Initial commit
This commit is contained in:
2
Plugins/.gitignore
vendored
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2
Plugins/.gitignore
vendored
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torchlite/
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2
Plugins/AdvancedSessions/.gitattributes
vendored
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2
Plugins/AdvancedSessions/.gitattributes
vendored
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* text=auto
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*.bat eol=crlf
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10
Plugins/AdvancedSessions/.gitignore
vendored
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10
Plugins/AdvancedSessions/.gitignore
vendored
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.hg/
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binaries/
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deriveddatacache/
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.vs/
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build/
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intermediate/
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PACKPLUGIN/
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saved/
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*.orig
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{
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||||
"FileVersion": 3,
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||||
"FriendlyName": "Advanced Sessions",
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"Version": 5.7,
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"VersionName": "5.7",
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"Description": "Adds new blueprint functions to handle more advanced session operations.",
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"Category": "Advanced Sessions Plugin",
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"CreatedBy": "Joshua Statzer",
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||||
"CreatedByURL": "N/A",
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||||
"Modules": [
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{
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"Name": "AdvancedSessions",
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"Type": "Runtime",
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"LoadingPhase": "PreDefault"
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}
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],
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"Plugins": [
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{
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"Name": "OnlineSubsystem",
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"Enabled": true
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},
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{
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"Name": "OnlineSubsystemUtils",
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"Enabled": true
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}
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],
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"DocsURL": "",
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||||
"MarketplaceURL": "",
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||||
"SupportURL": "",
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||||
"CanContainContent": false,
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||||
"IsBetaVersion": false,
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||||
"IsExperimentalVersion": false,
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||||
"Installed": false
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||||
}
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||||
@@ -0,0 +1,8 @@
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[FilterPlugin]
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||||
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
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||||
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
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||||
;
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||||
; Examples:
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; /README.txt
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||||
; /Extras/...
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||||
; /Binaries/ThirdParty/*.dll
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||||
BIN
Plugins/AdvancedSessions/AdvancedSessions/Resources/Icon128.png
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BIN
Plugins/AdvancedSessions/AdvancedSessions/Resources/Icon128.png
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Binary file not shown.
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After Width: | Height: | Size: 3.3 KiB |
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using UnrealBuildTool;
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using System.IO;
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public class AdvancedSessions : ModuleRules
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{
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public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
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{
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DefaultBuildSettings = BuildSettingsVersion.Latest;
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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//bEnforceIWYU = true;
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PublicDefinitions.Add("WITH_ADVANCED_SESSIONS=1");
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// PrivateIncludePaths.AddRange(new string[] { "AdvancedSessions/Private"/*, "OnlineSubsystemSteam/Private"*/ });
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// PublicIncludePaths.AddRange(new string[] { "AdvancedSessions/Public" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets"/*"Voice", "OnlineSubsystemSteam"*/ });
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}
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||||
}
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||||
@@ -0,0 +1,63 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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||||
|
||||
#pragma once
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#include "CoreMinimal.h"
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#include "BlueprintDataDefinitions.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Online.h"
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#include "Engine/LocalPlayer.h"
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#include "OnlineSubsystem.h"
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#include "BlueprintDataDefinitions.h"
