + for (TObjectIterator It; It; ++It) + { + if (UAbilitySystemComponent* ASC = *It) + { + if (!ASC->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject)) + { + AActor* AvatarActor = ASC->GetAvatarActor(); + AActor* OwnerActor = ASC->GetOwnerActor(); + + if (AvatarActor && UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(AvatarActor)) + { + AddActorToDebugList(AvatarActor, InOutList, World); + } + else if (OwnerActor && UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(OwnerActor)) + { + AddActorToDebugList(OwnerActor, InOutList, World); + } + } + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraHUD.h b/LyraStarterGame/Source/LyraGame/UI/LyraHUD.h new file mode 100644 index 0000000000000000000000000000000000000000..ec5ced1237a71029ae37f0231069a2e36b7ca0e3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraHUD.h @@ -0,0 +1,44 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/HUD.h" + +#include "LyraHUD.generated.h" + +namespace EEndPlayReason { enum Type : int; } + +class AActor; +class UObject; + +/** + * ALyraHUD + * + * Note that you typically do not need to extend or modify this class, instead you would + * use an "Add Widget" action in your experience to add a HUD layout and widgets to it + * + * This class exists primarily for debug rendering + */ +UCLASS(Config = Game) +class ALyraHUD : public AHUD +{ + GENERATED_BODY() + +public: + ALyraHUD(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +protected: + + //~UObject interface + virtual void PreInitializeComponents() override; + //~End of UObject interface + + //~AActor interface + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~End of AActor interface + + //~AHUD interface + virtual void GetDebugActorList(TArray& InOutList) override; + //~End of AHUD interface +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.cpp new file mode 100644 index 0000000000000000000000000000000000000000..4aa55fe96f06b42e67f0df21a3bf5b35e74b1ec3 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.cpp @@ -0,0 +1,192 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraHUDLayout.h" + +#include "CommonUIExtensions.h" +#include "CommonUISettings.h" +#include "GameFramework/InputDeviceSubsystem.h" +#include "GameFramework/InputSettings.h" +#include "GenericPlatform/GenericPlatformInputDeviceMapper.h" +#include "Input/CommonUIInputTypes.h" +#include "ICommonUIModule.h" +#include "LyraLogChannels.h" +#include "NativeGameplayTags.h" +#include "UI/Foundation/LyraControllerDisconnectedScreen.h" +#include "UI/LyraActivatableWidget.h" + +#if WITH_EDITOR +#include "CommonUIVisibilitySubsystem.h" +#endif // WITH_EDITOR + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHUDLayout) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MENU, "UI.Layer.Menu"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_ACTION_ESCAPE, "UI.Action.Escape"); +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_PrimarlyController, "Platform.Trait.Input.PrimarlyController"); + +ULyraHUDLayout::ULyraHUDLayout(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , SpawnedControllerDisconnectScreen(nullptr) +{ + // By default, only primarily controller platforms require a disconnect screen. + PlatformRequiresControllerDisconnectScreen.AddTag(TAG_Platform_Trait_Input_PrimarlyController); +} + +void ULyraHUDLayout::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + RegisterUIActionBinding(FBindUIActionArgs(FUIActionTag::ConvertChecked(TAG_UI_ACTION_ESCAPE), false, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleEscapeAction))); + + // If we can display a controller disconnect screen, then listen for the controller state change delegates + if (ShouldPlatformDisplayControllerDisconnectScreen()) + { + // Bind to when input device connections change + IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); + DeviceMapper.GetOnInputDeviceConnectionChange().AddUObject(this, &ThisClass::HandleInputDeviceConnectionChanged); + DeviceMapper.GetOnInputDevicePairingChange().AddUObject(this, &ThisClass::HandleInputDevicePairingChanged); + } +} + +void ULyraHUDLayout::NativeDestruct() +{ + Super::NativeDestruct(); + + // Remove bindings to input device connection changing + IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); + DeviceMapper.GetOnInputDeviceConnectionChange().RemoveAll(this); + DeviceMapper.GetOnInputDevicePairingChange().RemoveAll(this); + + if (RequestProcessControllerStateHandle.IsValid()) + { + FTSTicker::GetCoreTicker().RemoveTicker(RequestProcessControllerStateHandle); + RequestProcessControllerStateHandle.Reset(); + } +} + +void ULyraHUDLayout::HandleEscapeAction() +{ + if (ensure(!EscapeMenuClass.IsNull())) + { + UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, EscapeMenuClass); + } +} + +void ULyraHUDLayout::HandleInputDeviceConnectionChanged(EInputDeviceConnectionState NewConnectionState, FPlatformUserId PlatformUserId, FInputDeviceId InputDeviceId) +{ + const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); + + ensure(OwningLocalPlayerId.IsValid()); + + // This device connection change happened to a different player, ignore it for us. + if (PlatformUserId != OwningLocalPlayerId) + { + return; + } + + NotifyControllerStateChangeForDisconnectScreen(); +} + +void ULyraHUDLayout::HandleInputDevicePairingChanged(FInputDeviceId InputDeviceId, FPlatformUserId NewUserPlatformId, FPlatformUserId OldUserPlatformId) +{ + const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); + + ensure(OwningLocalPlayerId.IsValid()); + + // If this pairing change was related to our local player, notify of a change. + if (NewUserPlatformId == OwningLocalPlayerId || OldUserPlatformId == OwningLocalPlayerId) + { + NotifyControllerStateChangeForDisconnectScreen(); + } +} + +bool ULyraHUDLayout::ShouldPlatformDisplayControllerDisconnectScreen() const +{ + // We only want this menu on primarily controller platforms + bool bHasAllRequiredTags = ICommonUIModule::GetSettings().GetPlatformTraits().HasAll(PlatformRequiresControllerDisconnectScreen); + + // Check the tags that we may be emulating in the editor too +#if WITH_EDITOR + const FGameplayTagContainer& PlatformEmulationTags = UCommonUIVisibilitySubsystem::Get(GetOwningLocalPlayer())->GetVisibilityTags(); + bHasAllRequiredTags |= PlatformEmulationTags.HasAll(PlatformRequiresControllerDisconnectScreen); +#endif // WITH_EDITOR + + return bHasAllRequiredTags; +} + +void ULyraHUDLayout::NotifyControllerStateChangeForDisconnectScreen() +{ + // We should only ever get here if we have bound to the controller state change delegates + ensure(ShouldPlatformDisplayControllerDisconnectScreen()); + + // If we haven't already, queue the processing of device state for next tick. + if (!RequestProcessControllerStateHandle.IsValid()) + { + RequestProcessControllerStateHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) + { + RequestProcessControllerStateHandle.Reset(); + ProcessControllerDevicesHavingChangedForDisconnectScreen(); + return false; + })); + } +} + +void ULyraHUDLayout::ProcessControllerDevicesHavingChangedForDisconnectScreen() +{ + // We should only ever get here if we have bound to the controller state change delegates + ensure(ShouldPlatformDisplayControllerDisconnectScreen()); + + const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); + + ensure(OwningLocalPlayerId.IsValid()); + + // Get all input devices mapped to our player + const IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); + TArray MappedInputDevices; + const int32 NumDevicesMappedToUser = DeviceMapper.GetAllInputDevicesForUser(OwningLocalPlayerId, OUT MappedInputDevices); + + // Check if there are any other connected GAMEPAD devices mapped to this platform user. + bool bHasConnectedController = false; + + for (const FInputDeviceId MappedDevice : MappedInputDevices) + { + if (DeviceMapper.GetInputDeviceConnectionState(MappedDevice) == EInputDeviceConnectionState::Connected) + { + const FHardwareDeviceIdentifier HardwareInfo = UInputDeviceSubsystem::Get()->GetInputDeviceHardwareIdentifier(MappedDevice); + if (HardwareInfo.PrimaryDeviceType == EHardwareDevicePrimaryType::Gamepad) + { + bHasConnectedController = true; + } + } + } + + // If there are no gamepad input devices mapped to this user, then we want to pop the toast saying to re-connect them + if (!bHasConnectedController) + { + DisplayControllerDisconnectedMenu(); + } + // Otherwise we can hide the screen if it is currently being shown + else if (SpawnedControllerDisconnectScreen) + { + HideControllerDisconnectedMenu(); + } +} + +void ULyraHUDLayout::DisplayControllerDisconnectedMenu_Implementation() +{ + UE_LOG(LogLyra, Log, TEXT("[%hs] Display controller disconnected menu!"), __func__); + + if (ControllerDisconnectedScreen) + { + // Push the "controller disconnected" widget to the menu layer + SpawnedControllerDisconnectScreen = UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, ControllerDisconnectedScreen); + } +} + +void ULyraHUDLayout::HideControllerDisconnectedMenu_Implementation() +{ + UE_LOG(LogLyra, Log, TEXT("[%hs] Hide controller disconnected menu!"), __func__); + + UCommonUIExtensions::PopContentFromLayer(SpawnedControllerDisconnectScreen); + SpawnedControllerDisconnectScreen = nullptr; +} \ No newline at end of file diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.h b/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.h new file mode 100644 index 0000000000000000000000000000000000000000..f0f5c04117de1ea4fe60c91a211409df77ebc769 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.h @@ -0,0 +1,106 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "LyraActivatableWidget.h" +#include "Containers/Ticker.h" +#include "GameplayTagContainer.h" + +#include "LyraHUDLayout.generated.h" + +class UCommonActivatableWidget; +class UObject; +class ULyraControllerDisconnectedScreen; + +/** + * ULyraHUDLayout + * + * Widget used to lay out the player's HUD (typically specified by an Add Widgets action in the experience) + */ +UCLASS(Abstract, BlueprintType, Blueprintable, Meta = (DisplayName = "Lyra HUD Layout", Category = "Lyra|HUD")) +class ULyraHUDLayout : public ULyraActivatableWidget +{ + GENERATED_BODY() + +public: + + ULyraHUDLayout(const FObjectInitializer& ObjectInitializer); + + virtual void NativeOnInitialized() override; + virtual void NativeDestruct() override; + +protected: + void HandleEscapeAction(); + + /** + * Callback for when controllers are disconnected. This will check if the player now has + * no mapped input devices to them, which would mean that they can't play the game. + * + * If this is the case, then call DisplayControllerDisconnectedMenu. + */ + void HandleInputDeviceConnectionChanged(EInputDeviceConnectionState NewConnectionState, FPlatformUserId PlatformUserId, FInputDeviceId InputDeviceId); + + /** + * Callback for when controllers change their owning platform user. We will use this to check + * if we no longer need to display the "Controller Disconnected" menu + */ + void HandleInputDevicePairingChanged(FInputDeviceId InputDeviceId, FPlatformUserId NewUserPlatformId, FPlatformUserId OldUserPlatformId); + + /** + * Notify this widget that the state of controllers for the player have changed. Queue a timer for next tick to + * process them and see if we need to show/hide the "controller disconnected" widget. + */ + void NotifyControllerStateChangeForDisconnectScreen(); + + /** + * This will check the state of the connected controllers to the player. If they do not have + * any controllers connected to them, then we should display the Disconnect menu. If they do have + * controllers connected to them, then we can hide the disconnect menu if its showing. + */ + virtual void ProcessControllerDevicesHavingChangedForDisconnectScreen(); + + /** + * Returns true if this platform supports a "controller disconnected" screen. + */ + virtual bool ShouldPlatformDisplayControllerDisconnectScreen() const; + + /** + * Pushes the ControllerDisconnectedMenuClass to the Menu layer (UI.Layer.Menu) + */ + UFUNCTION(BlueprintNativeEvent, Category="Controller Disconnect Menu") + void DisplayControllerDisconnectedMenu(); + + /** + * Hides the controller disconnected menu if it is active. + */ + UFUNCTION(BlueprintNativeEvent, Category="Controller Disconnect Menu") + void HideControllerDisconnectedMenu(); + + /** + * The menu to be displayed when the user presses the "Pause" or "Escape" button + */ + UPROPERTY(EditDefaultsOnly) + TSoftClassPtr EscapeMenuClass; + + /** + * The widget which should be presented to the user if all of their controllers are disconnected. + */ + UPROPERTY(EditDefaultsOnly, Category="Controller Disconnect Menu") + TSubclassOf ControllerDisconnectedScreen; + + /** + * The platform tags that are required in order to show the "Controller Disconnected" screen. + * + * If these tags are not set in the INI file for this platform, then the controller disconnect screen + * will not ever be displayed. + */ + UPROPERTY(EditDefaultsOnly, Category="Controller Disconnect Menu") + FGameplayTagContainer PlatformRequiresControllerDisconnectScreen; + + /** Pointer to the active "Controller Disconnected" menu if there is one. */ + UPROPERTY(Transient) + TObjectPtr SpawnedControllerDisconnectScreen; + + /** Handle from the FSTicker for when we want to process the controller state of our player */ + FTSTicker::FDelegateHandle RequestProcessControllerStateHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f5eb3fbb997450bf74f95e69cf2b011e6319f256 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.cpp @@ -0,0 +1,108 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UI/LyraJoystickWidget.h" + +#include "CommonHardwareVisibilityBorder.h" +#include "Components/Image.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraJoystickWidget) + +#define LOCTEXT_NAMESPACE "LyraJoystick" + +ULyraJoystickWidget::ULyraJoystickWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetConsumePointerInput(true); +} + +FReply ULyraJoystickWidget::NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + Super::NativeOnTouchStarted(InGeometry, InGestureEvent); + + TouchOrigin = InGestureEvent.GetScreenSpacePosition(); + + FReply Reply = FReply::Handled(); + if (!HasMouseCaptureByUser(InGestureEvent.GetUserIndex(), InGestureEvent.GetPointerIndex())) + { + Reply.CaptureMouse(GetCachedWidget().ToSharedRef()); + } + return Reply; +} + +FReply ULyraJoystickWidget::NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + Super::NativeOnTouchMoved(InGeometry, InGestureEvent); + HandleTouchDelta(InGeometry, InGestureEvent); + + FReply Reply = FReply::Handled(); + if (!HasMouseCaptureByUser(InGestureEvent.GetUserIndex(), InGestureEvent.GetPointerIndex())) + { + Reply.CaptureMouse(GetCachedWidget().ToSharedRef()); + } + return Reply; +} + +FReply ULyraJoystickWidget::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + StopInputSimulation(); + return FReply::Handled().ReleaseMouseCapture(); +} + +void ULyraJoystickWidget::NativeOnMouseLeave(const FPointerEvent& InMouseEvent) +{ + Super::NativeOnMouseLeave(InMouseEvent); + StopInputSimulation(); +} + +void ULyraJoystickWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) +{ + Super::NativeTick(MyGeometry, InDeltaTime); + + if (!CommonVisibilityBorder || CommonVisibilityBorder->IsVisible()) + { + // Move the inner stick icon around with the vector + if (JoystickForeground && JoystickBackground) + { + JoystickForeground->SetRenderTranslation( + (bNegateYAxis ? FVector2D(1.0f, -1.0f) : FVector2D(1.0f)) * + StickVector * + (JoystickBackground->GetDesiredSize() * 0.5f) + ); + } + InputKeyValue2D(StickVector); + } +} + +void ULyraJoystickWidget::HandleTouchDelta(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + const FVector2D& ScreenSpacePos = InGestureEvent.GetScreenSpacePosition(); + + // The center of the geo locally is just its size + FVector2D LocalStickCenter = InGeometry.GetAbsoluteSize(); + + FVector2D ScreenSpaceStickCenter = InGeometry.LocalToAbsolute(LocalStickCenter); + // Get the offset from the origin + FVector2D MoveStickOffset = (ScreenSpacePos - ScreenSpaceStickCenter); + if (bNegateYAxis) + { + MoveStickOffset *= FVector2D(1.0f, -1.0f); + } + + FVector2D MoveStickDir = FVector2D::ZeroVector; + float MoveStickLength = 0.0f; + MoveStickOffset.ToDirectionAndLength(MoveStickDir, MoveStickLength); + + MoveStickLength = FMath::Min(MoveStickLength, StickRange); + MoveStickOffset = MoveStickDir * MoveStickLength; + + StickVector = MoveStickOffset / StickRange; +} + +void ULyraJoystickWidget::StopInputSimulation() +{ + TouchOrigin = FVector2D::ZeroVector; + StickVector = FVector2D::ZeroVector; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.h b/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..3dd0b40e4367e2bf72caf06ea1b833712114debe --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraJoystickWidget.h @@ -0,0 +1,80 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UI/LyraSimulatedInputWidget.h" + +#include "LyraJoystickWidget.generated.h" + +#define UE_API LYRAGAME_API + +class UImage; +class UObject; +struct FGeometry; +struct FPointerEvent; + +/** + * A UMG wrapper for the lyra virtual joystick. + * + * This will calculate a 2D vector clamped between -1 and 1 + * to input as a key value to the player, simulating a gamepad analog stick. + * + * This is intended for use with and Enhanced Input player. + */ +UCLASS(MinimalAPI, meta=( DisplayName="Lyra Joystick" )) +class ULyraJoystickWidget : public ULyraSimulatedInputWidget +{ + GENERATED_BODY() + +public: + + UE_API ULyraJoystickWidget(const FObjectInitializer& ObjectInitializer); + + //~ Begin UUserWidget + UE_API virtual FReply NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual FReply NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual FReply NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual void NativeOnMouseLeave(const FPointerEvent& InMouseEvent) override; + UE_API virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; + //~ End UUserWidget interface + +protected: + + /** + * Calculate the delta position of the current touch from the origin. + * + * Input the associated gamepad key on the player + * + * Move the foreground joystick image in association with the given input to give the appearance that it + * is moving along with the player's finger + */ + UE_API void HandleTouchDelta(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent); + + /** Flush any player input that has been injected and disable the use of this analog stick. */ + UE_API void StopInputSimulation(); + + /** How far can the inner image of the joystick be moved? */ + UPROPERTY(BlueprintReadOnly, EditAnywhere) + float StickRange = 50.0f; + + /** Image to be used as the background of the joystick */ + UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) + TObjectPtr JoystickBackground; + + /** Image to be used as the foreground of the joystick */ + UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) + TObjectPtr JoystickForeground; + + /** Should we negate the Y-axis value of the joystick? This is common for "movement" sticks */ + UPROPERTY(BlueprintReadWrite, EditAnywhere) + bool bNegateYAxis = false; + + /** The origin of the touch. Set on NativeOnTouchStarted */ + UPROPERTY(Transient) + FVector2D TouchOrigin = FVector2D::ZeroVector; + + UPROPERTY(Transient) + FVector2D StickVector = FVector2D::ZeroVector; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.cpp new file mode 100644 index 0000000000000000000000000000000000000000..97328492c5aab88624f4c9ee0f128470dec98d1a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.cpp @@ -0,0 +1,74 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraSettingScreen.h" + +#include "Input/CommonUIInputTypes.h" +#include "Player/LyraLocalPlayer.h" +#include "Settings/LyraGameSettingRegistry.