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//#include "OnlineFriendsInterface.h"
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//#include "OnlineUserInterface.h"
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//#include "OnlineMessageInterface.h"
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//#include "OnlinePresenceInterface.h"
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//#include "Engine/GameInstance.h"
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#include "Interfaces/OnlineSessionInterface.h"
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//#include "UObjectIterator.h"
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#include "AdvancedExternalUILibrary.generated.h"
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//General Advanced Sessions Log
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedExternalUILog, Log, All);
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UCLASS()
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class UAdvancedExternalUILibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//********* External UI Functions *************//
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// Show the UI that handles the Friends list
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
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static void ShowFriendsUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result);
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|
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// Show the UI that handles inviting people to your game
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
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static void ShowInviteUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result);
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// Show the UI that shows the leaderboard (doesn't work with steam)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
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static void ShowLeaderBoardUI(UObject* WorldContextObject, FString LeaderboardName, EBlueprintResultSwitch &Result);
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// Show the UI that shows a web URL
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", AutoCreateRefTerm = "AllowedDomains", WorldContext = "WorldContextObject"))
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static void ShowWebURLUI(UObject* WorldContextObject, FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded = false , bool bShowBackground = false, bool bShowCloseButton = false, int32 OffsetX = 0, int32 OffsetY = 0, int32 SizeX = 0, int32 SizeY = 0);
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// Show the UI that shows a web URL
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (WorldContext = "WorldContextObject"))
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static void CloseWebURLUI(UObject* WorldContextObject);
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// Show the UI that shows the profile of a uniquenetid
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
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static void ShowProfileUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result);
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// Show the UI that shows the account upgrade UI (doesn't work with steam)
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedExternalUI", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
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static void ShowAccountUpgradeUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result);
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||||
|
||||
};
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||||
@@ -0,0 +1,162 @@
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||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
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||||
#include "CoreMinimal.h"
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||||
#include "Engine/Engine.h"
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#include "BlueprintDataDefinitions.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Online.h"
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#include "OnlineSubsystem.h"
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#include "Interfaces/OnlineFriendsInterface.h"
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#include "Interfaces/OnlineUserInterface.h"
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||||
#include "Interfaces/OnlineMessageInterface.h"
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#include "Interfaces/OnlinePresenceInterface.h"
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#include "Engine/GameInstance.h"
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#include "Engine/LocalPlayer.h"
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#include "Interfaces/OnlineSessionInterface.h"
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||||
#include "OnlineSessionSettings.h"
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||||
#include "UObject/UObjectIterator.h"
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||||
#include "AdvancedFriendsInterface.h"
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||||
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||||
#include "AdvancedFriendsGameInstance.generated.h"
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||||
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||||
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||||
//General Advanced Sessions Log
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||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsInterfaceLog, Log, All);
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UCLASS()
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||||
class ADVANCEDSESSIONS_API UAdvancedFriendsGameInstance : public UGameInstance
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||||
{
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GENERATED_BODY()
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public:
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UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallFriendInterfaceEventsOnPlayerControllers;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallIdentityInterfaceEventsOnPlayerControllers;
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||||
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bCallVoiceInterfaceEventsOnPlayerControllers;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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// If true we will auto join a session we have accepted in the overlay.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoJoinSessionOnAcceptedUserInviteReceived = false;
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// If true we will auto travel to a game session when an invite is received.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoTravelOnAcceptedUserInviteReceived = false;
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||||
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||||
//virtual void PostLoad() override;
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virtual void Shutdown() override;
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||||
virtual void Init() override;
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||||
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||||
//*** Session invite received by local ***//
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||||
FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
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FDelegateHandle SessionInviteReceivedDelegateHandle;
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||||
// custom handle to join directly from steam ui "Join Game"
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||||
FDelegateHandle OnJoinSessionCompleteDelegateHandle;
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||||
// custom Steam UI Join User function #Self invite#
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||||
void OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult);
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||||
// custom Steam UI function to client travel #Self invite#
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||||
void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);
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||||
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||||
//const FUniqueNetId& /*UserId*/, const FUniqueNetId& /*FromId*/, const FString& /*AppId*/, const FOnlineSessionSearchResult& /*InviteResult*/
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void OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString & AppId, const FOnlineSessionSearchResult& SessionToJoin);
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||||
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||||
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
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||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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||||
void OnSessionInviteReceived(int32 LocalPlayerNum, FBPUniqueNetId PersonInviting, const FString& AppId, const FBlueprintSessionResult& SessionToJoin);
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||||
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||||
//*** Session invite accepted by local ***//
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||||
FOnSessionUserInviteAcceptedDelegate SessionInviteAcceptedDelegate;
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||||
FDelegateHandle SessionInviteAcceptedDelegateHandle;
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||||
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||||
void OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInviting, const FOnlineSessionSearchResult& SessionToJoin);
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||||
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||||
// After a session invite has been accepted by the local player this event is triggered, call JoinSession on the session result to join it
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||||
// This function is currently not hooked up in any of Epics default subsystems, it is here for custom subsystems
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
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||||
void OnSessionInviteAccepted(int32 LocalPlayerNum, FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SessionToJoin);
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||||
|
||||
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||||
// After a voice status has changed this event is triggered if the bEnableTalkingStatusDelegate property is true
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||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedVoice")
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||||
void OnPlayerTalkingStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
|
||||
|
||||
void OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking);
|
||||
|
||||
FOnPlayerTalkingStateChangedDelegate PlayerTalkingStateChangedDelegate;
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||||
FDelegateHandle PlayerTalkingStateChangedDelegateHandle;
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||||
|
||||
|
||||
// Called when the designated LocalUser has changed login state
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||||
UFUNCTION(BlueprintImplementableEvent , Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginChanged"))
|
||||
void OnPlayerLoginChanged(int32 PlayerNum);
|
||||
|
||||
void OnPlayerLoginChangedMaster(int32 PlayerNum);
|
||||
FOnLoginChangedDelegate PlayerLoginChangedDelegate;
|
||||
FDelegateHandle PlayerLoginChangedDelegateHandle;
|
||||
|
||||
// Called when the designated LocalUser has changed login status
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedIdentity", meta = (DisplayName = "OnPlayerLoginStatusChanged"))
|
||||
void OnPlayerLoginStatusChanged(int32 PlayerNum, EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId NewPlayerUniqueNetID);
|
||||
|
||||
void OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID);
|
||||
FOnLoginStatusChangedDelegate PlayerLoginStatusChangedDelegate;
|
||||
FDelegateHandle PlayerLoginStatusChangedDelegateHandle;
|
||||
|
||||
|
||||
//*** Session Invite Received From Friend ***//
|
||||
// REMOVED BECAUSE IT NEVER GETS CALLED
|
||||
/*FOnSessionInviteReceivedDelegate SessionInviteReceivedDelegate;
|
||||
FDelegateHandle SessionInviteReceivedDelegateHandle;
|
||||
|
||||
void OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session);
|
||||
|
||||
// After a session invite has been sent from a friend this event is triggered, call JoinSession on the session result to join it
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
|
||||
void OnSessionInviteReceived(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
|
||||
*/
|
||||
|
||||
//*** Friend Invite Accepted ***//
|
||||
/*FOnInviteAcceptedDelegate FriendInviteAcceptedDelegate;
|
||||
FDelegateHandle FriendInviteAcceptedDelegateHandle;
|
||||
|
||||
void OnFriendInviteAcceptedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerInvited);
|
||||
|
||||
// After a session invite has been accepted by a friend this event is triggered
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
|
||||
void OnFriendInviteAccepted(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerInvited);
|
||||
*/
|
||||
|
||||
//*** Friend Invite Rejected ***//
|
||||
/*FOnInviteRejectedDelegate SessionInviteRejectedByFriendDelegate;
|
||||
FDelegateHandle InviteRejectedByFriendDelegateHandle;