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSettingScreen) + +class UGameSettingRegistry; + +void ULyraSettingScreen::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + BackHandle = RegisterUIActionBinding(FBindUIActionArgs(BackInputActionData, true, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleBackAction))); + ApplyHandle = RegisterUIActionBinding(FBindUIActionArgs(ApplyInputActionData, true, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleApplyAction))); + CancelChangesHandle = RegisterUIActionBinding(FBindUIActionArgs(CancelChangesInputActionData, true, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleCancelChangesAction))); +} + +UGameSettingRegistry* ULyraSettingScreen::CreateRegistry() +{ + ULyraGameSettingRegistry* NewRegistry = NewObject(); + + if (ULyraLocalPlayer* LocalPlayer = CastChecked(GetOwningLocalPlayer())) + { + NewRegistry->Initialize(LocalPlayer); + } + + return NewRegistry; +} + +void ULyraSettingScreen::HandleBackAction() +{ + if (AttemptToPopNavigation()) + { + return; + } + + ApplyChanges(); + + DeactivateWidget(); +} + +void ULyraSettingScreen::HandleApplyAction() +{ + ApplyChanges(); +} + +void ULyraSettingScreen::HandleCancelChangesAction() +{ + CancelChanges(); +} + +void ULyraSettingScreen::OnSettingsDirtyStateChanged_Implementation(bool bSettingsDirty) +{ + if (bSettingsDirty) + { + if (!GetActionBindings().Contains(ApplyHandle)) + { + AddActionBinding(ApplyHandle); + } + if (!GetActionBindings().Contains(CancelChangesHandle)) + { + AddActionBinding(CancelChangesHandle); + } + } + else + { + RemoveActionBinding(ApplyHandle); + RemoveActionBinding(CancelChangesHandle); + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.h b/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.h new file mode 100644 index 0000000000000000000000000000000000000000..d1add1d2001987cae602d195d23b6f97f5a05045 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraSettingScreen.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataTable.h" +#include "Widgets/GameSettingScreen.h" + +#include "LyraSettingScreen.generated.h" + +class UGameSettingRegistry; +class ULyraTabListWidgetBase; +class UObject; + +UCLASS(Abstract, meta = (Category = "Settings", DisableNativeTick)) +class ULyraSettingScreen : public UGameSettingScreen +{ + GENERATED_BODY() + +public: + +protected: + virtual void NativeOnInitialized() override; + virtual UGameSettingRegistry* CreateRegistry() override; + + void HandleBackAction(); + void HandleApplyAction(); + void HandleCancelChangesAction(); + + virtual void OnSettingsDirtyStateChanged_Implementation(bool bSettingsDirty) override; + +protected: + UPROPERTY(BlueprintReadOnly, Category = Input, meta = (BindWidget, OptionalWidget = true, AllowPrivateAccess = true)) + TObjectPtr TopSettingsTabs; + + UPROPERTY(EditDefaultsOnly) + FDataTableRowHandle BackInputActionData; + + UPROPERTY(EditDefaultsOnly) + FDataTableRowHandle ApplyInputActionData; + + UPROPERTY(EditDefaultsOnly) + FDataTableRowHandle CancelChangesInputActionData; + + FUIActionBindingHandle BackHandle; + FUIActionBindingHandle ApplyHandle; + FUIActionBindingHandle CancelChangesHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..481728e2e4bd6fac146d1702fdb99156f08f7a65 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.cpp @@ -0,0 +1,170 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UI/LyraSimulatedInputWidget.h" +#include "EnhancedInputSubsystems.h" +#include "GenericPlatform/GenericPlatformInputDeviceMapper.h" +#include "LyraLogChannels.h" +#include "InputKeyEventArgs.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraSimulatedInputWidget) + +#define LOCTEXT_NAMESPACE "LyraSimulatedInputWidget" + +ULyraSimulatedInputWidget::ULyraSimulatedInputWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetConsumePointerInput(true); +} + +#if WITH_EDITOR +const FText ULyraSimulatedInputWidget::GetPaletteCategory() +{ + return LOCTEXT("PalleteCategory", "Input"); +} +#endif // WITH_EDITOR + +void ULyraSimulatedInputWidget::NativeConstruct() +{ + // Find initial key, then listen for any changes to control mappings + QueryKeyToSimulate(); + + if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) + { + System->ControlMappingsRebuiltDelegate.AddUniqueDynamic(this, &ULyraSimulatedInputWidget::OnControlMappingsRebuilt); + } + + Super::NativeConstruct(); +} + +void ULyraSimulatedInputWidget::NativeDestruct() +{ + if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) + { + System->ControlMappingsRebuiltDelegate.RemoveAll(this); + } + + Super::NativeDestruct(); +} + +FReply ULyraSimulatedInputWidget::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + FlushSimulatedInput(); + + return Super::NativeOnTouchEnded(InGeometry, InGestureEvent); +} + +UEnhancedInputLocalPlayerSubsystem* ULyraSimulatedInputWidget::GetEnhancedInputSubsystem() const +{ + if (APlayerController* PC = GetOwningPlayer()) + { + if (ULocalPlayer* LP = GetOwningLocalPlayer()) + { + return LP->GetSubsystem(); + } + } + return nullptr; +} + +UEnhancedPlayerInput* ULyraSimulatedInputWidget::GetPlayerInput() const +{ + if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) + { + return System->GetPlayerInput(); + } + return nullptr; +} + +void ULyraSimulatedInputWidget::InputKeyValue(const FVector& Value) +{ + const APlayerController* PC = GetOwningPlayer(); + const FPlatformUserId UserId = PC ? PC->GetPlatformUserId() : PLATFORMUSERID_NONE; + // If we have an associated input action then we can use it + if (AssociatedAction) + { + if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) + { + // We don't want to apply any modifiers or triggers to this action, but they are required for the function signature + TArray Modifiers; + TArray Triggers; + System->InjectInputVectorForAction(AssociatedAction, Value, Modifiers, Triggers); + } + } + // In case there is no associated input action, we can attempt to simulate input on the fallback key + else if (UEnhancedPlayerInput* Input = GetPlayerInput()) + { + const FInputDeviceId DeviceToSimulate = IPlatformInputDeviceMapper::Get().GetPrimaryInputDeviceForUser(UserId); + if(KeyToSimulate.IsValid()) + { + const float DeltaTime = GetWorld()->GetDeltaSeconds(); + auto SimulateKeyPress = [Input, DeltaTime, DeviceToSimulate](const FKey& KeyToSim, const float Value, const EInputEvent Event) + { + FInputKeyEventArgs Args = FInputKeyEventArgs::CreateSimulated( + KeyToSim, + Event, + Value, + KeyToSim.IsAnalog() ? 1 : 0, + DeviceToSimulate); + + Args.DeltaTime = DeltaTime; + + Input->InputKey(Args); + }; + + // For keys which are the "root" of the key pair (such as Mouse2D + // being made up of the MouseX and MouseY keys) we should call InputKey for each key in the pair, + // not the paired key itself. This is so that the events accumulate correctly in + // the key state map of UPlayerInput. All input events + // from the message handler and viewport client work this way, so when we simulate key inputs, we should + // do so as well. + if (const EKeys::FPairedKeyDetails* PairDetails = EKeys::GetPairedKeyDetails(KeyToSimulate)) + { + SimulateKeyPress(PairDetails->XKeyDetails->GetKey(), Value.X, IE_Axis); + SimulateKeyPress(PairDetails->YKeyDetails->GetKey(), Value.Y, IE_Axis); + } + else + { + SimulateKeyPress(KeyToSimulate, Value.X, IE_Pressed); + } + } + } + else + { + UE_LOG(LogLyra, Error, TEXT("'%s' is attempting to simulate input but has no player input!"), *GetNameSafe(this)); + } +} + +void ULyraSimulatedInputWidget::InputKeyValue2D(const FVector2D& Value) +{ + InputKeyValue(FVector(Value.X, Value.Y, 0.0)); +} + +void ULyraSimulatedInputWidget::FlushSimulatedInput() +{ + if (UEnhancedPlayerInput* Input = GetPlayerInput()) + { + Input->FlushPressedKeys(); + } +} + +void ULyraSimulatedInputWidget::QueryKeyToSimulate() +{ + if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem()) + { + TArray Keys = System->QueryKeysMappedToAction(AssociatedAction); + if(!Keys.IsEmpty() && Keys[0].IsValid()) + { + KeyToSimulate = Keys[0]; + } + else + { + KeyToSimulate = FallbackBindingKey; + } + } +} + +void ULyraSimulatedInputWidget::OnControlMappingsRebuilt() +{ + QueryKeyToSimulate(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.h b/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..6397ab8d0bc697c479269bbee25f72c6f830ec8b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraSimulatedInputWidget.h @@ -0,0 +1,97 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "LyraSimulatedInputWidget.generated.h" + +#define UE_API LYRAGAME_API + +class UEnhancedInputLocalPlayerSubsystem; +class UInputAction; +class UCommonHardwareVisibilityBorder; +class UEnhancedPlayerInput; + +/** + * A UMG widget with base functionality to inject input (keys or input actions) + * to the enhanced input subsystem. + */ +UCLASS(MinimalAPI, meta=( DisplayName="Lyra Simulated Input Widget" )) +class ULyraSimulatedInputWidget : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + + UE_API ULyraSimulatedInputWidget(const FObjectInitializer& ObjectInitializer); + + //~ Begin UWidget +#if WITH_EDITOR + UE_API virtual const FText GetPaletteCategory() override; +#endif + //~ End UWidget interface + + //~ Begin UUserWidget + UE_API virtual void NativeConstruct() override; + UE_API virtual void NativeDestruct() override; + UE_API virtual FReply NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + //~ End UUserWidget interface + + /** Get the enhanced input subsystem based on the owning local player of this widget. Will return null if there is no owning player */ + UFUNCTION(BlueprintCallable) + UE_API UEnhancedInputLocalPlayerSubsystem* GetEnhancedInputSubsystem() const; + + /** Get the current player input from the current input subsystem */ + UE_API UEnhancedPlayerInput* GetPlayerInput() const; + + /** */ + UFUNCTION(BlueprintCallable) + const UInputAction* GetAssociatedAction() const { return AssociatedAction; } + + /** Returns the current key that will be used to input any values. */ + UFUNCTION(BlueprintCallable) + FKey GetSimulatedKey() const { return KeyToSimulate; } + + /** + * Injects the given vector as an input to the current simulated key. + * This calls "InputKey" on the current player. + */ + UFUNCTION(BlueprintCallable) + UE_API void InputKeyValue(const FVector& Value); + + /** + * Injects the given vector as an input to the current simulated key. + * This calls "InputKey" on the current player. + */ + UFUNCTION(BlueprintCallable) + UE_API void InputKeyValue2D(const FVector2D& Value); + + UFUNCTION(BlueprintCallable) + UE_API void FlushSimulatedInput(); + +protected: + + /** Set the KeyToSimulate based on a query from enhanced input about what keys are mapped to the associated action */ + UE_API void QueryKeyToSimulate(); + + /** Called whenever control mappings change, so we have a chance to adapt our own keys */ + UFUNCTION() + UE_API void OnControlMappingsRebuilt(); + + /** The common visibility border will allow you to specify UI for only specific platforms if desired */ + UPROPERTY(BlueprintReadWrite, meta = (BindWidget)) + TObjectPtr CommonVisibilityBorder = nullptr; + + /** The associated input action that we should simulate input for */ + UPROPERTY(EditAnywhere, BlueprintReadOnly) + TObjectPtr AssociatedAction = nullptr; + + /** The Key to simulate input for in the case where none are currently bound to the associated action */ + UPROPERTY(BlueprintReadOnly, EditAnywhere) + FKey FallbackBindingKey = EKeys::Gamepad_Right2D; + + /** The key that should be input via InputKey on the player input */ + FKey KeyToSimulate; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ee52f2e516f1adbfdd4fb963a7932a69f734b1db --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.cpp @@ -0,0 +1,81 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraTaggedWidget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTaggedWidget) + +//@TODO: The other TODOs in this file are all related to tag-based showing/hiding of widgets, see UE-142237 + +ULyraTaggedWidget::ULyraTaggedWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraTaggedWidget::NativeConstruct() +{ + Super::NativeConstruct(); + + if (!IsDesignTime()) + { + // Listen for tag changes on our hidden tags + //@TODO: That thing I said + + // Set our initial visibility value (checking the tags, etc...) + SetVisibility(GetVisibility()); + } +} + +void ULyraTaggedWidget::NativeDestruct() +{ + if (!IsDesignTime()) + { + //@TODO: Stop listening for tag changes + } + + Super::NativeDestruct(); +} + +void ULyraTaggedWidget::SetVisibility(ESlateVisibility InVisibility) +{ +#if WITH_EDITORONLY_DATA + if (IsDesignTime()) + { + Super::SetVisibility(InVisibility); + return; + } +#endif + + // Remember what the caller requested; even if we're currently being + // suppressed by a tag we should respect this call when we're done + bWantsToBeVisible = ConvertSerializedVisibilityToRuntime(InVisibility).IsVisible(); + if (bWantsToBeVisible) + { + ShownVisibility = InVisibility; + } + else + { + HiddenVisibility = InVisibility; + } + + const bool bHasHiddenTags = false;//@TODO: Foo->HasAnyTags(HiddenByTags); + + // Actually apply the visibility + const ESlateVisibility DesiredVisibility = (bWantsToBeVisible && !bHasHiddenTags) ? ShownVisibility : HiddenVisibility; + if (GetVisibility() != DesiredVisibility) + { + Super::SetVisibility(DesiredVisibility); + } +} + +void ULyraTaggedWidget::OnWatchedTagsChanged() +{ + const bool bHasHiddenTags = false;//@TODO: Foo->HasAnyTags(HiddenByTags); + + // Actually apply the visibility + const ESlateVisibility DesiredVisibility = (bWantsToBeVisible && !bHasHiddenTags) ? ShownVisibility : HiddenVisibility; + if (GetVisibility() != DesiredVisibility) + { + Super::SetVisibility(DesiredVisibility); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.h b/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..f99ee4c33dc96b6474289c96151605091488f4bd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraTaggedWidget.h @@ -0,0 +1,50 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "GameplayTagContainer.h" + +#include "LyraTaggedWidget.generated.h" + +class UObject; + +/** + * An widget in a layout that has been tagged (can be hidden or shown via tags on the owning player) + */ +UCLASS(Abstract, Blueprintable) +class ULyraTaggedWidget : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + ULyraTaggedWidget(const FObjectInitializer& ObjectInitializer); + + //~UWidget interface + virtual void SetVisibility(ESlateVisibility InVisibility) override; + //~End of UWidget interface + + //~UUserWidget interface + virtual void NativeConstruct() override; + virtual void NativeDestruct() override; + //~End of UUserWidget interface + +protected: + /** If the owning player has any of these tags, this widget will be hidden (using HiddenVisibility) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "HUD") + FGameplayTagContainer HiddenByTags; + + /** The visibility to use when this widget is shown (not hidden by gameplay tags). */ + UPROPERTY(EditAnywhere, Category = "HUD") + ESlateVisibility ShownVisibility = ESlateVisibility::Visible; + + /** The visibility to use when this widget is hidden by gameplay tags. */ + UPROPERTY(EditAnywhere, Category = "HUD") + ESlateVisibility HiddenVisibility = ESlateVisibility::Collapsed; + + /** Do we want to be visible (ignoring tags)? */ + bool bWantsToBeVisible = true; + +private: + void OnWatchedTagsChanged(); +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.cpp b/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.cpp new file mode 100644 index 0000000000000000000000000000000000000000..424bd7cd2f0a84510e6cac947cf711f06f0cbeb6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.cpp @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UI/LyraTouchRegion.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTouchRegion) + +struct FGeometry; +struct FPointerEvent; + +FReply ULyraTouchRegion::NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + bShouldSimulateInput = true; + return Super::NativeOnTouchStarted(InGeometry, InGestureEvent); +} + +FReply ULyraTouchRegion::NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + // Input our associatied key as long as the player is touching within our bounds + //InputKeyValue(FVector::OneVector); + bShouldSimulateInput = true; + // Continuously trigger the input if we should + return Super::NativeOnTouchMoved(InGeometry, InGestureEvent); +} + +FReply ULyraTouchRegion::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) +{ + bShouldSimulateInput = false; + return Super::NativeOnTouchEnded(InGeometry, InGestureEvent); +} + +void ULyraTouchRegion::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) +{ + Super::NativeTick(MyGeometry, InDeltaTime); + if(bShouldSimulateInput) + { + InputKeyValue(FVector::OneVector); + } +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.h b/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.h new file mode 100644 index 0000000000000000000000000000000000000000..9acb1a3f6391ffd2522d5a5e38ee3a4ba22bad9d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/LyraTouchRegion.h @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UI/LyraSimulatedInputWidget.h" + +#include "LyraTouchRegion.generated.h" + +#define UE_API LYRAGAME_API + +class UObject; +struct FFrame; +struct FGeometry; +struct FPointerEvent; + +/** + * A "Touch Region" is used to define an area on the screen that should trigger some + * input when the user presses a finger on it + */ +UCLASS(MinimalAPI, meta=( DisplayName="Lyra Touch Region" )) +class ULyraTouchRegion : public ULyraSimulatedInputWidget +{ + GENERATED_BODY() + +public: + + //~ Begin UUserWidget + UE_API virtual FReply NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual FReply NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual FReply NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) override; + UE_API virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; + //~ End UUserWidget interface + + UFUNCTION(BlueprintCallable) + bool ShouldSimulateInput() const { return bShouldSimulateInput; } + +protected: + + /** True while this widget is being touched */ + bool bShouldSimulateInput = false; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.cpp b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..426ecd7cece789d8d1551b8abe66efaf69c9fdd1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.cpp @@ -0,0 +1,69 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPerfStatContainerBase.h" + +#include "Blueprint/WidgetTree.h" +#include "LyraPerfStatWidgetBase.h" +#include "Settings/LyraSettingsLocal.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPerfStatContainerBase) + +////////////////////////////////////////////////////////////////////// +// ULyraPerfStatsContainerBase + +ULyraPerfStatContainerBase::ULyraPerfStatContainerBase(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraPerfStatContainerBase::NativeConstruct() +{ + Super::NativeConstruct(); + UpdateVisibilityOfChildren(); + + ULyraSettingsLocal::Get()->OnPerfStatDisplayStateChanged().AddUObject(this, &ThisClass::UpdateVisibilityOfChildren); +} + +void ULyraPerfStatContainerBase::NativeDestruct() +{ + ULyraSettingsLocal::Get()->OnPerfStatDisplayStateChanged().RemoveAll(this); + + Super::NativeDestruct(); +} + +void ULyraPerfStatContainerBase::UpdateVisibilityOfChildren() +{ + ULyraSettingsLocal* UserSettings = ULyraSettingsLocal::Get(); + + const bool bShowTextWidgets = (StatDisplayModeFilter == ELyraStatDisplayMode::TextOnly) || (StatDisplayModeFilter == ELyraStatDisplayMode::TextAndGraph); + const bool bShowGraphWidgets = (StatDisplayModeFilter == ELyraStatDisplayMode::GraphOnly) || (StatDisplayModeFilter == ELyraStatDisplayMode::TextAndGraph); + + check(WidgetTree); + WidgetTree->ForEachWidget([&](UWidget* Widget) + { + if (ULyraPerfStatWidgetBase* TypedWidget = Cast(Widget)) + { + const ELyraStatDisplayMode SettingMode = UserSettings->GetPerfStatDisplayState(TypedWidget->GetStatToDisplay()); + + bool bShowWidget = false; + switch (SettingMode) + { + case ELyraStatDisplayMode::Hidden: + bShowWidget = false; + break; + case ELyraStatDisplayMode::TextOnly: + bShowWidget = bShowTextWidgets; + break; + case ELyraStatDisplayMode::GraphOnly: + bShowWidget = bShowGraphWidgets; + break; + case ELyraStatDisplayMode::TextAndGraph: + bShowWidget = bShowTextWidgets || bShowGraphWidgets; + break; + } + + TypedWidget->SetVisibility(bShowWidget ? ESlateVisibility::HitTestInvisible : ESlateVisibility::Collapsed); + } + }); +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.h b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.h new file mode 100644 index 0000000000000000000000000000000000000000..66fd139d011a169b72e4e22e7e6c90a26b2c033d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatContainerBase.h @@ -0,0 +1,39 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "Performance/LyraPerformanceStatTypes.h" + +#include "LyraPerfStatContainerBase.generated.h" + +class UObject; +struct FFrame; + +/** + * ULyraPerfStatsContainerBase + * + * Panel that contains a set of ULyraPerfStatWidgetBase widgets and manages + * their visibility based on user settings. + */ + UCLASS(Abstract) +class ULyraPerfStatContainerBase : public UCommonUserWidget +{ +public: + ULyraPerfStatContainerBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + GENERATED_BODY() + + //~UUserWidget interface + virtual void NativeConstruct() override; + virtual void NativeDestruct() override; + //~End of UUserWidget interface + + UFUNCTION(BlueprintCallable) + void UpdateVisibilityOfChildren(); + +protected: + // Are we showing text or graph stats? + UPROPERTY(EditAnywhere, Category=Display) + ELyraStatDisplayMode StatDisplayModeFilter = ELyraStatDisplayMode::TextAndGraph; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.cpp b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..111f5b8276481371cd1df45d523b34dae71c93d0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.cpp @@ -0,0 +1,186 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraPerfStatWidgetBase.h" + +#include "Engine/GameInstance.h" +#include "Performance/LyraPerformanceStatSubsystem.h" +#include "Styling/CoreStyle.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPerfStatWidgetBase) + +void SLyraLatencyGraph::Construct(const FArguments& InArgs) +{ + DesiredSize = InArgs._DesiredSize; + MaxYAxisOfGraph = InArgs._MaxLatencyToGraph; + LineColor = InArgs._LineColor; + BackgroundColor = InArgs._BackgroundColor; +} + +int32 SLyraLatencyGraph::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, + FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const +{ + int32 MaxLayerId = LayerId; + + // Draw the background + FSlateDrawElement::MakeRotatedBox( + OutDrawElements, + MaxLayerId, + AllottedGeometry.ToPaintGeometry(), + FCoreStyle::Get().GetBrush("BlackBrush"), + ESlateDrawEffect::NoPixelSnapping, + 0, + TOptional(), + FSlateDrawElement::RelativeToElement, + BackgroundColor); + + // We need to actually draw the graph plot on top of the background + // so increment the layer + MaxLayerId++; + + // Actually draw the graph plot + DrawTotalLatency(AllottedGeometry, OutDrawElements, MaxLayerId); + + MaxLayerId++; + + return MaxLayerId; +} + +FVector2D SLyraLatencyGraph::ComputeDesiredSize(float LayoutScaleMultiplier) const +{ + return DesiredSize; +} + +void SLyraLatencyGraph::DrawTotalLatency(const FGeometry& AllottedGeometry, FSlateWindowElementList& OutDrawElements, int32 LayerId) const +{ + if (!GraphData) + { + return; + } + + static TArray Points; + Points.Reset(GraphData->GetSampleSize() + 1); + + const FVector2D WidgetSize = AllottedGeometry.GetLocalSize(); + const float LineThickness = 1.0f; + const double XSlice = WidgetSize.X / static_cast(GraphData->GetSampleSize()); + const double Border = 1.0; + + int32 i = 0; + + GraphData->ForEachCurrentSample([&](const double Stat) + { + double Y = WidgetSize.Y - FMath::Clamp((Stat * ScaleFactor), 0.0, MaxYAxisOfGraph) / MaxYAxisOfGraph * WidgetSize.Y; + Y = FMath::Clamp(Y, Border, WidgetSize.Y - Border); + + Points.Emplace(XSlice * double(++i), Y); + }); + + // Why does this not just draw a straight line?? + FSlateDrawElement::MakeLines( + OutDrawElements, + LayerId, + AllottedGeometry.ToPaintGeometry(), + Points, + ESlateDrawEffect::NoPixelSnapping, + LineColor, + false, + LineThickness); +} + +////////////////////////////////////////////////////////////////////// +// ULyraPerfStatGraph + +ULyraPerfStatGraph::ULyraPerfStatGraph(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetClipping(EWidgetClipping::ClipToBounds); +} + +TSharedRef ULyraPerfStatGraph::RebuildWidget() +{ + return SAssignNew(SlateLatencyGraph, SLyraLatencyGraph); +} + +void ULyraPerfStatGraph::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + SlateLatencyGraph.Reset(); +} + +void ULyraPerfStatGraph::SetLineColor(const FColor& InColor) +{ + SlateLatencyGraph->SetLineColor(InColor); +} + +void ULyraPerfStatGraph::SetMaxYValue(const float InValue) +{ + SlateLatencyGraph->SetMaxYValue(InValue); +} + +void ULyraPerfStatGraph::SetBackgroundColor(const FColor& InValue) +{ + SlateLatencyGraph->SetBackgroundColor(InValue); +} + +void ULyraPerfStatGraph::UpdateGraphData(const FSampledStatCache* StatData, const float ScaleFactor) +{ + SlateLatencyGraph->UpdateGraphData(StatData, ScaleFactor); +} + +////////////////////////////////////////////////////////////////////// +// ULyraPerfStatWidgetBase + +double ULyraPerfStatWidgetBase::FetchStatValue() +{ + if (ULyraPerformanceStatSubsystem* Subsystem = GetStatSubsystem()) + { + return CachedStatSubsystem->GetCachedStat(StatToDisplay); + } + else + { + return 0.0; + } +} + +void ULyraPerfStatWidgetBase::UpdateGraphData(const float ScaleFactor) +{ + // When we cache the subsystem also update the graph data pointer if we have a graph widget + if (PerfStatGraph) + { + if (const FSampledStatCache* GraphData = CachedStatSubsystem->GetCachedStatData(StatToDisplay)) + { + PerfStatGraph->UpdateGraphData(GraphData, ScaleFactor); + } + } +} + +void ULyraPerfStatWidgetBase::NativeConstruct() +{ + Super::NativeConstruct(); + + // Cache the subsystem on construct, which will also make sure the graph is up to date + GetStatSubsystem(); + + if (PerfStatGraph) + { + PerfStatGraph->SetLineColor(GraphLineColor); + PerfStatGraph->SetMaxYValue(GraphMaxYValue); + PerfStatGraph->SetBackgroundColor(GraphBackgroundColor); + } +} + +ULyraPerformanceStatSubsystem* ULyraPerfStatWidgetBase::GetStatSubsystem() +{ + if (CachedStatSubsystem == nullptr) + { + if (UWorld* World = GetWorld()) + { + if (UGameInstance* GameInstance = World->GetGameInstance()) + { + CachedStatSubsystem = GameInstance->GetSubsystem(); + } + } + } + + return CachedStatSubsystem; +} diff --git a/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.h b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.h new file mode 100644 index 0000000000000000000000000000000000000000..a17774bedaecdf5cf4e8f40b973f3e10f0b97887 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/PerformanceStats/LyraPerfStatWidgetBase.h @@ -0,0 +1,194 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "Widgets/SLeafWidget.h" + +#include "LyraPerfStatWidgetBase.generated.h" + +enum class ELyraDisplayablePerformanceStat : uint8; + +class ULyraPerformanceStatSubsystem; +class UObject; +struct FFrame; +class FSampledStatCache; + +class SLyraLatencyGraph : public SLeafWidget +{ +public: + /** Begin the arguments for this slate widget */ + SLATE_BEGIN_ARGS(SLyraLatencyGraph) + : _DesiredSize(150, 50), + _MaxLatencyToGraph(33.0), + _LineColor(255, 255, 255, 255), + _BackgroundColor(0, 0, 0, 128) + { + _Clipping = EWidgetClipping::ClipToBounds; + } + + SLATE_ARGUMENT(FVector2D, DesiredSize) + SLATE_ARGUMENT(double, MaxLatencyToGraph) + SLATE_ARGUMENT(FColor, LineColor) + SLATE_ARGUMENT(FColor, BackgroundColor) + SLATE_END_ARGS() + + /** Contruct function needed for every Widget */ + void Construct(const FArguments& InArgs); + + /** Called with the elements to be drawn */ + virtual int32 OnPaint(const FPaintArgs& Args, + const FGeometry& AllottedGeometry, + const FSlateRect& MyClippingRect, + FSlateWindowElementList& OutDrawElements, + int32 LayerId, + const FWidgetStyle& InWidgetStyle, + bool bParentEnabled) const override; + + virtual bool ComputeVolatility() const override { return true; } + + virtual FVector2D ComputeDesiredSize(float LayoutScaleMultiplier) const override; + + inline void SetLineColor(const FColor& InColor) + { + LineColor = InColor; + } + + inline void SetMaxYValue(const double InValue) + { + MaxYAxisOfGraph = InValue; + } + + inline void SetBackgroundColor(const FColor& InColor) + { + BackgroundColor = InColor; + } + + inline void UpdateGraphData(const FSampledStatCache* StatData, const float InScaleFactor) + { + GraphData = StatData; + ScaleFactor = InScaleFactor; + } + +private: + + void DrawTotalLatency(const FGeometry& AllottedGeometry, FSlateWindowElementList& OutDrawElements, int32 LayerId) const; + + /** + * The size of the graph to draw + */ + FVector2D DesiredSize = { 150.0, 50.0 }; + + /** + * Max Y value of the graph. The values drawn will be clamped to this + */ + double MaxYAxisOfGraph = 33.0; + + float ScaleFactor = 1.0f; + + /** + * Color of the line to draw on the graph + */ + FColor LineColor = FColor(255, 255, 255, 255); + + /** + * The background color to draw when drawing the graph + */ + FColor BackgroundColor = FColor(0, 0, 0, 128); + + /** + * The cache of data that this graph widget needs to draw + */ + const FSampledStatCache* GraphData = nullptr; +}; + +/** + * ULyraPerfStatGraph + * + * Base class for a widget that displays the graph of a stat over time. + */ +UCLASS(meta = (DisableNativeTick)) +class ULyraPerfStatGraph : public UUserWidget +{ + GENERATED_BODY() + +public: + ULyraPerfStatGraph(const FObjectInitializer& ObjectInitializer); + + void SetLineColor(const FColor& InColor); + + void SetMaxYValue(const float InValue); + + void SetBackgroundColor(const FColor& InValue); + + void UpdateGraphData(const FSampledStatCache* StatData, const float ScaleFactor); + +protected: + // Begin UWidget interface + virtual TSharedRef RebuildWidget() override; + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + // End UWidget interface + + // The actual slate widget which will draw the graph. Created in RebuildWidget and + // destroyed in ReleaseSlateResources. + TSharedPtr SlateLatencyGraph; +}; + +/** + * ULyraPerfStatWidgetBase + * + * Base class for a widget that displays a single stat, e.g., FPS, ping, etc... + */ + UCLASS(Abstract) +class ULyraPerfStatWidgetBase : public UCommonUserWidget +{ +public: + GENERATED_BODY() + +public: + // Returns the stat this widget is supposed to display + UFUNCTION(BlueprintPure) + ELyraDisplayablePerformanceStat GetStatToDisplay() const + { + return StatToDisplay; + } + + // Polls for the value of this stat (unscaled) + UFUNCTION(BlueprintPure) + double FetchStatValue(); + + UFUNCTION(BlueprintCallable) + void UpdateGraphData(const float ScaleFactor = 1.0f); + +protected: + + virtual void NativeConstruct() override; + + ULyraPerformanceStatSubsystem* GetStatSubsystem(); + + /** + * An optional stat graph widget to display this stat's value over time. + */ + UPROPERTY(BlueprintReadWrite, meta=(BindWidget, OptionalWidget=true)) + TObjectPtr PerfStatGraph; + + // Cached subsystem pointer + UPROPERTY(Transient) + TObjectPtr CachedStatSubsystem; + + UPROPERTY(EditAnywhere, Category = Display) + FColor GraphLineColor = FColor(255, 255, 255, 255); + + UPROPERTY(EditAnywhere, Category = Display) + FColor GraphBackgroundColor = FColor(0, 0, 0, 128); + + /** + * The max value of the Y axis to clamp the graph to. + */ + UPROPERTY(EditAnywhere, Category = Display) + double GraphMaxYValue = 33.0; + + // The stat to display + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Display) + ELyraDisplayablePerformanceStat StatToDisplay; + }; diff --git a/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.cpp b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..704fcaa0e00f138aeea17ce48a3ceaa5abb315c2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.cpp @@ -0,0 +1,68 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraUIManagerSubsystem.h" + +#include "CommonLocalPlayer.h" +#include "Engine/GameInstance.h" +#include "GameFramework/HUD.h" +#include "GameUIPolicy.h" +#include "PrimaryGameLayout.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUIManagerSubsystem) + +class FSubsystemCollectionBase; + +ULyraUIManagerSubsystem::ULyraUIManagerSubsystem() +{ +} + +void ULyraUIManagerSubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + Super::Initialize(Collection); + + TickHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateUObject(this, &ULyraUIManagerSubsystem::Tick), 0.0f); +} + +void ULyraUIManagerSubsystem::Deinitialize() +{ + Super::Deinitialize(); + + FTSTicker::GetCoreTicker().RemoveTicker(TickHandle); +} + +bool ULyraUIManagerSubsystem::Tick(float DeltaTime) +{ + SyncRootLayoutVisibilityToShowHUD(); + + return true; +} + +void ULyraUIManagerSubsystem::SyncRootLayoutVisibilityToShowHUD() +{ + if (const UGameUIPolicy* Policy = GetCurrentUIPolicy()) + { + for (const ULocalPlayer* LocalPlayer : GetGameInstance()->GetLocalPlayers()) + { + bool bShouldShowUI = true; + + if (const APlayerController* PC = LocalPlayer->GetPlayerController(GetWorld())) + { + const AHUD* HUD = PC->GetHUD(); + + if (HUD && !HUD->bShowHUD) + { + bShouldShowUI = false; + } + } + + if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked(LocalPlayer))) + { + const ESlateVisibility DesiredVisibility = bShouldShowUI ? ESlateVisibility::SelfHitTestInvisible : ESlateVisibility::Collapsed; + if (DesiredVisibility != RootLayout->GetVisibility()) + { + RootLayout->SetVisibility(DesiredVisibility); + } + } + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.h b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..3508a4188059836c746b69d7404f250b71f887a6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIManagerSubsystem.h @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Containers/Ticker.h" +#include "GameUIManagerSubsystem.h" + +#include "LyraUIManagerSubsystem.generated.h" + +class FSubsystemCollectionBase; +class UObject; + +UCLASS() +class ULyraUIManagerSubsystem : public UGameUIManagerSubsystem +{ + GENERATED_BODY() + +public: + + ULyraUIManagerSubsystem(); + + virtual void Initialize(FSubsystemCollectionBase& Collection) override; + virtual void Deinitialize() override; + +private: + bool Tick(float DeltaTime); + void SyncRootLayoutVisibilityToShowHUD(); + + FTSTicker::FDelegateHandle TickHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.cpp b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9b39ca958efa1aaf1dbf77b70125bb5788251dcd --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.cpp @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraUIMessaging.h" + +#include "Messaging/CommonGameDialog.h" +#include "NativeGameplayTags.h" +#include "CommonLocalPlayer.h" +#include "PrimaryGameLayout.h" +#include "Widgets/CommonActivatableWidgetContainer.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUIMessaging) + +class FSubsystemCollectionBase; + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MODAL, "UI.Layer.Modal"); + +void ULyraUIMessaging::Initialize(FSubsystemCollectionBase& Collection) +{ + Super::Initialize(Collection); + + ConfirmationDialogClassPtr = ConfirmationDialogClass.LoadSynchronous(); + ErrorDialogClassPtr = ErrorDialogClass.LoadSynchronous(); +} + +void ULyraUIMessaging::ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) +{ + if (UCommonLocalPlayer* LocalPlayer = GetLocalPlayer()) + { + if (UPrimaryGameLayout* RootLayout = LocalPlayer->GetRootUILayout()) + { + RootLayout->PushWidgetToLayerStack(TAG_UI_LAYER_MODAL, ConfirmationDialogClassPtr, [DialogDescriptor, ResultCallback](UCommonGameDialog& Dialog) { + Dialog.SetupDialog(DialogDescriptor, ResultCallback); + }); + } + } +} + +void ULyraUIMessaging::ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback) +{ + if (UCommonLocalPlayer* LocalPlayer = GetLocalPlayer()) + { + if (UPrimaryGameLayout* RootLayout = LocalPlayer->GetRootUILayout()) + { + RootLayout->PushWidgetToLayerStack(TAG_UI_LAYER_MODAL, ErrorDialogClassPtr, [DialogDescriptor, ResultCallback](UCommonGameDialog& Dialog) { + Dialog.SetupDialog(DialogDescriptor, ResultCallback); + }); + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.h b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.h new file mode 100644 index 0000000000000000000000000000000000000000..5f827b43f8abb8a8712df6586d8726a92e9f96b6 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Subsystem/LyraUIMessaging.h @@ -0,0 +1,44 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Messaging/CommonMessagingSubsystem.h" +#include "Templates/SubclassOf.h" +#include "UObject/SoftObjectPtr.h" + +#include "LyraUIMessaging.generated.h" + +class FSubsystemCollectionBase; +class UCommonGameDialog; +class UCommonGameDialogDescriptor; +class UObject; + +/** + * + */ +UCLASS() +class ULyraUIMessaging : public UCommonMessagingSubsystem +{ + GENERATED_BODY() + +public: + ULyraUIMessaging() { } + + virtual void Initialize(FSubsystemCollectionBase& Collection) override; + + virtual void ShowConfirmation(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate()) override; + virtual void ShowError(UCommonGameDialogDescriptor* DialogDescriptor, FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate()) override; + +private: + UPROPERTY() + TSubclassOf ConfirmationDialogClassPtr; + + UPROPERTY() + TSubclassOf ErrorDialogClassPtr; + + UPROPERTY(config) + TSoftClassPtr ConfirmationDialogClass; + + UPROPERTY(config) + TSoftClassPtr ErrorDialogClass; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..af663b111c5cfb5295053c6d302b88f76fd0b191 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.cpp @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "CircumferenceMarkerWidget.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(CircumferenceMarkerWidget) + +class SWidget; + +UCircumferenceMarkerWidget::UCircumferenceMarkerWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetVisibility(ESlateVisibility::HitTestInvisible); + bIsVolatile = true; +} + +void UCircumferenceMarkerWidget::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + MyMarkerWidget.Reset(); +} + +TSharedRef UCircumferenceMarkerWidget::RebuildWidget() +{ + MyMarkerWidget = SNew(SCircumferenceMarkerWidget) + .MarkerBrush(&MarkerImage) + .Radius(this->Radius) + .MarkerList(this->MarkerList); + + return MyMarkerWidget.ToSharedRef(); +} + +void UCircumferenceMarkerWidget::SynchronizeProperties() +{ + Super::SynchronizeProperties(); + + MyMarkerWidget->SetRadius(Radius); + MyMarkerWidget->SetMarkerList(MarkerList); +} + +void UCircumferenceMarkerWidget::SetRadius(float InRadius) +{ + Radius = InRadius; + if (MyMarkerWidget.IsValid()) + { + MyMarkerWidget->SetRadius(InRadius); + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..7f5f675cee20c98da6f1ceebbf174471902a7bf8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/CircumferenceMarkerWidget.h @@ -0,0 +1,60 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/Widget.h" +#include "UI/Weapons/SCircumferenceMarkerWidget.h" + +#include "CircumferenceMarkerWidget.generated.h" + +class SWidget; +class UObject; +struct FFrame; + +UCLASS() +class UCircumferenceMarkerWidget : public UWidget +{ + GENERATED_BODY() + +public: + UCircumferenceMarkerWidget(const FObjectInitializer& ObjectInitializer); + + //~UWidget interface +public: + virtual void SynchronizeProperties() override; +protected: + virtual TSharedRef RebuildWidget() override; + //~End of UWidget interface + + //~UVisual interface +public: + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + //~End of UVisual interface + +public: + /** The list of positions/orientations to draw the markers at. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + TArray MarkerList; + + /** The radius of the circle. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance, meta=(ClampMin=0.0)) + float Radius = 48.0f; + + /** The marker image to place around the circle. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FSlateBrush MarkerImage; + + /** Whether reticle corner images are placed outside the spread radius */ + //@TODO: Make this a 0-1 float alignment instead (e.g., inside/on/outside the radius)? + UPROPERTY(EditAnywhere, Category=Corner) + uint8 bReticleCornerOutsideSpreadRadius : 1; + +public: + /** Sets the radius of the circle. */ + UFUNCTION(BlueprintCallable, Category = "Appearance") + void SetRadius(float InRadius); + +private: + /** Internal slate widget representing the actual marker visuals */ + TSharedPtr MyMarkerWidget; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..89b222de92c311bbd140a84c73ea9dc80219bd41 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.cpp @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "HitMarkerConfirmationWidget.h" + +#include "Blueprint/UserWidget.h" +#include "SHitMarkerConfirmationWidget.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(HitMarkerConfirmationWidget) + +class SWidget; + +UHitMarkerConfirmationWidget::UHitMarkerConfirmationWidget(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetVisibility(ESlateVisibility::HitTestInvisible); + bIsVolatile = true; + AnyHitsMarkerImage.DrawAs = ESlateBrushDrawType::NoDrawType; +} + +void UHitMarkerConfirmationWidget::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + MyMarkerWidget.Reset(); +} + +TSharedRef UHitMarkerConfirmationWidget::RebuildWidget() +{ + UUserWidget* OuterUserWidget = GetTypedOuter(); + FLocalPlayerContext DummyContext; + const FLocalPlayerContext& PlayerContextRef = (OuterUserWidget != nullptr) ? OuterUserWidget->GetPlayerContext() : DummyContext; + + MyMarkerWidget = SNew(SHitMarkerConfirmationWidget, PlayerContextRef, PerHitMarkerZoneOverrideImages) + .PerHitMarkerImage(&(this->PerHitMarkerImage)) + .AnyHitsMarkerImage(&(this->AnyHitsMarkerImage)) + .HitNotifyDuration(this->HitNotifyDuration); + + return MyMarkerWidget.ToSharedRef(); +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..d423e173e682cdfaa34173abca44fb9c5dbb2e6a --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/HitMarkerConfirmationWidget.h @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/Widget.h" +#include "GameplayTagContainer.h" + +#include "HitMarkerConfirmationWidget.generated.h" + +class SHitMarkerConfirmationWidget; +class SWidget; +class UObject; +struct FGameplayTag; + +UCLASS() +class UHitMarkerConfirmationWidget : public UWidget +{ + GENERATED_BODY() + +public: + UHitMarkerConfirmationWidget(const FObjectInitializer& ObjectInitializer); + + //~UWidget interface +protected: + virtual TSharedRef RebuildWidget() override; + //~End of UWidget interface + + //~UVisual interface +public: + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + //~End of UVisual interface + +public: + /** The duration (in seconds) to display hit notifies (they fade to transparent over this time) */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance, meta=(ClampMin=0.0, ForceUnits=s)) + float HitNotifyDuration = 0.4f; + + /** The marker image to draw for individual hit markers. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + FSlateBrush PerHitMarkerImage; + + /** Map from zone tag (e.g., weak spot) to override marker images for individual location hits. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Appearance) + TMap PerHitMarkerZoneOverrideImages; + + /** The marker image to draw if there are any hits at all. */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance) + FSlateBrush AnyHitsMarkerImage; + +private: + /** Internal slate widget representing the actual marker visuals */ + TSharedPtr MyMarkerWidget; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c16dc51bf6a53ca32e7fc682cef40668404cde1f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.cpp @@ -0,0 +1,95 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraReticleWidgetBase.h" + +#include "Inventory/LyraInventoryItemInstance.h" +#include "Weapons/LyraRangedWeaponInstance.h" +#include "Weapons/LyraWeaponInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraReticleWidgetBase) + +ULyraReticleWidgetBase::ULyraReticleWidgetBase(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraReticleWidgetBase::InitializeFromWeapon(ULyraWeaponInstance* InWeapon) +{ + WeaponInstance = InWeapon; + InventoryInstance = nullptr; + if (WeaponInstance) + { + InventoryInstance = Cast(WeaponInstance->GetInstigator()); + } + OnWeaponInitialized(); +} + + +float ULyraReticleWidgetBase::ComputeSpreadAngle() const +{ + if (const ULyraRangedWeaponInstance* RangedWeapon = Cast(WeaponInstance)) + { + const float BaseSpreadAngle = RangedWeapon->GetCalculatedSpreadAngle(); + const float SpreadAngleMultiplier = RangedWeapon->GetCalculatedSpreadAngleMultiplier(); + const float ActualSpreadAngle = BaseSpreadAngle * SpreadAngleMultiplier; + + return ActualSpreadAngle; + } + else + { + return 0.0f; + } +} + +bool ULyraReticleWidgetBase::HasFirstShotAccuracy() const +{ + if (const ULyraRangedWeaponInstance* RangedWeapon = Cast(WeaponInstance)) + { + return RangedWeapon->HasFirstShotAccuracy(); + } + else + { + return false; + } +} + +float ULyraReticleWidgetBase::ComputeMaxScreenspaceSpreadRadius() const +{ + const float LongShotDistance = 10000.f; + + APlayerController* PC = GetOwningPlayer(); + if (PC && PC->PlayerCameraManager) + { + // A weapon's spread can be thought of as a cone shape. To find the screenspace spread for reticle visualization, + // we create a line on the edge of the cone at a long distance. The end of that point is on the edge of the cone's circle. + // We then project it back onto the screen. Its distance from screen center is the spread radius. + + // This isn't perfect, due to there being some distance between the camera location and the gun muzzle. + + const float SpreadRadiusRads = FMath::DegreesToRadians(ComputeSpreadAngle() * 0.5f); + const float SpreadRadiusAtDistance = FMath::Tan(SpreadRadiusRads) * LongShotDistance; + + FVector CamPos; + FRotator CamOrient; + PC->PlayerCameraManager->GetCameraViewPoint(CamPos, CamOrient); + + FVector CamForwDir = CamOrient.RotateVector(FVector::ForwardVector); + FVector CamUpDir = CamOrient.RotateVector(FVector::UpVector); + + FVector OffsetTargetAtDistance = CamPos + (CamForwDir * LongShotDistance) + (CamUpDir * SpreadRadiusAtDistance); + + FVector2D OffsetTargetInScreenspace; + + if (PC->ProjectWorldLocationToScreen(OffsetTargetAtDistance, OffsetTargetInScreenspace, true)) + { + int32 ViewportSizeX(0), ViewportSizeY(0); + PC->GetViewportSize(ViewportSizeX, ViewportSizeY); + + const FVector2D ScreenSpaceCenter(FVector::FReal(ViewportSizeX) * 0.5f, FVector::FReal(ViewportSizeY) * 0.5f); + + return (OffsetTargetInScreenspace - ScreenSpaceCenter).Length(); + } + } + + return 0.0f; +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.h new file mode 100644 index 0000000000000000000000000000000000000000..f721003515d324080c887bafd67a50e9f90116eb --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraReticleWidgetBase.h @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" + +#include "LyraReticleWidgetBase.generated.h" + +class ULyraInventoryItemInstance; +class ULyraWeaponInstance; +class UObject; +struct FFrame; + +UCLASS(Abstract) +class ULyraReticleWidgetBase : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + ULyraReticleWidgetBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintImplementableEvent) + void OnWeaponInitialized(); + + UFUNCTION(BlueprintCallable) + void InitializeFromWeapon(ULyraWeaponInstance* InWeapon); + + /** Returns the current weapon's diametrical spread angle, in degrees */ + UFUNCTION(BlueprintCallable, BlueprintPure) + float ComputeSpreadAngle() const; + + /** Returns the current weapon's maximum spread radius in screenspace units (pixels) */ + UFUNCTION(BlueprintCallable, BlueprintPure) + float ComputeMaxScreenspaceSpreadRadius() const; + + /** + * Returns true if the current weapon is at 'first shot accuracy' + * (the weapon allows it and it is at min spread) + */ + UFUNCTION(BlueprintCallable, BlueprintPure) + bool HasFirstShotAccuracy() const; + +protected: + UPROPERTY(BlueprintReadOnly) + TObjectPtr WeaponInstance; + + UPROPERTY(BlueprintReadOnly) + TObjectPtr InventoryInstance; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ab742acf7f57035af9809cf37da267797cd90ef1 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWeaponUserInterface.h" + +#include "Equipment/LyraEquipmentManagerComponent.h" +#include "GameFramework/Pawn.h" +#include "Weapons/LyraWeaponInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponUserInterface) + +struct FGeometry; + +ULyraWeaponUserInterface::ULyraWeaponUserInterface(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +void ULyraWeaponUserInterface::NativeConstruct() +{ + Super::NativeConstruct(); +} + +void ULyraWeaponUserInterface::NativeDestruct() +{ + Super::NativeDestruct(); +} + +void ULyraWeaponUserInterface::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) +{ + Super::NativeTick(MyGeometry, InDeltaTime); + + if (APawn* Pawn = GetOwningPlayerPawn()) + { + if (ULyraEquipmentManagerComponent* EquipmentManager = Pawn->FindComponentByClass()) + { + if (ULyraWeaponInstance* NewInstance = EquipmentManager->GetFirstInstanceOfType()) + { + if (NewInstance != CurrentInstance && NewInstance->GetInstigator() != nullptr) + { + ULyraWeaponInstance* OldWeapon = CurrentInstance; + CurrentInstance = NewInstance; + RebuildWidgetFromWeapon(); + OnWeaponChanged(OldWeapon, CurrentInstance); + } + } + } + } +} + +void ULyraWeaponUserInterface::RebuildWidgetFromWeapon() +{ + +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.h new file mode 100644 index 0000000000000000000000000000000000000000..d712157bc205fcd4ce0a49bbe3a42c11fa1bf603 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/LyraWeaponUserInterface.h @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" + +#include "LyraWeaponUserInterface.generated.h" + +class ULyraWeaponInstance; +class UObject; +struct FGeometry; + +UCLASS() +class ULyraWeaponUserInterface : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + ULyraWeaponUserInterface(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void NativeConstruct() override; + virtual void NativeDestruct() override; + virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; + + UFUNCTION(BlueprintImplementableEvent) + void OnWeaponChanged(ULyraWeaponInstance* OldWeapon, ULyraWeaponInstance* NewWeapon); + +private: + void RebuildWidgetFromWeapon(); + +private: + UPROPERTY(Transient) + TObjectPtr CurrentInstance; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b79a17311515bbd0c2d794e064269a6a206207d2 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.cpp @@ -0,0 +1,99 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "UI/Weapons/SCircumferenceMarkerWidget.h" + +#include "Engine/UserInterfaceSettings.h" +#include "Styling/SlateBrush.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(SCircumferenceMarkerWidget) + +class FPaintArgs; +class FSlateRect; + +SCircumferenceMarkerWidget::SCircumferenceMarkerWidget() +{ +} + +void SCircumferenceMarkerWidget::Construct(const FArguments& InArgs) +{ + MarkerBrush = InArgs._MarkerBrush; + MarkerList = InArgs._MarkerList; + Radius = InArgs._Radius; + bColorAndOpacitySet = InArgs._ColorAndOpacity.IsSet(); + ColorAndOpacity = InArgs._ColorAndOpacity; +} + +FSlateRenderTransform SCircumferenceMarkerWidget::GetMarkerRenderTransform(const FCircumferenceMarkerEntry& Marker, const float BaseRadius, const float HUDScale) const +{ + // Determine the radius to use for the corners + float XRadius = BaseRadius; + float YRadius = BaseRadius; + if (bReticleCornerOutsideSpreadRadius) + { + XRadius += MarkerBrush->ImageSize.X * 0.5f; + YRadius += MarkerBrush->ImageSize.X * 0.5f; + } + + // Get the angle and orientation for this reticle corner + const float LocalRotationRadians = FMath::DegreesToRadians(Marker.ImageRotationAngle); + const float PositionAngleRadians = FMath::DegreesToRadians(Marker.PositionAngle); + + // First rotate the corner image about the origin + FSlateRenderTransform RotateAboutOrigin(Concatenate(FVector2D(-MarkerBrush->ImageSize.X * 0.5f, -MarkerBrush->ImageSize.Y * 0.5f), FQuat2D(LocalRotationRadians), FVector2D(MarkerBrush->ImageSize.X * 0.5f, MarkerBrush->ImageSize.Y * 0.5f))); + + // Move the rotated image to the right place on the spread radius + return TransformCast(Concatenate(RotateAboutOrigin, FVector2D(XRadius * FMath::Sin(PositionAngleRadians) * HUDScale, -YRadius * FMath::Cos(PositionAngleRadians) * HUDScale))); +} + +int32 SCircumferenceMarkerWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const +{ + const bool bIsEnabled = ShouldBeEnabled(bParentEnabled); + const ESlateDrawEffect DrawEffects = bIsEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect; + const FVector2D LocalCenter = AllottedGeometry.GetLocalPositionAtCoordinates(FVector2D(0.5f, 0.5f)); + + const bool bDrawMarkers = (MarkerList.Num() > 0) && (MarkerBrush != nullptr); + + if (bDrawMarkers == true) + { + const FLinearColor MarkerColor = bColorAndOpacitySet ? + ColorAndOpacity.Get().GetColor(InWidgetStyle) : + (InWidgetStyle.GetColorAndOpacityTint() * MarkerBrush->GetTint(InWidgetStyle)); + + if (MarkerColor.A > KINDA_SMALL_NUMBER) + { + const float BaseRadius = Radius.Get(); + const float ApplicationScale = GetDefault()->ApplicationScale; + for (const FCircumferenceMarkerEntry& Marker : MarkerList) + { + const FSlateRenderTransform MarkerTransform = GetMarkerRenderTransform(Marker, BaseRadius, ApplicationScale); + + const FPaintGeometry Geometry(AllottedGeometry.ToPaintGeometry(MarkerBrush->ImageSize, FSlateLayoutTransform(LocalCenter - (MarkerBrush->ImageSize * 0.5f)), MarkerTransform, FVector2D(0.0f, 0.0f))); + FSlateDrawElement::MakeBox(OutDrawElements, LayerId, Geometry, MarkerBrush, DrawEffects, MarkerColor); + } + } + } + + return LayerId; +} + +FVector2D SCircumferenceMarkerWidget::ComputeDesiredSize(float) const +{ + check(MarkerBrush); + const float SampledRadius = Radius.Get(); + return FVector2D((MarkerBrush->ImageSize.X + SampledRadius) * 2.0f, (MarkerBrush->ImageSize.Y + SampledRadius) * 2.0f); +} + +void SCircumferenceMarkerWidget::SetRadius(float NewRadius) +{ + if (Radius.IsBound() || (Radius.Get() != NewRadius)) + { + Radius = NewRadius; + Invalidate(EInvalidateWidgetReason::Layout); + } +} + +void SCircumferenceMarkerWidget::SetMarkerList(TArray& NewMarkerList) +{ + MarkerList = NewMarkerList; +} + diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..eb058ff50d455b1c908a75c23373b7861d790698 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/SCircumferenceMarkerWidget.h @@ -0,0 +1,84 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Styling/CoreStyle.h" +#include "Widgets/Accessibility/SlateWidgetAccessibleTypes.h" +#include "Widgets/DeclarativeSyntaxSupport.h" +#include "Widgets/SLeafWidget.h" + +#include "SCircumferenceMarkerWidget.generated.h" + +class FPaintArgs; +class FSlateRect; +class FSlateWindowElementList; +class FWidgetStyle; +struct FGeometry; +struct FSlateBrush; + +USTRUCT(BlueprintType) +struct FCircumferenceMarkerEntry +{ + GENERATED_BODY() + + // The angle to place this marker around the circle (in degrees) + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ForceUnits=deg)) + float PositionAngle = 0.0f; + + // The angle to rotate the marker image (in degrees) + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ForceUnits=deg)) + float ImageRotationAngle = 0.0f; +}; + +class SCircumferenceMarkerWidget : public SLeafWidget +{ + SLATE_BEGIN_ARGS(SCircumferenceMarkerWidget) + : _MarkerBrush(FCoreStyle::Get().GetBrush("Throbber.CircleChunk")) + , _Radius(48.0f) + { + } + /** What each marker on the circumference looks like */ + SLATE_ARGUMENT(const FSlateBrush*, MarkerBrush) + /** At which angles should a marker be drawn */ + SLATE_ARGUMENT(TArray, MarkerList) + /** The radius of the circle */ + SLATE_ATTRIBUTE(float, Radius) + /** The color and opacity of the marker */ + SLATE_ATTRIBUTE(FSlateColor, ColorAndOpacity) + SLATE_END_ARGS() + +public: + void Construct(const FArguments& InArgs); + + SCircumferenceMarkerWidget(); + + //~SWidget interface + virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override; + virtual FVector2D ComputeDesiredSize(float) const override; + virtual bool ComputeVolatility() const override { return true; } + //~End of SWidget interface + + void SetRadius(float NewRadius); + void SetMarkerList(TArray& NewMarkerList); + +private: + FSlateRenderTransform GetMarkerRenderTransform(const FCircumferenceMarkerEntry& Marker, const float BaseRadius, const float HUDScale) const; + +private: + /** What each marker on the circumference looks like */ + const FSlateBrush* MarkerBrush; + + /** Angles around the reticle center to place ReticleCornerImage icons */ + TArray MarkerList; + + /** The radius of the circle */ + TAttribute Radius; + + /** Color and opacity of the markers */ + TAttribute ColorAndOpacity; + bool bColorAndOpacitySet; + + /** Whether reticle corner images are placed outside the spread radius */ + //@TODO: Make this a 0-1 float alignment instead (e.g., inside/on/outside the radius)? + uint8 bReticleCornerOutsideSpreadRadius : 1; +}; diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.cpp b/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d24081a088348079787ba7db2d2ce0da2fb84d36 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.cpp @@ -0,0 +1,105 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "SHitMarkerConfirmationWidget.h" + +#include "Weapons/LyraWeaponStateComponent.h" + +class FPaintArgs; + +SHitMarkerConfirmationWidget::SHitMarkerConfirmationWidget() +{ +} + +void SHitMarkerConfirmationWidget::Construct(const FArguments& InArgs, const FLocalPlayerContext& InContext, const TMap& ZoneOverrideImages) +{ + PerHitMarkerImage = InArgs._PerHitMarkerImage; + PerHitMarkerZoneOverrideImages = ZoneOverrideImages; + AnyHitsMarkerImage = InArgs._AnyHitsMarkerImage; + bColorAndOpacitySet = InArgs._ColorAndOpacity.IsSet(); + ColorAndOpacity = InArgs._ColorAndOpacity; + + MyContext = InContext; +} + +int32 SHitMarkerConfirmationWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const +{ + const bool bIsEnabled = ShouldBeEnabled(bParentEnabled); + const ESlateDrawEffect DrawEffects = bIsEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect; + const FVector2D LocalCenter = AllottedGeometry.GetLocalPositionAtCoordinates(FVector2D(0.5f, 0.5f)); + + const bool bDrawMarkers = (HitNotifyOpacity > KINDA_SMALL_NUMBER); + + if (bDrawMarkers) + { + // Check if we should use screen-space damage location hit notifies + TArray LastWeaponDamageScreenLocations; + if (APlayerController* PC = MyContext.IsInitialized() ? MyContext.GetPlayerController() : nullptr) + { + if (ULyraWeaponStateComponent* WeaponStateComponent = PC->FindComponentByClass()) + { + WeaponStateComponent->GetLastWeaponDamageScreenLocations(/*out*/ LastWeaponDamageScreenLocations); + } + } + + if ((LastWeaponDamageScreenLocations.Num() > 0) && (PerHitMarkerImage != nullptr)) + { + const FVector2D HalfAbsoluteSize = AllottedGeometry.GetAbsoluteSize() * 0.5f; + + for (const FLyraScreenSpaceHitLocation& Hit : LastWeaponDamageScreenLocations) + { + const FSlateBrush* LocationMarkerImage = PerHitMarkerZoneOverrideImages.Find(Hit.HitZone); + if (LocationMarkerImage == nullptr) + { + LocationMarkerImage = PerHitMarkerImage; + } + + FLinearColor MarkerColor = bColorAndOpacitySet ? + ColorAndOpacity.Get().GetColor(InWidgetStyle) : + (InWidgetStyle.GetColorAndOpacityTint() * LocationMarkerImage->GetTint(InWidgetStyle)); + MarkerColor.A *= HitNotifyOpacity; + + const FVector2D WindowSSLocation = Hit.Location + MyCullingRect.GetTopLeft(); // Accounting for window trim when not in fullscreen mode + const FSlateRenderTransform DrawPos(AllottedGeometry.AbsoluteToLocal(WindowSSLocation)); + + const FPaintGeometry Geometry(AllottedGeometry.ToPaintGeometry(LocationMarkerImage->ImageSize, FSlateLayoutTransform(-(LocationMarkerImage->ImageSize * 0.5f)), DrawPos)); + FSlateDrawElement::MakeBox(OutDrawElements, LayerId, Geometry, LocationMarkerImage, DrawEffects, MarkerColor); + } + } + + if (AnyHitsMarkerImage != nullptr) + { + FLinearColor MarkerColor = bColorAndOpacitySet ? + ColorAndOpacity.Get().GetColor(InWidgetStyle) : + (InWidgetStyle.GetColorAndOpacityTint() * AnyHitsMarkerImage->GetTint(InWidgetStyle)); + MarkerColor.A *= HitNotifyOpacity; + + // Otherwise show the hit notify in the center of the reticle + const FPaintGeometry Geometry(AllottedGeometry.ToPaintGeometry(AnyHitsMarkerImage->ImageSize, FSlateLayoutTransform(LocalCenter - (AnyHitsMarkerImage->ImageSize * 0.5f)))); + FSlateDrawElement::MakeBox(OutDrawElements, LayerId, Geometry, AnyHitsMarkerImage, DrawEffects, MarkerColor); + } + } + + return LayerId; +} + +FVector2D SHitMarkerConfirmationWidget::ComputeDesiredSize(float) const +{ + return FVector2D(100.0f, 100.0f); +} + +void SHitMarkerConfirmationWidget::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) +{ + HitNotifyOpacity = 0.0f; + + if (APlayerController* PC = MyContext.IsInitialized() ? MyContext.GetPlayerController() : nullptr) + { + if (ULyraWeaponStateComponent* DamageMarkerComponent = PC->FindComponentByClass()) + { + const double TimeSinceLastHitNotification = DamageMarkerComponent->GetTimeSinceLastHitNotification(); + if (TimeSinceLastHitNotification < HitNotifyDuration) + { + HitNotifyOpacity = FMath::Clamp(1.0f - (float)(TimeSinceLastHitNotification / HitNotifyDuration), 0.0f, 1.0f); + } + } + } +} diff --git a/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.h b/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.h new file mode 100644 index 0000000000000000000000000000000000000000..d244381e0a0025d7d1c7d0492da787953d69109f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/UI/Weapons/SHitMarkerConfirmationWidget.h @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/LocalPlayer.h" +#include "GameplayTagContainer.h" +#include "Styling/CoreStyle.h" +#include "Styling/SlateBrush.h" +#include "Widgets/DeclarativeSyntaxSupport.h" +#include "Widgets/Accessibility/SlateWidgetAccessibleTypes.h" +#include "Widgets/SLeafWidget.h" + +class FPaintArgs; +class FSlateRect; +class FSlateWindowElementList; +class FWidgetStyle; +struct FGameplayTag; +struct FGeometry; +struct FSlateBrush; + +class SHitMarkerConfirmationWidget : public SLeafWidget +{ + SLATE_BEGIN_ARGS(SHitMarkerConfirmationWidget) + : _PerHitMarkerImage(FCoreStyle::Get().GetBrush("Throbber.CircleChunk")) + , _AnyHitsMarkerImage(nullptr) + , _HitNotifyDuration(0.4f) + { + } + /** The marker