|
||||
|
||||
void OnFriendInviteRejectedDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &PlayerDeclined);
|
||||
|
||||
// After a friend invite has been rejected this event is triggered
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
|
||||
void OnFriendInviteRejected(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &PlayerDeclined);
|
||||
*/
|
||||
|
||||
//*** Removed By Friend ***//
|
||||
/*FOnFriendRemovedDelegate RemovedByFriendDelegate;
|
||||
FDelegateHandle RemovedByFriendDelegateHandle;
|
||||
|
||||
void OnRemovedByFriendDelegateMaster(const FUniqueNetId& LocalPlayer, const FUniqueNetId &FriendRemoved);
|
||||
|
||||
// After a friend removed the player this event is triggered
|
||||
UFUNCTION(BlueprintImplementableEvent, Category = "AdvancedFriends")
|
||||
void OnRemovedByFriend(const FBPUniqueNetId &InvitedPlayer, const FBPUniqueNetId &FriendRemoved);*/
|
||||
};
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/OnlineFriendsInterface.h"
|
||||
#include "Interfaces/OnlineUserInterface.h"
|
||||
#include "Interfaces/OnlineMessageInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "OnlineSessionSettings.h"
|
||||
#include "UObject/UObjectIterator.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "AdvancedFriendsInterface.generated.h"
|
||||
|
||||
|
||||
UINTERFACE(MinimalAPI)
|
||||
class UAdvancedFriendsInterface : public UInterface
|
||||
{
|
||||
GENERATED_UINTERFACE_BODY()
|
||||
};
|
||||
|
||||
class IAdvancedFriendsInterface
|
||||
{
|
||||
GENERATED_IINTERFACE_BODY()
|
||||
public:
|
||||
|
||||
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
||||
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteReceived"))
|
||||
void OnSessionInviteReceived(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult);
|
||||
|
||||
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
||||
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted"))
|
||||
void OnSessionInviteAccepted(FBPUniqueNetId PersonInvited, const FBlueprintSessionResult& SearchResult);
|
||||
|
||||
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
||||
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerVoiceStateChanged"))
|
||||
void OnPlayerVoiceStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
|
||||
|
||||
// Called when the designated LocalUser has changed login state
|
||||
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginChanged"))
|
||||
void OnPlayerLoginChanged(int32 PlayerNum);
|
||||
|
||||
// Called when the designated LocalUser has changed login state
|
||||
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerLoginStatusChanged"))
|
||||
void OnPlayerLoginStatusChanged(EBPLoginStatus PreviousStatus, EBPLoginStatus NewStatus, FBPUniqueNetId PlayerUniqueNetID);
|
||||
|
||||
// REMOVED BECAUSE IT WAS NEVER BEING CALLED
|
||||
// Called when the designated LocalUser has received a session invite, use JoinSession on result to connect
|
||||
//UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "OnSessionInviteReceived"))
|
||||
//void OnSessionInviteReceived(const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
|
||||
|
||||
};
|
||||
@@ -0,0 +1,56 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/OnlineFriendsInterface.h"
|
||||
#include "Interfaces/OnlineUserInterface.h"
|
||||
#include "Interfaces/OnlineMessageInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
|
||||
#include "UObject/UObjectIterator.h"
|
||||
|
||||
#include "AdvancedFriendsLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
//********* Friend List Functions *************//
|
||||
|
||||
// Sends an Invite to the current online session to a list of friends
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Sends an Invite to the current online session to a friend
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
|
||||
|
||||
// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
|
||||
|
||||
// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
|
||||
static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
|
||||
|
||||
// Check if a UniqueNetId is a friend
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
|
||||
};
|
||||
@@ -0,0 +1,71 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "GameFramework/GameSession.h"
|
||||
#include "GameFramework/PlayerState.h"
|
||||
|
||||
//#include "UObjectIterator.h"
|
||||
|
||||
#include "AdvancedGameSession.generated.h"
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
A quick wrapper around the game session to add a partial ban implementation. Just bans for the duration of the current session
|
||||
*/
|
||||
UCLASS(config = Game, notplaceable)
|
||||
class AAdvancedGameSession : public AGameSession
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(Transient)
|
||||
TMap<FUniqueNetIdRepl, FText> BanList;
|
||||
|
||||
virtual bool BanPlayer(class APlayerController* BannedPlayer, const FText& BanReason)
|
||||
{
|
||||
|
||||
if (APlayerState* PlayerState = (BannedPlayer != NULL) ? BannedPlayer->PlayerState : NULL)
|
||||
{
|
||||
FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
|
||||
bool bWasKicked = KickPlayer(BannedPlayer, BanReason);
|
||||
|
||||
if (bWasKicked)
|
||||
{
|
||||
BanList.Add(UniqueNetID, BanReason);
|
||||
}
|
||||
|
||||
return bWasKicked;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// This should really be handled in the game mode asking game session, but I didn't want to force a custom game session AND game mode
|
||||
// If done in the game mode, we could check prior to actually spooling up any player information in ApproveLogin
|
||||
virtual void PostLogin(APlayerController* NewPlayer) override
|
||||
{
|
||||
if (APlayerState* PlayerState = (NewPlayer != NULL) ? NewPlayer->PlayerState : NULL)
|
||||
{
|
||||
FUniqueNetIdRepl UniqueNetID = PlayerState->GetUniqueId();
|
||||
|
||||
if (BanList.Contains(UniqueNetID))
|
||||
{
|
||||
KickPlayer(NewPlayer, BanList[UniqueNetID]);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
AAdvancedGameSession::AAdvancedGameSession(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/OnlineIdentityInterface.h"
|
||||
#include "Interfaces/OnlineUserInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
|
||||
#include "UObject/UObjectIterator.h"
|
||||
|
||||
#include "AdvancedIdentityLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedIdentityLog, Log, All);
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedIdentityLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
//********* Identity Functions *************//
|
||||
|
||||
// Get the login status of a local player
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
|
||||
static void GetLoginStatus(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get the auth token for a local player
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
|
||||
static void GetPlayerAuthToken(UObject* WorldContextObject, APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get a players nickname