image to draw for individual hit markers. */ + SLATE_ARGUMENT(const FSlateBrush*, PerHitMarkerImage) + /** The marker image to draw if there are any hits at all. */ + SLATE_ARGUMENT(const FSlateBrush*, AnyHitsMarkerImage) + /** The duration (in seconds) to display hit notifies (they fade to transparent over this time) */ + SLATE_ATTRIBUTE(float, HitNotifyDuration) + /** The color and opacity of the marker */ + SLATE_ATTRIBUTE(FSlateColor, ColorAndOpacity) + SLATE_END_ARGS() + +public: + void Construct(const FArguments& InArgs, const FLocalPlayerContext& InContext, const TMap& ZoneOverrideImages); + + SHitMarkerConfirmationWidget(); + + //~SWidget interface + virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override; + virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override; + virtual FVector2D ComputeDesiredSize(float) const override; + virtual bool ComputeVolatility() const override { return true; } + //~End of SWidget interface + +private: + /** The marker image to draw for individual hit markers. */ + const FSlateBrush* PerHitMarkerImage = nullptr; + + /** Map from zone tag (e.g., weak spot) to override marker images. */ + TMap PerHitMarkerZoneOverrideImages; + + /** The marker image to draw if there are any hits at all. */ + const FSlateBrush* AnyHitsMarkerImage = nullptr; + + /** The opacity for the hit markers */ + float HitNotifyOpacity = 0.0f; + + /** The duration (in seconds) to display hit notifies (they fade to transparent over this time) */ + float HitNotifyDuration = 0.4f; + + /** Color and opacity of the markers */ + TAttribute ColorAndOpacity; + bool bColorAndOpacitySet; + + /** Player context for the owning HUD */ + FLocalPlayerContext MyContext; +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.cpp b/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3835fecc5fb3ea955537f586a8b0845bc6524443 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.cpp @@ -0,0 +1,7 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "InventoryFragment_ReticleConfig.h" +#include "UI/Weapons/LyraReticleWidgetBase.h" // IWYU pragma: keep + +#include UE_INLINE_GENERATED_CPP_BY_NAME(InventoryFragment_ReticleConfig) + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.h b/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.h new file mode 100644 index 0000000000000000000000000000000000000000..7eb1c5d2e99938a2ca79327262d9e0828a39155d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/InventoryFragment_ReticleConfig.h @@ -0,0 +1,20 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Inventory/LyraInventoryItemDefinition.h" + +#include "InventoryFragment_ReticleConfig.generated.h" + +class ULyraReticleWidgetBase; +class UObject; + +UCLASS() +class UInventoryFragment_ReticleConfig : public ULyraInventoryItemFragment +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Reticle) + TArray> ReticleWidgets; +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..efc355d17ab3bab9dfd15d85b6bcb44a69f69e34 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.cpp @@ -0,0 +1,99 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraDamageLogDebuggerComponent.h" + +#include "Engine/World.h" +#include "LyraLogChannels.h" +#include "Messages/LyraVerbMessage.h" +#include "NativeGameplayTags.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDamageLogDebuggerComponent) + +UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_Damage_Message); + +ULyraDamageLogDebuggerComponent::ULyraDamageLogDebuggerComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + PrimaryComponentTick.bCanEverTick = true; + PrimaryComponentTick.SetTickFunctionEnable(true); +} + +void ULyraDamageLogDebuggerComponent::BeginPlay() +{ + Super::BeginPlay(); + + UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this); + ListenerHandle = MessageSubsystem.RegisterListener(TAG_Lyra_Damage_Message, this, &ThisClass::OnDamageMessage); +} + +void ULyraDamageLogDebuggerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameplayMessageSubsystem& MessageSubsystem = UGameplayMessageSubsystem::Get(this); + MessageSubsystem.UnregisterListener(ListenerHandle); + + Super::EndPlay(EndPlayReason); +} + +void ULyraDamageLogDebuggerComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + const double TimeSinceDamage = GetWorld()->GetTimeSeconds() - LastDamageEntryTime; + if ((TimeSinceDamage >= SecondsBetweenDamageBeforeLogging) && (DamageLog.Num() > 0)) + { + TArray Entries; + DamageLog.GenerateValueArray(/*out*/ Entries); + DamageLog.Reset(); + + Entries.Sort([](const FFrameDamageEntry& A, const FFrameDamageEntry& B) { return A.TimeOfFirstHit < B.TimeOfFirstHit; }); + + double TotalDamage = 0.0; + int32 NumImpacts = 0; + int32 NumFrames = Entries.Num(); + double MinInterval = TNumericLimits::Max(); + double MaxInterval = -TNumericLimits::Max(); + double TotalInterval = 0.0; + + for (int32 i = 0; i < Entries.Num(); ++i) + { + FFrameDamageEntry& EntryA = Entries[i]; + NumImpacts += EntryA.NumImpacts; + TotalDamage += EntryA.SumDamage; + + if (i + 1 < Entries.Num()) + { + FFrameDamageEntry& EntryB = Entries[i+1]; + + const double TimeGap = EntryB.TimeOfFirstHit - EntryA.TimeOfFirstHit; + MinInterval = FMath::Min(MinInterval, TimeGap); + MaxInterval = FMath::Max(MaxInterval, TimeGap); + TotalInterval += TimeGap; + } + } + + UE_LOG(LogLyra, Warning, TEXT("%d impacts in %d distinct frames over %.2f seconds did %.2f damage"), + NumImpacts, NumFrames, TotalInterval, TotalDamage); + if (TotalInterval > 0.0) + { + UE_LOG(LogLyra, Warning, TEXT("Interval ranged from %.1f ms to %.1f ms (avg %.1f ms)"), + MinInterval * 1000.0, MaxInterval * 1000.0, (MaxInterval + MinInterval) / 2.0 * 1000.0); + UE_LOG(LogLyra, Warning, TEXT("DPS %.2f"), TotalDamage / TotalInterval); + } + UE_LOG(LogLyra, Warning, TEXT("\n")); + } +} + +void ULyraDamageLogDebuggerComponent::OnDamageMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload) +{ + if (Payload.Target == GetOwner()) + { + FFrameDamageEntry& LogEntry = DamageLog.FindOrAdd(GFrameCounter); + + if (LogEntry.TimeOfFirstHit == 0.0) + { + LogEntry.TimeOfFirstHit = GetWorld()->GetTimeSeconds(); + LastDamageEntryTime = LogEntry.TimeOfFirstHit; + } + LogEntry.NumImpacts++; + LogEntry.SumDamage += -Payload.Magnitude; + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..c392d848ac7b1fc95fe9dedba4655f7ebe39bac8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraDamageLogDebuggerComponent.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ActorComponent.h" +#include "GameFramework/GameplayMessageSubsystem.h" + +#include "LyraDamageLogDebuggerComponent.generated.h" + +namespace EEndPlayReason { enum Type : int; } + +class UObject; +struct FGameplayTag; +struct FLyraVerbMessage; + +struct FFrameDamageEntry +{ + int32 NumImpacts = 0; + double SumDamage = 0.0; + double TimeOfFirstHit = 0.0; +}; + +UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent)) +class ULyraDamageLogDebuggerComponent : public UActorComponent +{ + GENERATED_BODY() + +public: + + ULyraDamageLogDebuggerComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + UPROPERTY(EditAnywhere) + double SecondsBetweenDamageBeforeLogging = 1.0; + +private: + FGameplayMessageListenerHandle ListenerHandle; + + double LastDamageEntryTime = 0.0; + TMap DamageLog; + +private: + void OnDamageMessage(FGameplayTag Channel, const FLyraVerbMessage& Payload); +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.cpp new file mode 100644 index 0000000000000000000000000000000000000000..87bb53a9617649bd0ef4c14118c87e8c905e87c5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.cpp @@ -0,0 +1,598 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraGameplayAbility_RangedWeapon.h" +#include "Weapons/LyraRangedWeaponInstance.h" +#include "Physics/LyraCollisionChannels.h" +#include "LyraLogChannels.h" +#include "AIController.h" +#include "NativeGameplayTags.h" +#include "Weapons/LyraWeaponStateComponent.h" +#include "AbilitySystemComponent.h" +#include "AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.h" +#include "DrawDebugHelpers.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_RangedWeapon) + +namespace LyraConsoleVariables +{ + static float DrawBulletTracesDuration = 0.0f; + static FAutoConsoleVariableRef CVarDrawBulletTraceDuraton( + TEXT("lyra.Weapon.DrawBulletTraceDuration"), + DrawBulletTracesDuration, + TEXT("Should we do debug drawing for bullet traces (if above zero, sets how long (in seconds))"), + ECVF_Default); + + static float DrawBulletHitDuration = 0.0f; + static FAutoConsoleVariableRef CVarDrawBulletHits( + TEXT("lyra.Weapon.DrawBulletHitDuration"), + DrawBulletHitDuration, + TEXT("Should we do debug drawing for bullet impacts (if above zero, sets how long (in seconds))"), + ECVF_Default); + + static float DrawBulletHitRadius = 3.0f; + static FAutoConsoleVariableRef CVarDrawBulletHitRadius( + TEXT("lyra.Weapon.DrawBulletHitRadius"), + DrawBulletHitRadius, + TEXT("When bullet hit debug drawing is enabled (see DrawBulletHitDuration), how big should the hit radius be? (in uu)"), + ECVF_Default); +} + +// Weapon fire will be blocked/canceled if the player has this tag +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_WeaponFireBlocked, "Ability.Weapon.NoFiring"); + +////////////////////////////////////////////////////////////////////// + +FVector VRandConeNormalDistribution(const FVector& Dir, const float ConeHalfAngleRad, const float Exponent) +{ + if (ConeHalfAngleRad > 0.f) + { + const float ConeHalfAngleDegrees = FMath::RadiansToDegrees(ConeHalfAngleRad); + + // consider the cone a concatenation of two rotations. one "away" from the center line, and another "around" the circle + // apply the exponent to the away-from-center rotation. a larger exponent will cluster points more tightly around the center + const float FromCenter = FMath::Pow(FMath::FRand(), Exponent); + const float AngleFromCenter = FromCenter * ConeHalfAngleDegrees; + const float AngleAround = FMath::FRand() * 360.0f; + + FRotator Rot = Dir.Rotation(); + FQuat DirQuat(Rot); + FQuat FromCenterQuat(FRotator(0.0f, AngleFromCenter, 0.0f)); + FQuat AroundQuat(FRotator(0.0f, 0.0, AngleAround)); + FQuat FinalDirectionQuat = DirQuat * AroundQuat * FromCenterQuat; + FinalDirectionQuat.Normalize(); + + return FinalDirectionQuat.RotateVector(FVector::ForwardVector); + } + else + { + return Dir.GetSafeNormal(); + } +} + + +ULyraGameplayAbility_RangedWeapon::ULyraGameplayAbility_RangedWeapon(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SourceBlockedTags.AddTag(TAG_WeaponFireBlocked); +} + +ULyraRangedWeaponInstance* ULyraGameplayAbility_RangedWeapon::GetWeaponInstance() const +{ + return Cast(GetAssociatedEquipment()); +} + +bool ULyraGameplayAbility_RangedWeapon::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const +{ + bool bResult = Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags); + + if (bResult) + { + if (GetWeaponInstance() == nullptr) + { + UE_LOG(LogLyraAbilitySystem, Error, TEXT("Weapon ability %s cannot be activated because there is no associated ranged weapon (equipment instance=%s but needs to be derived from %s)"), + *GetPathName(), + *GetPathNameSafe(GetAssociatedEquipment()), + *ULyraRangedWeaponInstance::StaticClass()->GetName()); + bResult = false; + } + } + + return bResult; +} + +int32 ULyraGameplayAbility_RangedWeapon::FindFirstPawnHitResult(const TArray& HitResults) +{ + for (int32 Idx = 0; Idx < HitResults.Num(); ++Idx) + { + const FHitResult& CurHitResult = HitResults[Idx]; + if (CurHitResult.HitObjectHandle.DoesRepresentClass(APawn::StaticClass())) + { + // If we hit a pawn, we're good + return Idx; + } + else + { + AActor* HitActor = CurHitResult.HitObjectHandle.FetchActor(); + if ((HitActor != nullptr) && (HitActor->GetAttachParentActor() != nullptr) && (Cast(HitActor->GetAttachParentActor()) != nullptr)) + { + // If we hit something attached to a pawn, we're good + return Idx; + } + } + } + + return INDEX_NONE; +} + +void ULyraGameplayAbility_RangedWeapon::AddAdditionalTraceIgnoreActors(FCollisionQueryParams& TraceParams) const +{ + if (AActor* Avatar = GetAvatarActorFromActorInfo()) + { + // Ignore any actors attached to the avatar doing the shooting + TArray AttachedActors; + Avatar->GetAttachedActors(/*out*/ AttachedActors); + TraceParams.AddIgnoredActors(AttachedActors); + } +} + +ECollisionChannel ULyraGameplayAbility_RangedWeapon::DetermineTraceChannel(FCollisionQueryParams& TraceParams, bool bIsSimulated) const +{ + return Lyra_TraceChannel_Weapon; +} + +FHitResult ULyraGameplayAbility_RangedWeapon::WeaponTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray& OutHitResults) const +{ + TArray HitResults; + + FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), /*bTraceComplex=*/ true, /*IgnoreActor=*/ GetAvatarActorFromActorInfo()); + TraceParams.bReturnPhysicalMaterial = true; + AddAdditionalTraceIgnoreActors(TraceParams); + //TraceParams.bDebugQuery = true; + + const ECollisionChannel TraceChannel = DetermineTraceChannel(TraceParams, bIsSimulated); + + if (SweepRadius > 0.0f) + { + GetWorld()->SweepMultiByChannel(HitResults, StartTrace, EndTrace, FQuat::Identity, TraceChannel, FCollisionShape::MakeSphere(SweepRadius), TraceParams); + } + else + { + GetWorld()->LineTraceMultiByChannel(HitResults, StartTrace, EndTrace, TraceChannel, TraceParams); + } + + FHitResult Hit(ForceInit); + if (HitResults.Num() > 0) + { + // Filter the output list to prevent multiple hits on the same actor; + // this is to prevent a single bullet dealing damage multiple times to + // a single actor if using an overlap trace + for (FHitResult& CurHitResult : HitResults) + { + auto Pred = [&CurHitResult](const FHitResult& Other) + { + return Other.HitObjectHandle == CurHitResult.HitObjectHandle; + }; + + if (!OutHitResults.ContainsByPredicate(Pred)) + { + OutHitResults.Add(CurHitResult); + } + } + + Hit = OutHitResults.Last(); + } + else + { + Hit.TraceStart = StartTrace; + Hit.TraceEnd = EndTrace; + } + + return Hit; +} + +FVector ULyraGameplayAbility_RangedWeapon::GetWeaponTargetingSourceLocation() const +{ + // Use Pawn's location as a base + APawn* const AvatarPawn = Cast(GetAvatarActorFromActorInfo()); + check(AvatarPawn); + + const FVector SourceLoc = AvatarPawn->GetActorLocation(); + const FQuat SourceRot = AvatarPawn->GetActorQuat(); + + FVector TargetingSourceLocation = SourceLoc; + + //@TODO: Add an offset from the weapon instance and adjust based on pawn crouch/aiming/etc... + + return TargetingSourceLocation; +} + +FTransform ULyraGameplayAbility_RangedWeapon::GetTargetingTransform(APawn* SourcePawn, ELyraAbilityTargetingSource Source) const +{ + check(SourcePawn); + AController* SourcePawnController = SourcePawn->GetController(); + ULyraWeaponStateComponent* WeaponStateComponent = (SourcePawnController != nullptr) ? SourcePawnController->FindComponentByClass() : nullptr; + + // The caller should determine the transform without calling this if the mode is custom! + check(Source != ELyraAbilityTargetingSource::Custom); + + const FVector ActorLoc = SourcePawn->GetActorLocation(); + FQuat AimQuat = SourcePawn->GetActorQuat(); + AController* Controller = SourcePawn->GetController(); + FVector SourceLoc; + + double FocalDistance = 1024.0f; + FVector FocalLoc; + + FVector CamLoc; + FRotator CamRot; + bool bFoundFocus = false; + + + if ((Controller != nullptr) && ((Source == ELyraAbilityTargetingSource::CameraTowardsFocus) || (Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus))) + { + // Get camera position for later + bFoundFocus = true; + + APlayerController* PC = Cast(Controller); + if (PC != nullptr) + { + PC->GetPlayerViewPoint(/*out*/ CamLoc, /*out*/ CamRot); + } + else + { + SourceLoc = GetWeaponTargetingSourceLocation(); + CamLoc = SourceLoc; + CamRot = Controller->GetControlRotation(); + } + + // Determine initial focal point to + FVector AimDir = CamRot.Vector().GetSafeNormal(); + FocalLoc = CamLoc + (AimDir * FocalDistance); + + // Move the start and focal point up in front of pawn + if (PC) + { + const FVector WeaponLoc = GetWeaponTargetingSourceLocation(); + CamLoc = FocalLoc + (((WeaponLoc - FocalLoc) | AimDir) * AimDir); + FocalLoc = CamLoc + (AimDir * FocalDistance); + } + //Move the start to be the HeadPosition of the AI + else if (AAIController* AIController = Cast(Controller)) + { + CamLoc = SourcePawn->GetActorLocation() + FVector(0, 0, SourcePawn->BaseEyeHeight); + } + + if (Source == ELyraAbilityTargetingSource::CameraTowardsFocus) + { + // If we're camera -> focus then we're done + return FTransform(CamRot, CamLoc); + } + } + + if ((Source == ELyraAbilityTargetingSource::WeaponForward) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus)) + { + SourceLoc = GetWeaponTargetingSourceLocation(); + } + else + { + // Either we want the pawn's location, or we failed to find a camera + SourceLoc = ActorLoc; + } + + if (bFoundFocus && ((Source == ELyraAbilityTargetingSource::PawnTowardsFocus) || (Source == ELyraAbilityTargetingSource::WeaponTowardsFocus))) + { + // Return a rotator pointing at the focal point from the source + return FTransform((FocalLoc - SourceLoc).Rotation(), SourceLoc); + } + + // If we got here, either we don't have a camera or we don't want to use it, either way go forward + return FTransform(AimQuat, SourceLoc); +} + +FHitResult ULyraGameplayAbility_RangedWeapon::DoSingleBulletTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray& OutHits) const +{ +#if ENABLE_DRAW_DEBUG + if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f) + { + static float DebugThickness = 1.0f; + DrawDebugLine(GetWorld(), StartTrace, EndTrace, FColor::Red, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness); + } +#endif // ENABLE_DRAW_DEBUG + + FHitResult Impact; + + // Trace and process instant hit if something was hit + // First trace without using sweep radius + if (FindFirstPawnHitResult(OutHits) == INDEX_NONE) + { + Impact = WeaponTrace(StartTrace, EndTrace, /*SweepRadius=*/ 0.0f, bIsSimulated, /*out*/ OutHits); + } + + if (FindFirstPawnHitResult(OutHits) == INDEX_NONE) + { + // If this weapon didn't hit anything with a line trace and supports a sweep radius, try that + if (SweepRadius > 0.0f) + { + TArray SweepHits; + Impact = WeaponTrace(StartTrace, EndTrace, SweepRadius, bIsSimulated, /*out*/ SweepHits); + + // If the trace with sweep radius enabled hit a pawn, check if we should use its hit results + const int32 FirstPawnIdx = FindFirstPawnHitResult(SweepHits); + if (SweepHits.IsValidIndex(FirstPawnIdx)) + { + // If we had a blocking hit in our line trace that occurs in SweepHits before our + // hit pawn, we should just use our initial hit results since the Pawn hit should be blocked + bool bUseSweepHits = true; + for (int32 Idx = 0; Idx < FirstPawnIdx; ++Idx) + { + const FHitResult& CurHitResult = SweepHits[Idx]; + + auto Pred = [&CurHitResult](const FHitResult& Other) + { + return Other.HitObjectHandle == CurHitResult.HitObjectHandle; + }; + if (CurHitResult.bBlockingHit && OutHits.ContainsByPredicate(Pred)) + { + bUseSweepHits = false; + break; + } + } + + if (bUseSweepHits) + { + OutHits = SweepHits; + } + } + } + } + + return Impact; +} + +void ULyraGameplayAbility_RangedWeapon::PerformLocalTargeting(OUT TArray& OutHits) +{ + APawn* const AvatarPawn = Cast(GetAvatarActorFromActorInfo()); + + ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); + if (AvatarPawn && AvatarPawn->IsLocallyControlled() && WeaponData) + { + FRangedWeaponFiringInput InputData; + InputData.WeaponData = WeaponData; + InputData.bCanPlayBulletFX = (AvatarPawn->GetNetMode() != NM_DedicatedServer); + + //@TODO: Should do more complicated logic here when the player is close to a wall, etc... + const FTransform TargetTransform = GetTargetingTransform(AvatarPawn, ELyraAbilityTargetingSource::CameraTowardsFocus); + InputData.AimDir = TargetTransform.GetUnitAxis(EAxis::X); + InputData.StartTrace = TargetTransform.GetTranslation(); + + InputData.EndAim = InputData.StartTrace + InputData.AimDir * WeaponData->GetMaxDamageRange(); + +#if ENABLE_DRAW_DEBUG + if (LyraConsoleVariables::DrawBulletTracesDuration > 0.0f) + { + static float DebugThickness = 2.0f; + DrawDebugLine(GetWorld(), InputData.StartTrace, InputData.StartTrace + (InputData.AimDir * 100.0f), FColor::Yellow, false, LyraConsoleVariables::DrawBulletTracesDuration, 0, DebugThickness); + } +#endif + + TraceBulletsInCartridge(InputData, /*out*/ OutHits); + } +} + +void ULyraGameplayAbility_RangedWeapon::TraceBulletsInCartridge(const FRangedWeaponFiringInput& InputData, OUT TArray& OutHits) +{ + ULyraRangedWeaponInstance* WeaponData = InputData.WeaponData; + check(WeaponData); + + const int32 BulletsPerCartridge = WeaponData->GetBulletsPerCartridge(); + + for (int32 BulletIndex = 0; BulletIndex < BulletsPerCartridge; ++BulletIndex) + { + const float BaseSpreadAngle = WeaponData->GetCalculatedSpreadAngle(); + const float SpreadAngleMultiplier = WeaponData->GetCalculatedSpreadAngleMultiplier(); + const float ActualSpreadAngle = BaseSpreadAngle * SpreadAngleMultiplier; + + const float HalfSpreadAngleInRadians = FMath::DegreesToRadians(ActualSpreadAngle * 0.5f); + + const FVector BulletDir = VRandConeNormalDistribution(InputData.AimDir, HalfSpreadAngleInRadians, WeaponData->GetSpreadExponent()); + + const FVector EndTrace = InputData.StartTrace + (BulletDir * WeaponData->GetMaxDamageRange()); + FVector HitLocation = EndTrace; + + TArray AllImpacts; + + FHitResult Impact = DoSingleBulletTrace(InputData.StartTrace, EndTrace, WeaponData->GetBulletTraceSweepRadius(), /*bIsSimulated=*/ false, /*out*/ AllImpacts); + + const AActor* HitActor = Impact.GetActor(); + + if (HitActor) + { +#if ENABLE_DRAW_DEBUG + if (LyraConsoleVariables::DrawBulletHitDuration > 0.0f) + { + DrawDebugPoint(GetWorld(), Impact.ImpactPoint, LyraConsoleVariables::DrawBulletHitRadius, FColor::Red, false, LyraConsoleVariables::DrawBulletHitRadius); + } +#endif + + if (AllImpacts.Num() > 0) + { + OutHits.Append(AllImpacts); + } + + HitLocation = Impact.ImpactPoint; + } + + // Make sure there's always an entry in OutHits so the direction can be used for tracers, etc... + if (OutHits.Num() == 0) + { + if (!Impact.bBlockingHit) + { + // Locate the fake 'impact' at the end of the trace + Impact.Location = EndTrace; + Impact.ImpactPoint = EndTrace; + } + + OutHits.Add(Impact); + } + } +} + +void ULyraGameplayAbility_RangedWeapon::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) +{ + // Bind target data callback + UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); + check(MyAbilityComponent); + + OnTargetDataReadyCallbackDelegateHandle = MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).AddUObject(this, &ThisClass::OnTargetDataReadyCallback); + + // Update the last firing time + ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); + check(WeaponData); + WeaponData->UpdateFiringTime(); + + Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); +} + +void ULyraGameplayAbility_RangedWeapon::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) +{ + if (IsEndAbilityValid(Handle, ActorInfo)) + { + if (ScopeLockCount > 0) + { + WaitingToExecute.Add(FPostLockDelegate::CreateUObject(this, &ThisClass::EndAbility, Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled)); + return; + } + + UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); + check(MyAbilityComponent); + + // When ability ends, consume target data and remove delegate + MyAbilityComponent->AbilityTargetDataSetDelegate(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()).Remove(OnTargetDataReadyCallbackDelegateHandle); + MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()); + + Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); + } +} + +void ULyraGameplayAbility_RangedWeapon::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag) +{ + UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); + check(MyAbilityComponent); + + if (const FGameplayAbilitySpec* AbilitySpec = MyAbilityComponent->FindAbilitySpecFromHandle(CurrentSpecHandle)) + { + FScopedPredictionWindow ScopedPrediction(MyAbilityComponent); + + // Take ownership of the target data to make sure no callbacks into game code invalidate it out from under us + FGameplayAbilityTargetDataHandle LocalTargetDataHandle(MoveTemp(const_cast(InData))); + + const bool bShouldNotifyServer = CurrentActorInfo->IsLocallyControlled() && !CurrentActorInfo->IsNetAuthority(); + if (bShouldNotifyServer) + { + MyAbilityComponent->CallServerSetReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey(), LocalTargetDataHandle, ApplicationTag, MyAbilityComponent->ScopedPredictionKey); + } + + const bool bIsTargetDataValid = true; + + bool bProjectileWeapon = false; + +#if WITH_SERVER_CODE + if (!bProjectileWeapon) + { + if (AController* Controller = GetControllerFromActorInfo()) + { + if (Controller->GetLocalRole() == ROLE_Authority) + { + // Confirm hit markers + if (ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass()) + { + TArray HitReplaces; + for (uint8 i = 0; (i < LocalTargetDataHandle.Num()) && (i < 255); ++i) + { + if (FGameplayAbilityTargetData_SingleTargetHit* SingleTargetHit = static_cast(LocalTargetDataHandle.Get(i))) + { + if (SingleTargetHit->bHitReplaced) + { + HitReplaces.Add(i); + } + } + } + + WeaponStateComponent->ClientConfirmTargetData(LocalTargetDataHandle.UniqueId, bIsTargetDataValid, HitReplaces); + } + + } + } + } +#endif //WITH_SERVER_CODE + + + // See if we still have ammo + if (bIsTargetDataValid && CommitAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo)) + { + // We fired the weapon, add spread + ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance(); + check(WeaponData); + WeaponData->AddSpread(); + + // Let the blueprint do stuff like apply effects to the targets + OnRangedWeaponTargetDataReady(LocalTargetDataHandle); + } + else + { + UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Weapon ability %s failed to commit (bIsTargetDataValid=%d)"), *GetPathName(), bIsTargetDataValid ? 1 : 0); + K2_EndAbility(); + } + } + + // We've processed the data + MyAbilityComponent->ConsumeClientReplicatedTargetData(CurrentSpecHandle, CurrentActivationInfo.GetActivationPredictionKey()); +} + +void ULyraGameplayAbility_RangedWeapon::StartRangedWeaponTargeting() +{ + check(CurrentActorInfo); + + AActor* AvatarActor = CurrentActorInfo->AvatarActor.Get(); + check(AvatarActor); + + UAbilitySystemComponent* MyAbilityComponent = CurrentActorInfo->AbilitySystemComponent.Get(); + check(MyAbilityComponent); + + AController* Controller = GetControllerFromActorInfo(); + check(Controller); + ULyraWeaponStateComponent* WeaponStateComponent = Controller->FindComponentByClass(); + + FScopedPredictionWindow ScopedPrediction(MyAbilityComponent, CurrentActivationInfo.GetActivationPredictionKey()); + + TArray FoundHits; + PerformLocalTargeting(/*out*/ FoundHits); + + // Fill out the target data from the hit results + FGameplayAbilityTargetDataHandle TargetData; + TargetData.UniqueId = WeaponStateComponent ? WeaponStateComponent->GetUnconfirmedServerSideHitMarkerCount() : 0; + + if (FoundHits.Num() > 0) + { + const int32 CartridgeID = FMath::Rand(); + + for (const FHitResult& FoundHit : FoundHits) + { + FLyraGameplayAbilityTargetData_SingleTargetHit* NewTargetData = new FLyraGameplayAbilityTargetData_SingleTargetHit(); + NewTargetData->HitResult = FoundHit; + NewTargetData->CartridgeID = CartridgeID; + + TargetData.Add(NewTargetData); + } + } + + // Send hit marker information + if (WeaponStateComponent != nullptr) + { + WeaponStateComponent->AddUnconfirmedServerSideHitMarkers(TargetData, FoundHits); + } + + // Process the target data immediately + OnTargetDataReadyCallback(TargetData, FGameplayTag()); +} + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.h new file mode 100644 index 0000000000000000000000000000000000000000..6e0d226ed7d324606d7b744654c741356f01606f --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraGameplayAbility_RangedWeapon.h @@ -0,0 +1,123 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Equipment/LyraGameplayAbility_FromEquipment.h" + +#include "LyraGameplayAbility_RangedWeapon.generated.h" + +enum ECollisionChannel : int; + +class APawn; +class ULyraRangedWeaponInstance; +class UObject; +struct FCollisionQueryParams; +struct FFrame; +struct FGameplayAbilityActorInfo; +struct FGameplayEventData; +struct FGameplayTag; +struct FGameplayTagContainer; + +/** Defines where an ability starts its trace from and where it should face */ +UENUM(BlueprintType) +enum class ELyraAbilityTargetingSource : uint8 +{ + // From the player's camera towards camera focus + CameraTowardsFocus, + // From the pawn's center, in the pawn's orientation + PawnForward, + // From the pawn's center, oriented towards camera focus + PawnTowardsFocus, + // From the weapon's muzzle or location, in the pawn's orientation + WeaponForward, + // From the weapon's muzzle or location, towards camera focus + WeaponTowardsFocus, + // Custom blueprint-specified source location + Custom +}; + + + +/** + * ULyraGameplayAbility_RangedWeapon + * + * An ability granted by and associated with a ranged weapon instance + */ +UCLASS() +class ULyraGameplayAbility_RangedWeapon : public ULyraGameplayAbility_FromEquipment +{ + GENERATED_BODY() + +public: + + ULyraGameplayAbility_RangedWeapon(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + UFUNCTION(BlueprintCallable, Category="Lyra|Ability") + ULyraRangedWeaponInstance* GetWeaponInstance() const; + + //~UGameplayAbility interface + virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override; + virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; + virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; + //~End of UGameplayAbility interface + +protected: + struct FRangedWeaponFiringInput + { + // Start of the trace + FVector StartTrace; + + // End of the trace if aim were perfect + FVector EndAim; + + // The direction of the trace if aim were perfect + FVector AimDir; + + // The weapon instance / source of weapon data + ULyraRangedWeaponInstance* WeaponData = nullptr; + + // Can we play bullet FX for hits during this trace + bool bCanPlayBulletFX = false; + + FRangedWeaponFiringInput() + : StartTrace(ForceInitToZero) + , EndAim(ForceInitToZero) + , AimDir(ForceInitToZero) + { + } + }; + +protected: + static int32 FindFirstPawnHitResult(const TArray& HitResults); + + // Does a single weapon trace, either sweeping or ray depending on if SweepRadius is above zero + FHitResult WeaponTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray& OutHitResults) const; + + // Wrapper around WeaponTrace to handle trying to do a ray trace before falling back to a sweep trace if there were no hits and SweepRadius is above zero + FHitResult DoSingleBulletTrace(const FVector& StartTrace, const FVector& EndTrace, float SweepRadius, bool bIsSimulated, OUT TArray& OutHits) const; + + // Traces all of the bullets in a single cartridge + void TraceBulletsInCartridge(const FRangedWeaponFiringInput& InputData, OUT TArray& OutHits); + + virtual void AddAdditionalTraceIgnoreActors(FCollisionQueryParams& TraceParams) const; + + // Determine the trace channel to use for the weapon trace(s) + virtual ECollisionChannel DetermineTraceChannel(FCollisionQueryParams& TraceParams, bool bIsSimulated) const; + + void PerformLocalTargeting(OUT TArray& OutHits); + + FVector GetWeaponTargetingSourceLocation() const; + FTransform GetTargetingTransform(APawn* SourcePawn, ELyraAbilityTargetingSource Source) const; + + void OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag); + + UFUNCTION(BlueprintCallable) + void StartRangedWeaponTargeting(); + + // Called when target data is ready + UFUNCTION(BlueprintImplementableEvent) + void OnRangedWeaponTargetDataReady(const FGameplayAbilityTargetDataHandle& TargetData); + +private: + FDelegateHandle OnTargetDataReadyCallbackDelegateHandle; +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.cpp new file mode 100644 index 0000000000000000000000000000000000000000..27017ffb9e8e102dd73ddd7dcf8bf461d0efca83 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.cpp @@ -0,0 +1,218 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraRangedWeaponInstance.h" +#include "NativeGameplayTags.h" +#include "GameFramework/Pawn.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "Camera/LyraCameraComponent.h" +#include "Physics/PhysicalMaterialWithTags.h" +#include "Weapons/LyraWeaponInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraRangedWeaponInstance) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Weapon_SteadyAimingCamera, "Lyra.Weapon.SteadyAimingCamera"); + +ULyraRangedWeaponInstance::ULyraRangedWeaponInstance(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + HeatToHeatPerShotCurve.EditorCurveData.AddKey(0.0f, 1.0f); + HeatToCoolDownPerSecondCurve.EditorCurveData.AddKey(0.0f, 2.0f); +} + +void ULyraRangedWeaponInstance::PostLoad() +{ + Super::PostLoad(); + +#if WITH_EDITOR + UpdateDebugVisualization(); +#endif +} + +#if WITH_EDITOR +void ULyraRangedWeaponInstance::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + UpdateDebugVisualization(); +} + +void ULyraRangedWeaponInstance::UpdateDebugVisualization() +{ + ComputeHeatRange(/*out*/ Debug_MinHeat, /*out*/ Debug_MaxHeat); + ComputeSpreadRange(/*out*/ Debug_MinSpreadAngle, /*out*/ Debug_MaxSpreadAngle); + Debug_CurrentHeat = CurrentHeat; + Debug_CurrentSpreadAngle = CurrentSpreadAngle; + Debug_CurrentSpreadAngleMultiplier = CurrentSpreadAngleMultiplier; +} +#endif + +void ULyraRangedWeaponInstance::OnEquipped() +{ + Super::OnEquipped(); + + // Start heat in the middle + float MinHeatRange; + float MaxHeatRange; + ComputeHeatRange(/*out*/ MinHeatRange, /*out*/ MaxHeatRange); + CurrentHeat = (MinHeatRange + MaxHeatRange) * 0.5f; + + // Derive spread + CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); + + // Default the multipliers to 1x + CurrentSpreadAngleMultiplier = 1.0f; + StandingStillMultiplier = 1.0f; + JumpFallMultiplier = 1.0f; + CrouchingMultiplier = 1.0f; +} + +void ULyraRangedWeaponInstance::OnUnequipped() +{ + Super::OnUnequipped(); +} + +void ULyraRangedWeaponInstance::Tick(float DeltaSeconds) +{ + APawn* Pawn = GetPawn(); + check(Pawn != nullptr); + + const bool bMinSpread = UpdateSpread(DeltaSeconds); + const bool bMinMultipliers = UpdateMultipliers(DeltaSeconds); + + bHasFirstShotAccuracy = bAllowFirstShotAccuracy && bMinMultipliers && bMinSpread; + +#if WITH_EDITOR + UpdateDebugVisualization(); +#endif +} + +void ULyraRangedWeaponInstance::ComputeHeatRange(float& MinHeat, float& MaxHeat) +{ + float Min1; + float Max1; + HeatToHeatPerShotCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min1, /*out*/ Max1); + + float Min2; + float Max2; + HeatToCoolDownPerSecondCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min2, /*out*/ Max2); + + float Min3; + float Max3; + HeatToSpreadCurve.GetRichCurveConst()->GetTimeRange(/*out*/ Min3, /*out*/ Max3); + + MinHeat = FMath::Min(FMath::Min(Min1, Min2), Min3); + MaxHeat = FMath::Max(FMath::Max(Max1, Max2), Max3); +} + +void ULyraRangedWeaponInstance::ComputeSpreadRange(float& MinSpread, float& MaxSpread) +{ + HeatToSpreadCurve.GetRichCurveConst()->GetValueRange(/*out*/ MinSpread, /*out*/ MaxSpread); +} + +void ULyraRangedWeaponInstance::AddSpread() +{ + // Sample the heat up curve + const float HeatPerShot = HeatToHeatPerShotCurve.GetRichCurveConst()->Eval(CurrentHeat); + CurrentHeat = ClampHeat(CurrentHeat + HeatPerShot); + + // Map the heat to the spread angle + CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); + +#if WITH_EDITOR + UpdateDebugVisualization(); +#endif +} + +float ULyraRangedWeaponInstance::GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags) const +{ + const FRichCurve* Curve = DistanceDamageFalloff.GetRichCurveConst(); + return Curve->HasAnyData() ? Curve->Eval(Distance) : 1.0f; +} + +float ULyraRangedWeaponInstance::GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags) const +{ + float CombinedMultiplier = 1.0f; + if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast(PhysicalMaterial)) + { + for (const FGameplayTag MaterialTag : PhysMatWithTags->Tags) + { + if (const float* pTagMultiplier = MaterialDamageMultiplier.Find(MaterialTag)) + { + CombinedMultiplier *= *pTagMultiplier; + } + } + } + + return CombinedMultiplier; +} + +bool ULyraRangedWeaponInstance::UpdateSpread(float DeltaSeconds) +{ + const float TimeSinceFired = GetWorld()->TimeSince(LastFireTime); + + if (TimeSinceFired > SpreadRecoveryCooldownDelay) + { + const float CooldownRate = HeatToCoolDownPerSecondCurve.GetRichCurveConst()->Eval(CurrentHeat); + CurrentHeat = ClampHeat(CurrentHeat - (CooldownRate * DeltaSeconds)); + CurrentSpreadAngle = HeatToSpreadCurve.GetRichCurveConst()->Eval(CurrentHeat); + } + + float MinSpread; + float MaxSpread; + ComputeSpreadRange(/*out*/ MinSpread, /*out*/ MaxSpread); + + return FMath::IsNearlyEqual(CurrentSpreadAngle, MinSpread, KINDA_SMALL_NUMBER); +} + +bool ULyraRangedWeaponInstance::UpdateMultipliers(float DeltaSeconds) +{ + const float MultiplierNearlyEqualThreshold = 0.05f; + + APawn* Pawn = GetPawn(); + check(Pawn != nullptr); + UCharacterMovementComponent* CharMovementComp = Cast(Pawn->GetMovementComponent()); + + // See if we are standing still, and if so, smoothly apply the bonus + const float PawnSpeed = Pawn->GetVelocity().Size(); + const float MovementTargetValue = FMath::GetMappedRangeValueClamped( + /*InputRange=*/ FVector2D(StandingStillSpeedThreshold, StandingStillSpeedThreshold + StandingStillToMovingSpeedRange), + /*OutputRange=*/ FVector2D(SpreadAngleMultiplier_StandingStill, 1.0f), + /*Alpha=*/ PawnSpeed); + StandingStillMultiplier = FMath::FInterpTo(StandingStillMultiplier, MovementTargetValue, DeltaSeconds, TransitionRate_StandingStill); + const bool bStandingStillMultiplierAtMin = FMath::IsNearlyEqual(StandingStillMultiplier, SpreadAngleMultiplier_StandingStill, SpreadAngleMultiplier_StandingStill*0.1f); + + // See if we are crouching, and if so, smoothly apply the bonus + const bool bIsCrouching = (CharMovementComp != nullptr) && CharMovementComp->IsCrouching(); + const float CrouchingTargetValue = bIsCrouching ? SpreadAngleMultiplier_Crouching : 1.0f; + CrouchingMultiplier = FMath::FInterpTo(CrouchingMultiplier, CrouchingTargetValue, DeltaSeconds, TransitionRate_Crouching); + const bool bCrouchingMultiplierAtTarget = FMath::IsNearlyEqual(CrouchingMultiplier, CrouchingTargetValue, MultiplierNearlyEqualThreshold); + + // See if we are in the air (jumping/falling), and if so, smoothly apply the penalty + const bool bIsJumpingOrFalling = (CharMovementComp != nullptr) && CharMovementComp->IsFalling(); + const float JumpFallTargetValue = bIsJumpingOrFalling ? SpreadAngleMultiplier_JumpingOrFalling : 1.0f; + JumpFallMultiplier = FMath::FInterpTo(JumpFallMultiplier, JumpFallTargetValue, DeltaSeconds, TransitionRate_JumpingOrFalling); + const bool bJumpFallMultiplerIs1 = FMath::IsNearlyEqual(JumpFallMultiplier, 1.0f, MultiplierNearlyEqualThreshold); + + // Determine if we are aiming down sights, and apply the bonus based on how far into the camera transition we are + float AimingAlpha = 0.0f; + if (const ULyraCameraComponent* CameraComponent = ULyraCameraComponent::FindCameraComponent(Pawn)) + { + float TopCameraWeight; + FGameplayTag TopCameraTag; + CameraComponent->GetBlendInfo(/*out*/ TopCameraWeight, /*out*/ TopCameraTag); + + AimingAlpha = (TopCameraTag == TAG_Lyra_Weapon_SteadyAimingCamera) ? TopCameraWeight : 0.0f; + } + const float AimingMultiplier = FMath::GetMappedRangeValueClamped( + /*InputRange=*/ FVector2D(0.0f, 1.0f), + /*OutputRange=*/ FVector2D(1.0f, SpreadAngleMultiplier_Aiming), + /*Alpha=*/ AimingAlpha); + const bool bAimingMultiplierAtTarget = FMath::IsNearlyEqual(AimingMultiplier, SpreadAngleMultiplier_Aiming, KINDA_SMALL_NUMBER); + + // Combine all the multipliers + const float CombinedMultiplier = AimingMultiplier * StandingStillMultiplier * CrouchingMultiplier * JumpFallMultiplier; + CurrentSpreadAngleMultiplier = CombinedMultiplier; + + // need to handle these spread multipliers indicating we are not at min spread + return bStandingStillMultiplierAtMin && bCrouchingMultiplierAtTarget && bJumpFallMultiplerIs1 && bAimingMultiplierAtTarget; +} + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.h new file mode 100644 index 0000000000000000000000000000000000000000..05136d7101bd722850a31049b8432e13fc0f3195 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraRangedWeaponInstance.h @@ -0,0 +1,250 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Curves/CurveFloat.h" + +#include "LyraWeaponInstance.h" +#include "AbilitySystem/LyraAbilitySourceInterface.h" + +#include "LyraRangedWeaponInstance.generated.h" + +class UPhysicalMaterial; + +/** + * ULyraRangedWeaponInstance + * + * A piece of equipment representing a ranged weapon spawned and applied to a pawn + */ +UCLASS() +class ULyraRangedWeaponInstance : public ULyraWeaponInstance, public ILyraAbilitySourceInterface +{ + GENERATED_BODY() + +public: + ULyraRangedWeaponInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void PostLoad() override; + +#if WITH_EDITOR + virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; + + void UpdateDebugVisualization(); +#endif + + int32 GetBulletsPerCartridge() const + { + return BulletsPerCartridge; + } + + /** Returns the current spread angle (in degrees, diametrical) */ + float GetCalculatedSpreadAngle() const + { + return CurrentSpreadAngle; + } + + float GetCalculatedSpreadAngleMultiplier() const + { + return bHasFirstShotAccuracy ? 