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity", meta = (WorldContext = "WorldContextObject"))
|
||||
static void GetPlayerNickname(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname);
|
||||
|
||||
//********* User Account Functions *************//
|
||||
|
||||
// Get a users account
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
|
||||
static void GetUserAccount(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get all known users accounts
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
|
||||
static void GetAllUserAccounts(UObject* WorldContextObject, TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get a user account access token
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
|
||||
static void GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken);
|
||||
|
||||
// Get a user account Auth attribute (depends on subsystem)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Set a user account attribute (depends on subsystem)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get user ID
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
|
||||
static void GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID);
|
||||
|
||||
// Get user accounts real name if possible
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
|
||||
static void GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName);
|
||||
|
||||
// Get user account display name if possible
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity|UserAccount")
|
||||
static void GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName);
|
||||
|
||||
// Get user account attribute (depends on subsystem)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity|UserAccount", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result);
|
||||
|
||||
|
||||
};
|
||||
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class AdvancedSessions : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
/** IModuleInterface implementation */
|
||||
void StartupModule();
|
||||
void ShutdownModule();
|
||||
};
|
||||
@@ -0,0 +1,217 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/OnlineFriendsInterface.h"
|
||||
#include "Interfaces/OnlineUserInterface.h"
|
||||
#include "Interfaces/OnlineMessageInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "GameFramework/GameSession.h"
|
||||
|
||||
//#include "UObjectIterator.h"
|
||||
|
||||
#include "AdvancedSessionsLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSessionsLog, Log, All);
|
||||
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedSessionsLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
//********* Session Admin Functions *************//
|
||||
|
||||
// Kick a player from the currently active game session, only available on the server
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason);
|
||||
|
||||
// Ban a player from the currently active game session, only available on the server
|
||||
// Note that the default gamesession class does not implement an actual ban list and just kicks when this is called
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason);
|
||||
|
||||
//********* Session Search Functions *************//
|
||||
|
||||
// Adds or modifies session settings in an existing array depending on if they exist already or not
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static void AddOrModifyExtraSettings(UPARAM(ref) TArray<FSessionPropertyKeyPair> & SettingsArray, UPARAM(ref) TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray);
|
||||
|
||||
// Get an array of the session settings from a session search result
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static void GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings);
|
||||
|
||||
// Get the current session state
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static void GetSessionState(UObject* WorldContextObject, EBPOnlineSessionState &SessionState);
|
||||
|
||||
// Get the current session settings
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result", WorldContext = "WorldContextObject"))
|
||||
static void GetSessionSettings(UObject* WorldContextObject, int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Check if someone is in the current session
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static void IsPlayerInSession(UObject* WorldContextObject, const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession);
|
||||
|
||||
// Make a literal session search parameter
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionsSearchSetting MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux ComparisonOp);
|
||||
|
||||
|
||||
//********* Session Information Functions ***********//
|
||||
|
||||
// Check if a session result is valid or not
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static bool IsValidSession(const FBlueprintSessionResult & SessionResult);
|
||||
|
||||
// Get a string copy of a session ID
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static void GetSessionID_AsString(const FBlueprintSessionResult & SessionResult, FString& SessionID);
|
||||
|
||||
// Get a string copy of the current session ID
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static void GetCurrentSessionID_AsString(UObject* WorldContextObject, FString& SessionID);
|
||||
|
||||
// Get the Unique Current Build ID
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static void GetCurrentUniqueBuildID(int32 &UniqueBuildId);
|
||||
|
||||
// Get the Unique Build ID from a session search result
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static void GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId);
|
||||
|
||||
|
||||
// Thanks CriErr for submission
|
||||
|
||||
|
||||
// Get session property Key Name value
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo")
|
||||
static FName GetSessionPropertyKey(const FSessionPropertyKeyPair& SessionProperty);
|
||||
|
||||
// Find session property by Name
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void FindSessionPropertyByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingsName, EBlueprintResultSwitch &Result, FSessionPropertyKeyPair& OutProperty);
|
||||
|
||||
// Find session property index by Name
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void FindSessionPropertyIndexByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, int32& OutIndex);
|
||||
|
||||
/// Removed the Index_None part of the last function, that isn't accessible in blueprint, better to return success/failure
|
||||
// End Thanks CriErr :p
|
||||
|
||||
// Get session custom information key/value as Byte (For Enums)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
|
||||
static void GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, uint8 &SettingValue);
|
||||
|
||||
// Get session custom information key/value as Bool
|
||||
// Steam only currently supports Int,Float,String,BYTE values for search filtering!!!