0.0f : CurrentSpreadAngleMultiplier; + } + + bool HasFirstShotAccuracy() const + { + return bHasFirstShotAccuracy; + } + + float GetSpreadExponent() const + { + return SpreadExponent; + } + + float GetMaxDamageRange() const + { + return MaxDamageRange; + } + + float GetBulletTraceSweepRadius() const + { + return BulletTraceSweepRadius; + } + +protected: +#if WITH_EDITORONLY_DATA + UPROPERTY(VisibleAnywhere, Category = "Spread|Fire Params") + float Debug_MinHeat = 0.0f; + + UPROPERTY(VisibleAnywhere, Category = "Spread|Fire Params") + float Debug_MaxHeat = 0.0f; + + UPROPERTY(VisibleAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=deg)) + float Debug_MinSpreadAngle = 0.0f; + + UPROPERTY(VisibleAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=deg)) + float Debug_MaxSpreadAngle = 0.0f; + + UPROPERTY(VisibleAnywhere, Category="Spread Debugging") + float Debug_CurrentHeat = 0.0f; + + UPROPERTY(VisibleAnywhere, Category="Spread Debugging", meta = (ForceUnits=deg)) + float Debug_CurrentSpreadAngle = 0.0f; + + // The current *combined* spread angle multiplier + UPROPERTY(VisibleAnywhere, Category = "Spread Debugging", meta=(ForceUnits=x)) + float Debug_CurrentSpreadAngleMultiplier = 1.0f; + +#endif + + // Spread exponent, affects how tightly shots will cluster around the center line + // when the weapon has spread (non-perfect accuracy). Higher values will cause shots + // to be closer to the center (default is 1.0 which means uniformly within the spread range) + UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(ClampMin=0.1), Category="Spread|Fire Params") + float SpreadExponent = 1.0f; + + // A curve that maps the heat to the spread angle + // The X range of this curve typically sets the min/max heat range of the weapon + // The Y range of this curve is used to define the min and maximum spread angle + UPROPERTY(EditAnywhere, Category = "Spread|Fire Params") + FRuntimeFloatCurve HeatToSpreadCurve; + + // A curve that maps the current heat to the amount a single shot will further 'heat up' + // This is typically a flat curve with a single data point indicating how much heat a shot adds, + // but can be other shapes to do things like punish overheating by adding progressively more heat. + UPROPERTY(EditAnywhere, Category="Spread|Fire Params") + FRuntimeFloatCurve HeatToHeatPerShotCurve; + + // A curve that maps the current heat to the heat cooldown rate per second + // This is typically a flat curve with a single data point indicating how fast the heat + // wears off, but can be other shapes to do things like punish overheating by slowing down + // recovery at high heat. + UPROPERTY(EditAnywhere, Category="Spread|Fire Params") + FRuntimeFloatCurve HeatToCoolDownPerSecondCurve; + + // Time since firing before spread cooldown recovery begins (in seconds) + UPROPERTY(EditAnywhere, Category="Spread|Fire Params", meta=(ForceUnits=s)) + float SpreadRecoveryCooldownDelay = 0.0f; + + // Should the weapon have perfect accuracy when both player and weapon spread are at their minimum value + UPROPERTY(EditAnywhere, Category="Spread|Fire Params") + bool bAllowFirstShotAccuracy = false; + + // Multiplier when in an aiming camera mode + UPROPERTY(EditAnywhere, Category="Spread|Player Params", meta=(ForceUnits=x)) + float SpreadAngleMultiplier_Aiming = 1.0f; + + // Multiplier when standing still or moving very slowly + // (starts to fade out at StandingStillSpeedThreshold, and is gone completely by StandingStillSpeedThreshold + StandingStillToMovingSpeedRange) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) + float SpreadAngleMultiplier_StandingStill = 1.0f; + + // Rate at which we transition to/from the standing still accuracy (higher values are faster, though zero is instant; @see FInterpTo) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") + float TransitionRate_StandingStill = 5.0f; + + // Speeds at or below this are considered standing still + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits="cm/s")) + float StandingStillSpeedThreshold = 80.0f; + + // Speeds no more than this above StandingStillSpeedThreshold are used to feather down the standing still bonus until it's back to 1.0 + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits="cm/s")) + float StandingStillToMovingSpeedRange = 20.0f; + + + // Multiplier when crouching, smoothly blended to based on TransitionRate_Crouching + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) + float SpreadAngleMultiplier_Crouching = 1.0f; + + // Rate at which we transition to/from the crouching accuracy (higher values are faster, though zero is instant; @see FInterpTo) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") + float TransitionRate_Crouching = 5.0f; + + + // Spread multiplier while jumping/falling, smoothly blended to based on TransitionRate_JumpingOrFalling + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params", meta=(ForceUnits=x)) + float SpreadAngleMultiplier_JumpingOrFalling = 1.0f; + + // Rate at which we transition to/from the jumping/falling accuracy (higher values are faster, though zero is instant; @see FInterpTo) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Spread|Player Params") + float TransitionRate_JumpingOrFalling = 5.0f; + + // Number of bullets to fire in a single cartridge (typically 1, but may be more for shotguns) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config") + int32 BulletsPerCartridge = 1; + + // The maximum distance at which this weapon can deal damage + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config", meta=(ForceUnits=cm)) + float MaxDamageRange = 25000.0f; + + // The radius for bullet traces sweep spheres (0.0 will result in a line trace) + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Weapon Config", meta=(ForceUnits=cm)) + float BulletTraceSweepRadius = 0.0f; + + // A curve that maps the distance (in cm) to a multiplier on the base damage from the associated gameplay effect + // If there is no data in this curve, then the weapon is assumed to have no falloff with distance + UPROPERTY(EditAnywhere, Category = "Weapon Config") + FRuntimeFloatCurve DistanceDamageFalloff; + + // List of special tags that affect how damage is dealt + // These tags will be compared to tags in the physical material of the thing being hit + // If more than one tag is present, the multipliers will be combined multiplicatively + UPROPERTY(EditAnywhere, Category = "Weapon Config") + TMap MaterialDamageMultiplier; + +private: + // Time since this weapon was last fired (relative to world time) + double LastFireTime = 0.0; + + // The current heat + float CurrentHeat = 0.0f; + + // The current spread angle (in degrees, diametrical) + float CurrentSpreadAngle = 0.0f; + + // Do we currently have first shot accuracy? + bool bHasFirstShotAccuracy = false; + + // The current *combined* spread angle multiplier + float CurrentSpreadAngleMultiplier = 1.0f; + + // The current standing still multiplier + float StandingStillMultiplier = 1.0f; + + // The current jumping/falling multiplier + float JumpFallMultiplier = 1.0f; + + // The current crouching multiplier + float CrouchingMultiplier = 1.0f; + +public: + void Tick(float DeltaSeconds); + + //~ULyraEquipmentInstance interface + virtual void OnEquipped(); + virtual void OnUnequipped(); + //~End of ULyraEquipmentInstance interface + + void AddSpread(); + + //~ILyraAbilitySourceInterface interface + virtual float GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const override; + virtual float GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const override; + //~End of ILyraAbilitySourceInterface interface + +private: + void ComputeSpreadRange(float& MinSpread, float& MaxSpread); + void ComputeHeatRange(float& MinHeat, float& MaxHeat); + + inline float ClampHeat(float NewHeat) + { + float MinHeat; + float MaxHeat; + ComputeHeatRange(/*out*/ MinHeat, /*out*/ MaxHeat); + + return FMath::Clamp(NewHeat, MinHeat, MaxHeat); + } + + // Updates the spread and returns true if the spread is at minimum + bool UpdateSpread(float DeltaSeconds); + + // Updates the multipliers and returns true if they are at minimum + bool UpdateMultipliers(float DeltaSeconds); +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e3a6c637815a9f31c28c4d3c637fc0709224e7b0 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.cpp @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWeaponDebugSettings.h" +#include "Misc/App.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponDebugSettings) + +ULyraWeaponDebugSettings::ULyraWeaponDebugSettings() +{ +} + +FName ULyraWeaponDebugSettings::GetCategoryName() const +{ + return FApp::GetProjectName(); +} + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.h new file mode 100644 index 0000000000000000000000000000000000000000..95a45638cd844a091536daffb66a50b6640a3892 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponDebugSettings.h @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DeveloperSettingsBackedByCVars.h" + +#include "LyraWeaponDebugSettings.generated.h" + +class UObject; + +/** + * Developer debugging settings for weapons + */ +UCLASS(config=EditorPerProjectUserSettings) +class ULyraWeaponDebugSettings : public UDeveloperSettingsBackedByCVars +{ + GENERATED_BODY() + +public: + ULyraWeaponDebugSettings(); + + //~UDeveloperSettings interface + virtual FName GetCategoryName() const override; + //~End of UDeveloperSettings interface + +public: + // Should we do debug drawing for bullet traces (if above zero, sets how long (in seconds) + UPROPERTY(config, EditAnywhere, Category=General, meta=(ConsoleVariable="lyra.Weapon.DrawBulletTraceDuration", ForceUnits=s)) + float DrawBulletTraceDuration; + + // Should we do debug drawing for bullet impacts (if above zero, sets how long (in seconds) + UPROPERTY(config, EditAnywhere, Category = General, meta = (ConsoleVariable = "lyra.Weapon.DrawBulletHitDuration", ForceUnits = s)) + float DrawBulletHitDuration; + + // When bullet hit debug drawing is enabled (see DrawBulletHitDuration), how big should the hit radius be? (in cm) + UPROPERTY(config, EditAnywhere, Category = General, meta = (ConsoleVariable = "lyra.Weapon.DrawBulletHitRadius", ForceUnits=cm)) + float DrawBulletHitRadius; +}; diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.cpp new file mode 100644 index 0000000000000000000000000000000000000000..37715470b61f42f8e0f24d815639f3bb7be04fce --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.cpp @@ -0,0 +1,139 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWeaponInstance.h" + +#include "GameFramework/Pawn.h" +#include "Engine/World.h" +#include "Math/UnrealMathUtility.h" +#include "Misc/AssertionMacros.h" +#include "GameFramework/InputDeviceSubsystem.h" +#include "GameFramework/InputDeviceProperties.h" +#include "Character/LyraHealthComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponInstance) + +class UAnimInstance; +struct FGameplayTagContainer; + +ULyraWeaponInstance::ULyraWeaponInstance(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + // Listen for death of the owning pawn so that any device properties can be removed if we + // die and can't unequip + if (APawn* Pawn = GetPawn()) + { + // We only need to do this for player controlled pawns, since AI and others won't have input devices on the client + if (Pawn->IsPlayerControlled()) + { + if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetPawn())) + { + HealthComponent->OnDeathStarted.AddDynamic(this, &ThisClass::OnDeathStarted); + } + } + } +} + +void ULyraWeaponInstance::OnEquipped() +{ + Super::OnEquipped(); + + UWorld* World = GetWorld(); + check(World); + TimeLastEquipped = World->GetTimeSeconds(); + + ApplyDeviceProperties(); +} + +void ULyraWeaponInstance::OnUnequipped() +{ + Super::OnUnequipped(); + + RemoveDeviceProperties(); +} + +void ULyraWeaponInstance::UpdateFiringTime() +{ + UWorld* World = GetWorld(); + check(World); + TimeLastFired = World->GetTimeSeconds(); +} + +float ULyraWeaponInstance::GetTimeSinceLastInteractedWith() const +{ + UWorld* World = GetWorld(); + check(World); + const double WorldTime = World->GetTimeSeconds(); + + double Result = WorldTime - TimeLastEquipped; + + if (TimeLastFired > 0.0) + { + const double TimeSinceFired = WorldTime - TimeLastFired; + Result = FMath::Min(Result, TimeSinceFired); + } + + return Result; +} + +TSubclassOf ULyraWeaponInstance::PickBestAnimLayer(bool bEquipped, const FGameplayTagContainer& CosmeticTags) const +{ + const FLyraAnimLayerSelectionSet& SetToQuery = (bEquipped ? EquippedAnimSet : UneuippedAnimSet); + return SetToQuery.SelectBestLayer(CosmeticTags); +} + +const FPlatformUserId ULyraWeaponInstance::GetOwningUserId() const +{ + if (const APawn* Pawn = GetPawn()) + { + return Pawn->GetPlatformUserId(); + } + return PLATFORMUSERID_NONE; +} + +void ULyraWeaponInstance::ApplyDeviceProperties() +{ + const FPlatformUserId UserId = GetOwningUserId(); + + if (UserId.IsValid()) + { + if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get()) + { + for (TObjectPtr& DeviceProp : ApplicableDeviceProperties) + { + FActivateDevicePropertyParams Params = {}; + Params.UserId = UserId; + + // By default, the device property will be played on the Platform User's Primary Input Device. + // If you want to override this and set a specific device, then you can set the DeviceId parameter. + //Params.DeviceId = ; + + // Don't remove this property it was evaluated. We want the properties to be applied as long as we are holding the + // weapon, and will remove them manually in OnUnequipped + Params.bLooping = true; + + DevicePropertyHandles.Emplace(InputDeviceSubsystem->ActivateDeviceProperty(DeviceProp, Params)); + } + } + } +} + +void ULyraWeaponInstance::RemoveDeviceProperties() +{ + const FPlatformUserId UserId = GetOwningUserId(); + + if (UserId.IsValid() && !DevicePropertyHandles.IsEmpty()) + { + // Remove any device properties that have been applied + if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get()) + { + InputDeviceSubsystem->RemoveDevicePropertyHandles(DevicePropertyHandles); + DevicePropertyHandles.Empty(); + } + } +} + +void ULyraWeaponInstance::OnDeathStarted(AActor* OwningActor) +{ + // Remove any possibly active device properties when we die to make sure that there aren't any lingering around + RemoveDeviceProperties(); +} diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.h new file mode 100644 index 0000000000000000000000000000000000000000..129d1ad308e0b83d57c2087c30d49ae447ac4f16 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponInstance.h @@ -0,0 +1,92 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Cosmetics/LyraCosmeticAnimationTypes.h" +#include "Equipment/LyraEquipmentInstance.h" +#include "GameFramework/InputDevicePropertyHandle.h" + +#include "LyraWeaponInstance.generated.h" + +#define UE_API LYRAGAME_API + +class UAnimInstance; +class UObject; +struct FFrame; +struct FGameplayTagContainer; +class UInputDeviceProperty; + +/** + * ULyraWeaponInstance + * + * A piece of equipment representing a weapon spawned and applied to a pawn + */ +UCLASS(MinimalAPI) +class ULyraWeaponInstance : public ULyraEquipmentInstance +{ + GENERATED_BODY() + +public: + UE_API ULyraWeaponInstance(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~ULyraEquipmentInstance interface + UE_API virtual void OnEquipped() override; + UE_API virtual void OnUnequipped() override; + //~End of ULyraEquipmentInstance interface + + UFUNCTION(BlueprintCallable) + UE_API void UpdateFiringTime(); + + // Returns how long it's been since the weapon was interacted with (fired or equipped) + UFUNCTION(BlueprintPure) + UE_API float GetTimeSinceLastInteractedWith() const; + +protected: + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Animation) + FLyraAnimLayerSelectionSet EquippedAnimSet; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Animation) + FLyraAnimLayerSelectionSet UneuippedAnimSet; + + /** + * Device properties that should be applied while this weapon is equipped. + * These properties will be played in with the "Looping" flag enabled, so they will + * play continuously until this weapon is unequipped! + */ + UPROPERTY(EditDefaultsOnly, Instanced, BlueprintReadOnly, Category = "Input Devices") + TArray> ApplicableDeviceProperties; + + // Choose the best layer from EquippedAnimSet or UneuippedAnimSet based on the specified gameplay tags + UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Animation) + UE_API TSubclassOf PickBestAnimLayer(bool bEquipped, const FGameplayTagContainer& CosmeticTags) const; + + /** Returns the owning Pawn's Platform User ID */ + UFUNCTION(BlueprintCallable) + UE_API const FPlatformUserId GetOwningUserId() const; + + /** Callback for when the owning pawn of this weapon dies. Removes all spawned device properties. */ + UFUNCTION() + UE_API void OnDeathStarted(AActor* OwningActor); + + /** + * Apply the ApplicableDeviceProperties to the owning pawn of this weapon. + * Populate the DevicePropertyHandles so that they can be removed later. This will + * Play the device properties in Looping mode so that they will share the lifetime of the + * weapon being Equipped. + */ + UE_API void ApplyDeviceProperties(); + + /** Remove any device proeprties that were activated in ApplyDeviceProperties. */ + UE_API void RemoveDeviceProperties(); + +private: + + /** Set of device properties activated by this weapon. Populated by ApplyDeviceProperties */ + UPROPERTY(Transient) + TSet DevicePropertyHandles; + + double TimeLastEquipped = 0.0; + double TimeLastFired = 0.0; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bfa0d0a44c6eca24a4ea5da9c8d7c384fb33f86d --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.cpp @@ -0,0 +1,258 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "LyraWeaponSpawner.h" + +#include "AbilitySystemBlueprintLibrary.h" +#include "Components/CapsuleComponent.h" +#include "Components/StaticMeshComponent.h" +#include "Engine/World.h" +#include "Equipment/LyraPickupDefinition.h" +#include "GameFramework/Pawn.h" +#include "Inventory/InventoryFragment_SetStats.h" +#include "Kismet/GameplayStatics.h" +#include "LyraLogChannels.h" +#include "Net/UnrealNetwork.h" +#include "NiagaraFunctionLibrary.h" +#include "NiagaraSystem.h" +#include "TimerManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponSpawner) + +class FLifetimeProperty; +class UNiagaraSystem; +class USoundBase; +struct FHitResult; + +// Sets default values +ALyraWeaponSpawner::ALyraWeaponSpawner() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + + RootComponent = CollisionVolume = CreateDefaultSubobject(TEXT("CollisionVolume")); + CollisionVolume->InitCapsuleSize(80.f, 80.f); + CollisionVolume->OnComponentBeginOverlap.AddDynamic(this, &ALyraWeaponSpawner::OnOverlapBegin); + + PadMesh = CreateDefaultSubobject(TEXT("PadMesh")); + PadMesh->SetupAttachment(RootComponent); + + WeaponMesh = CreateDefaultSubobject(TEXT("WeaponMesh")); + WeaponMesh->SetupAttachment(RootComponent); + + WeaponMeshRotationSpeed = 40.0f; + CoolDownTime = 30.0f; + CheckExistingOverlapDelay = 0.25f; + bIsWeaponAvailable = true; + bReplicates = true; +} + +// Called when the game starts or when spawned +void ALyraWeaponSpawner::BeginPlay() +{ + Super::BeginPlay(); + + if (WeaponDefinition && WeaponDefinition->InventoryItemDefinition) + { + CoolDownTime = WeaponDefinition->SpawnCoolDownSeconds; + } + else if (const UWorld* World = GetWorld()) + { + if (!World->IsPlayingReplay()) + { + UE_LOG(LogLyra, Error, TEXT("'%s' does not have a valid weapon definition! Make sure to set this data on the instance!"), *GetNameSafe(this)); + } + } +} + +void ALyraWeaponSpawner::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().ClearTimer(CoolDownTimerHandle); + World->GetTimerManager().ClearTimer(CheckOverlapsDelayTimerHandle); + } + + Super::EndPlay(EndPlayReason); +} + +// Called every frame +void ALyraWeaponSpawner::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + //Update the CoolDownPercentage property to drive respawn time indicators + UWorld* World = GetWorld(); + if (World->GetTimerManager().IsTimerActive(CoolDownTimerHandle)) + { + CoolDownPercentage = 1.0f - World->GetTimerManager().GetTimerRemaining(CoolDownTimerHandle)/CoolDownTime; + } + + WeaponMesh->AddRelativeRotation(FRotator(0.0f, World->GetDeltaSeconds() * WeaponMeshRotationSpeed, 0.0f)); +} + +void ALyraWeaponSpawner::OnConstruction(const FTransform& Transform) +{ + if (WeaponDefinition != nullptr && WeaponDefinition->DisplayMesh != nullptr) + { + WeaponMesh->SetStaticMesh(WeaponDefinition->DisplayMesh); + WeaponMesh->SetRelativeLocation(WeaponDefinition->WeaponMeshOffset); + WeaponMesh->SetRelativeScale3D(WeaponDefinition->WeaponMeshScale); + } +} + +void ALyraWeaponSpawner::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult) +{ + APawn* OverlappingPawn = Cast(OtherActor); + if (GetLocalRole() == ROLE_Authority && bIsWeaponAvailable && OverlappingPawn != nullptr) + { + AttemptPickUpWeapon(OverlappingPawn); + } +} + +void ALyraWeaponSpawner::CheckForExistingOverlaps() +{ + TArray OverlappingActors; + GetOverlappingActors(OverlappingActors, APawn::StaticClass()); + + for (AActor* OverlappingActor : OverlappingActors) + { + AttemptPickUpWeapon(Cast(OverlappingActor)); + } +} + +void ALyraWeaponSpawner::AttemptPickUpWeapon_Implementation(APawn* Pawn) +{ + if (GetLocalRole() == ROLE_Authority && bIsWeaponAvailable && UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(Pawn)) + { + TSubclassOf WeaponItemDefinition = WeaponDefinition ? WeaponDefinition->InventoryItemDefinition : nullptr; + if (WeaponItemDefinition != nullptr) + { + //Attempt to grant the weapon + if (GiveWeapon(WeaponItemDefinition, Pawn)) + { + //Weapon picked up by pawn + bIsWeaponAvailable = false; + SetWeaponPickupVisibility(false); + PlayPickupEffects(); + StartCoolDown(); + } + } + } +} + +void ALyraWeaponSpawner::StartCoolDown() +{ + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().SetTimer(CoolDownTimerHandle, this, &ALyraWeaponSpawner::OnCoolDownTimerComplete, CoolDownTime); + } +} + +void ALyraWeaponSpawner::ResetCoolDown() +{ + UWorld* World = GetWorld(); + + if (World) + { + World->GetTimerManager().ClearTimer(CoolDownTimerHandle); + } + + if (GetLocalRole() == ROLE_Authority) + { + bIsWeaponAvailable = true; + PlayRespawnEffects(); + SetWeaponPickupVisibility(true); + + if (World) + { + World->GetTimerManager().SetTimer(CheckOverlapsDelayTimerHandle, this, &ALyraWeaponSpawner::CheckForExistingOverlaps, CheckExistingOverlapDelay); + } + } + + CoolDownPercentage = 0.0f; +} + +void ALyraWeaponSpawner::OnCoolDownTimerComplete() +{ + ResetCoolDown(); +} + +void ALyraWeaponSpawner::SetWeaponPickupVisibility(bool bShouldBeVisible) +{ + WeaponMesh->SetVisibility(bShouldBeVisible, true); +} + +void ALyraWeaponSpawner::PlayPickupEffects_Implementation() +{ + if (WeaponDefinition != nullptr) + { + USoundBase* PickupSound = WeaponDefinition->PickedUpSound; + if (PickupSound != nullptr) + { + UGameplayStatics::PlaySoundAtLocation(this, PickupSound, GetActorLocation()); + } + + UNiagaraSystem* PickupEffect = WeaponDefinition->PickedUpEffect; + if (PickupEffect != nullptr) + { + UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, PickupEffect, WeaponMesh->GetComponentLocation()); + } + } +} + +void ALyraWeaponSpawner::PlayRespawnEffects_Implementation() +{ + if (WeaponDefinition != nullptr) + { + USoundBase* RespawnSound = WeaponDefinition->RespawnedSound; + if (RespawnSound != nullptr) + { + UGameplayStatics::PlaySoundAtLocation(this, RespawnSound, GetActorLocation()); + } + + UNiagaraSystem* RespawnEffect = WeaponDefinition->RespawnedEffect; + if (RespawnEffect != nullptr) + { + UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, RespawnEffect, WeaponMesh->GetComponentLocation()); + } + } +} + +void ALyraWeaponSpawner::OnRep_WeaponAvailability() +{ + if (bIsWeaponAvailable) + { + PlayRespawnEffects(); + SetWeaponPickupVisibility(true); + } + else + { + SetWeaponPickupVisibility(false); + StartCoolDown(); + PlayPickupEffects(); + } +} + +void ALyraWeaponSpawner::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const +{ + Super::GetLifetimeReplicatedProps(OutLifetimeProps); + + DOREPLIFETIME(ALyraWeaponSpawner, bIsWeaponAvailable); +} + +int32 ALyraWeaponSpawner::GetDefaultStatFromItemDef(const TSubclassOf WeaponItemClass, FGameplayTag StatTag) +{ + if (WeaponItemClass != nullptr) + { + if (ULyraInventoryItemDefinition* WeaponItemCDO = WeaponItemClass->GetDefaultObject()) + { + if (const UInventoryFragment_SetStats* ItemStatsFragment = Cast( WeaponItemCDO->FindFragmentByClass(UInventoryFragment_SetStats::StaticClass()) )) + { + return ItemStatsFragment->GetItemStatByTag(StatTag); + } + } + } + + return 0; +} diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.h new file mode 100644 index 0000000000000000000000000000000000000000..c7f37720d0f0baa11dce3a337919c3a3703418c5 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponSpawner.h @@ -0,0 +1,118 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Actor.h" + +#include "LyraWeaponSpawner.generated.h" + +#define UE_API LYRAGAME_API + +namespace EEndPlayReason { enum Type : int; } + +class APawn; +class UCapsuleComponent; +class ULyraInventoryItemDefinition; +class ULyraWeaponPickupDefinition; +class UObject; +class UPrimitiveComponent; +class UStaticMeshComponent; +struct FFrame; +struct FGameplayTag; +struct FHitResult; + +UCLASS(MinimalAPI, Blueprintable,BlueprintType) +class ALyraWeaponSpawner : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + UE_API ALyraWeaponSpawner(); + +protected: + // Called when the game starts or when spawned + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + +public: + // Called every frame + UE_API virtual void Tick(float DeltaTime) override; + + UE_API void OnConstruction(const FTransform& Transform) override; + +protected: + //Data asset used to configure a Weapon Spawner + UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category = "Lyra|WeaponPickup") + TObjectPtr WeaponDefinition; + + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, ReplicatedUsing = OnRep_WeaponAvailability, Category = "Lyra|WeaponPickup") + bool bIsWeaponAvailable; + + //The amount of time between weapon pickup and weapon spawning in seconds + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|WeaponPickup") + float CoolDownTime; + + //Delay between when the weapon is made available and when we check for a pawn standing in the spawner. Used to give the bIsWeaponAvailable OnRep time to fire and play FX. + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|WeaponPickup") + float CheckExistingOverlapDelay; + + //Used to drive weapon respawn time indicators 0-1 + UPROPERTY(BlueprintReadOnly, Transient, Category = "Lyra|WeaponPickup") + float CoolDownPercentage; + +public: + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|WeaponPickup") + TObjectPtr CollisionVolume; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|WeaponPickup") + TObjectPtr PadMesh; + + UPROPERTY(BlueprintReadOnly, Category = "Lyra|WeaponPickup") + TObjectPtr WeaponMesh; + + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Lyra|WeaponPickup") + float WeaponMeshRotationSpeed; + + FTimerHandle CoolDownTimerHandle; + + FTimerHandle CheckOverlapsDelayTimerHandle; + + UFUNCTION() + UE_API void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult); + + //Check for pawns standing on pad when the weapon is spawned. + UE_API void CheckForExistingOverlaps(); + + UFUNCTION(BlueprintNativeEvent) + UE_API void AttemptPickUpWeapon(APawn* Pawn); + + UFUNCTION(BlueprintImplementableEvent, Category = "Lyra|WeaponPickup") + UE_API bool GiveWeapon(TSubclassOf WeaponItemClass, APawn* ReceivingPawn); + + UE_API void StartCoolDown(); + + UFUNCTION(BlueprintCallable, Category = "Lyra|WeaponPickup") + UE_API void ResetCoolDown(); + + UFUNCTION() + UE_API void OnCoolDownTimerComplete(); + + UE_API void SetWeaponPickupVisibility(bool bShouldBeVisible); + + UFUNCTION(BlueprintNativeEvent, Category = "Lyra|WeaponPickup") + UE_API void PlayPickupEffects(); + + UFUNCTION(BlueprintNativeEvent, Category = "Lyra|WeaponPickup") + UE_API void PlayRespawnEffects(); + + UFUNCTION() + UE_API void OnRep_WeaponAvailability(); + + /** Searches an item definition type for a matching stat and returns the value, or 0 if not found */ + UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Lyra|WeaponPickup") + static UE_API int32 GetDefaultStatFromItemDef(const TSubclassOf WeaponItemClass, FGameplayTag StatTag); +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.cpp b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..02f805c8ab81b07fa34ff79c49c76c4f30bf021b --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.cpp @@ -0,0 +1,160 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraWeaponStateComponent.h" + +#include "Abilities/GameplayAbilityTargetTypes.h" +#include "Equipment/LyraEquipmentManagerComponent.h" +#include "GameFramework/Pawn.h" +#include "GameplayEffectTypes.h" +#include "Kismet/GameplayStatics.h" +#include "NativeGameplayTags.h" +#include "Physics/PhysicalMaterialWithTags.h" +#include "Teams/LyraTeamSubsystem.h" +#include "Weapons/LyraRangedWeaponInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponStateComponent) + +UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Gameplay_Zone, "Gameplay.Zone"); + +ULyraWeaponStateComponent::ULyraWeaponStateComponent(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + SetIsReplicatedByDefault(true); + + PrimaryComponentTick.bStartWithTickEnabled = true; + PrimaryComponentTick.bCanEverTick = true; +} + +void ULyraWeaponStateComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + + if (APawn* Pawn = GetPawn()) + { + if (ULyraEquipmentManagerComponent* EquipmentManager = Pawn->FindComponentByClass()) + { + if (ULyraRangedWeaponInstance* CurrentWeapon = Cast(EquipmentManager->GetFirstInstanceOfType(ULyraRangedWeaponInstance::StaticClass()))) + { + CurrentWeapon->Tick(DeltaTime); + } + } + } +} + +bool ULyraWeaponStateComponent::ShouldShowHitAsSuccess(const FHitResult& Hit) const +{ + AActor* HitActor = Hit.GetActor(); + + //@TODO: Don't treat a hit that dealt no damage (due to invulnerability or similar) as a success + UWorld* World = GetWorld(); + if (ULyraTeamSubsystem* TeamSubsystem = UWorld::GetSubsystem(GetWorld())) + { + return TeamSubsystem->CanCauseDamage(GetController(), Hit.GetActor()); + } + + return false; +} + +bool ULyraWeaponStateComponent::ShouldUpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) const +{ + //@TODO: Implement me, for the purposes of this component we really only care about damage caused by a weapon + // or projectile fired from a weapon, and should filter to that + // (or perhaps see if the causer is also the source of our active reticle config) + return EffectContext.GetEffectCauser() != nullptr; +} + +void ULyraWeaponStateComponent::ClientConfirmTargetData_Implementation(uint16 UniqueId, bool bSuccess, const TArray& HitReplaces) +{ + for (int i = 0; i < UnconfirmedServerSideHitMarkers.Num(); i++) + { + FLyraServerSideHitMarkerBatch& Batch = UnconfirmedServerSideHitMarkers[i]; + if (Batch.UniqueId == UniqueId) + { + if (bSuccess && (HitReplaces.Num() != Batch.Markers.Num())) + { + UWorld* World = GetWorld(); + bool bFoundShowAsSuccessHit = false; + + int32 HitLocationIndex = 0; + for (const FLyraScreenSpaceHitLocation& Entry : Batch.Markers) + { + if (!HitReplaces.Contains(HitLocationIndex) && Entry.bShowAsSuccess) + { + // Only need to do this once + if (!bFoundShowAsSuccessHit) + { + ActuallyUpdateDamageInstigatedTime(); + } + + bFoundShowAsSuccessHit = true; + + LastWeaponDamageScreenLocations.Add(Entry); + } + ++HitLocationIndex; + } + } + + UnconfirmedServerSideHitMarkers.RemoveAt(i); + break; + } + } +} + +void ULyraWeaponStateComponent::AddUnconfirmedServerSideHitMarkers(const FGameplayAbilityTargetDataHandle& InTargetData, const TArray& FoundHits) +{ + FLyraServerSideHitMarkerBatch& NewUnconfirmedHitMarker = UnconfirmedServerSideHitMarkers.Emplace_GetRef(InTargetData.UniqueId); + + if (APlayerController* OwnerPC = GetController()) + { + for (const FHitResult& Hit : FoundHits) + { + FVector2D HitScreenLocation; + if (UGameplayStatics::ProjectWorldToScreen(OwnerPC, Hit.Location, /*out*/ HitScreenLocation, /*bPlayerViewportRelative=*/ false)) + { + FLyraScreenSpaceHitLocation& Entry = NewUnconfirmedHitMarker.Markers.AddDefaulted_GetRef(); + Entry.Location = HitScreenLocation; + Entry.bShowAsSuccess = ShouldShowHitAsSuccess(Hit); + + // Determine the hit zone + FGameplayTag HitZone; + if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast(Hit.PhysMaterial.Get())) + { + for (const FGameplayTag MaterialTag : PhysMatWithTags->Tags) + { + if (MaterialTag.MatchesTag(TAG_Gameplay_Zone)) + { + Entry.HitZone = MaterialTag; + break; + } + } + } + } + } + } +} + +void ULyraWeaponStateComponent::UpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) +{ + if (ShouldUpdateDamageInstigatedTime(EffectContext)) + { + ActuallyUpdateDamageInstigatedTime(); + } +} + +void ULyraWeaponStateComponent::ActuallyUpdateDamageInstigatedTime() +{ + // If our LastWeaponDamageInstigatedTime was not very recent, clear our LastWeaponDamageScreenLocations array + UWorld* World = GetWorld(); + if (World->GetTimeSeconds() - LastWeaponDamageInstigatedTime > 0.1) + { + LastWeaponDamageScreenLocations.Reset(); + } + LastWeaponDamageInstigatedTime = World->GetTimeSeconds(); +} + +double ULyraWeaponStateComponent::GetTimeSinceLastHitNotification() const +{ + UWorld* World = GetWorld(); + return World->TimeSince(LastWeaponDamageInstigatedTime); +} + diff --git a/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.h b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..bf957bd1dad595cb830a6b52c141836292c0cfa7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Weapons/LyraWeaponStateComponent.h @@ -0,0 +1,92 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ControllerComponent.h" +#include "GameplayTagContainer.h" + +#include "LyraWeaponStateComponent.generated.h" + +class UObject; +struct FFrame; +struct FGameplayAbilityTargetDataHandle; +struct FGameplayEffectContextHandle; +struct FHitResult; + +// Hit markers are shown for ranged weapon impacts in the reticle +// A 'successful' hit marker is shown for impacts that damaged an enemy +struct FLyraScreenSpaceHitLocation +{ + /** Hit location in viewport screenspace */ + FVector2D Location; + FGameplayTag HitZone; + bool bShowAsSuccess = false; +}; + +struct FLyraServerSideHitMarkerBatch +{ + FLyraServerSideHitMarkerBatch() { } + + FLyraServerSideHitMarkerBatch(uint8 InUniqueId) : + UniqueId(InUniqueId) + { } + + TArray Markers; + + uint8 UniqueId = 0; +}; + +// Tracks weapon state and recent confirmed hit markers to display on screen +UCLASS() +class ULyraWeaponStateComponent : public UControllerComponent +{ + GENERATED_BODY() + +public: + + ULyraWeaponStateComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + UFUNCTION(Client, Reliable) + void ClientConfirmTargetData(uint16 UniqueId, bool bSuccess, const TArray& HitReplaces); + + void AddUnconfirmedServerSideHitMarkers(const FGameplayAbilityTargetDataHandle& InTargetData, const TArray& FoundHits); + + /** Updates this player's last damage instigated time */ + void UpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext); + + /** Gets the array of most recent locations this player instigated damage, in screen-space */ + void GetLastWeaponDamageScreenLocations(TArray& WeaponDamageScreenLocations) + { + WeaponDamageScreenLocations = LastWeaponDamageScreenLocations; + } + + /** Returns the elapsed time since the last (outgoing) damage hit notification occurred */ + double GetTimeSinceLastHitNotification() const; + + int32 GetUnconfirmedServerSideHitMarkerCount() const + { + return UnconfirmedServerSideHitMarkers.Num(); + } + +protected: + // This is called to filter hit results to determine whether they should be considered as a successful hit or not + // The default behavior is to treat it as a success if being done to a team actor that belongs to a different team + // to the owning controller's pawn + virtual bool ShouldShowHitAsSuccess(const FHitResult& Hit) const; + + virtual bool ShouldUpdateDamageInstigatedTime(const FGameplayEffectContextHandle& EffectContext) const; + + void ActuallyUpdateDamageInstigatedTime(); + +private: + /** Last time this controller instigated weapon damage */ + double LastWeaponDamageInstigatedTime = 0.0; + + /** Screen-space locations of our most recently instigated weapon damage (the confirmed hits) */ + TArray LastWeaponDamageScreenLocations; + + /** The unconfirmed hits */ + TArray UnconfirmedServerSideHitMarkers; +}; diff --git a/LyraStarterGame/Source/LyraGameEOS.Target.cs b/LyraStarterGame/Source/LyraGameEOS.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..6e8b8e304b5ffcba52266b7b71e78b20a26974a7 --- /dev/null +++ b/LyraStarterGame/Source/LyraGameEOS.Target.cs @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraGameEOSTarget : LyraGameTarget +{ + public LyraGameEOSTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "EOS"; + } +} diff --git a/LyraStarterGame/Source/LyraGameSteam.Target.cs b/LyraStarterGame/Source/LyraGameSteam.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..30e00362dfa0455898db6cdb48e3654dde35a8e9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGameSteam.Target.cs @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraGameSteamTarget : LyraGameTarget +{ + public LyraGameSteamTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "Steam"; + } +} diff --git a/LyraStarterGame/Source/LyraGameSteamEOS.Target.cs b/LyraStarterGame/Source/LyraGameSteamEOS.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..1485a62e392d99a86aa7dd9fa616b6beef3cc090 --- /dev/null +++ b/LyraStarterGame/Source/LyraGameSteamEOS.Target.cs @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +// SteamEOS refers to a game published and launched on Steam while still taking advantage of EOS for online and crossplay (integrated platform). + +public class LyraGameSteamEOSTarget : LyraGameTarget +{ + public LyraGameSteamEOSTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "SteamEOS"; + } +} diff --git a/LyraStarterGame/Source/LyraServer.Target.cs b/LyraStarterGame/Source/LyraServer.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..bdcb627b84f0a6263ce509ecff5fdfec636ac971 --- /dev/null +++ b/LyraStarterGame/Source/LyraServer.Target.cs @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +[SupportedPlatforms(UnrealPlatformClass.Server)] +public class LyraServerTarget : TargetRules +{ + public LyraServerTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Server; + + ExtraModuleNames.AddRange(new string[] { "LyraGame" }); + + LyraGameTarget.ApplySharedLyraTargetSettings(this); + + bUseChecksInShipping = true; + } +} diff --git a/LyraStarterGame/Source/LyraServerEOS.Target.cs b/LyraStarterGame/Source/LyraServerEOS.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..3ba20d53c6c9ac6a4dd92b90ec1d877336da64ff --- /dev/null +++ b/LyraStarterGame/Source/LyraServerEOS.Target.cs @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraServerEOSTarget : LyraServerTarget +{ + public LyraServerEOSTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "EOS"; + } +} diff --git a/LyraStarterGame/Source/LyraServerSteam.Target.cs b/LyraStarterGame/Source/LyraServerSteam.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..cc16d79c49d8871e1d0ec04c4002ee858739c652 --- /dev/null +++ b/LyraStarterGame/Source/LyraServerSteam.Target.cs @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraServerSteamTarget : LyraServerTarget +{ + public LyraServerSteamTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "Steam"; + } +} diff --git a/LyraStarterGame/Source/LyraServerSteamEOS.Target.cs b/LyraStarterGame/Source/LyraServerSteamEOS.Target.cs new file mode 100644 index 0000000000000000000000000000000000000000..02b6891851fe143e1d56c9a5fda56dab155f403c --- /dev/null +++ b/LyraStarterGame/Source/LyraServerSteamEOS.Target.cs @@ -0,0 +1,12 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class LyraServerSteamEOSTarget : LyraServerTarget +{ + public LyraServerSteamEOSTarget(TargetInfo Target) : base(Target) + { + CustomConfig = "SteamEOS"; + } +} diff --git a/StackOBot/Binaries/Win64/StackOBotEditor.target b/StackOBot/Binaries/Win64/StackOBotEditor.target new file mode 100644 index 0000000000000000000000000000000000000000..faa21c0eb641c386ada59adac3320266a4f409b6 --- /dev/null +++ b/StackOBot/Binaries/Win64/StackOBotEditor.target @@ -0,0 +1,32362 @@ +{ + "TargetName": "StackOBotEditor", + "Platform": "Win64", + "Configuration": "Development", + "TargetType": "Editor", + "IsTestTarget": false, + "Architecture": "x64", + "Project": "../../StackOBot.uproject", + "Launch": "$(EngineDir)/Binaries/Win64/UnrealEditor.exe", + "LaunchCmd": "$(EngineDir)/Binaries/Win64/UnrealEditor-Cmd.exe", + "Version": + { + "MajorVersion": 5, + "MinorVersion": 6, + "PatchVersion": 1, + "Changelist": 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