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
|
||||
static void GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, bool &SettingValue);
|
||||
|
||||
// Get session custom information key/value as String
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
|
||||
static void GetSessionPropertyString(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, FString &SettingValue);
|
||||
|
||||
// Get session custom information key/value as Int
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
|
||||
static void GetSessionPropertyInt(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, int32 &SettingValue);
|
||||
|
||||
// Get session custom information key/value as Float
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|SessionInfo", meta = (ExpandEnumAsExecs = "SearchResult"))
|
||||
static void GetSessionPropertyFloat(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, float &SettingValue);
|
||||
|
||||
|
||||
// Make a literal session custom information key/value pair from Byte (For Enums)
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionPropertyKeyPair MakeLiteralSessionPropertyByte(FName Key, uint8 Value);
|
||||
|
||||
// Make a literal session custom information key/value pair from Bool
|
||||
// Steam only currently supports Int,Float,String,BYTE values for search filtering!
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionPropertyKeyPair MakeLiteralSessionPropertyBool(FName Key, bool Value);
|
||||
|
||||
// Make a literal session custom information key/value pair from String
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionPropertyKeyPair MakeLiteralSessionPropertyString(FName Key, FString Value);
|
||||
|
||||
// Make a literal session custom information key/value pair from Int
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionPropertyKeyPair MakeLiteralSessionPropertyInt(FName Key, int32 Value);
|
||||
|
||||
// Make a literal session custom information key/value pair from Float
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|SessionInfo|Literals")
|
||||
static FSessionPropertyKeyPair MakeLiteralSessionPropertyFloat(FName Key, float Value);
|
||||
|
||||
|
||||
//******* Player ID functions *********//
|
||||
|
||||
// Get the unique net id of a network player attached to the given controller
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
|
||||
|
||||
// Get the unique net id of a network player attached to the given controller
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
|
||||
|
||||
// Get the unique net id of a network player who is assigned the the given player state
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);
|
||||
|
||||
// Return True if Unique Net ID is valid
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static bool IsValidUniqueNetID(const FBPUniqueNetId &UniqueNetId);
|
||||
|
||||
/* Returns true if the values are equal (A == B) */
|
||||
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B);
|
||||
|
||||
/** Converts a FBPUniqueNetID into a FUniqueNetID_Repl */
|
||||
UFUNCTION(BlueprintPure, meta = (DisplayName = "ToUniqueNetIDRepl (Unique Net ID)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
|
||||
static FUniqueNetIdRepl Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID);
|
||||
|
||||
// Check if a UniqueNetId is a friend
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
|
||||
static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
|
||||
|
||||
//******** Player Name Functions **********//
|
||||
|
||||
// Get the player name of a network player attached to the given controller
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
|
||||
static void GetPlayerName(APlayerController *PlayerController, FString &PlayerName);
|
||||
|
||||
// Set the player name of a network player attached to the given controller
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSessions|PlayerInfo|PlayerName")
|
||||
static void SetPlayerName(APlayerController *PlayerController, FString PlayerName);
|
||||
|
||||
//********** Misc Player Info Functions *********//
|
||||
|
||||
// Get the number of network players
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", DisplayName = "GetNumNetworkPlayers"))
|
||||
static void GetNumberOfNetworkPlayers(UObject* WorldContextObject, int32 &NumNetPlayers);
|
||||
|
||||
// Get the network player index of the given controller
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|Misc")
|
||||
static void GetNetPlayerIndex(APlayerController *PlayerController, int32 &NetPlayerIndex);
|
||||
|
||||
// Checks if the stated session subsystem is active
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
|
||||
static bool HasOnlineSubsystem(FName SubSystemName);
|
||||
|
||||
//**** Seamless travel Functions ****//
|
||||
|
||||
//Exposes Server travel to blueprint
|
||||
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
|
||||
static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify);
|
||||
|
||||
};
|
||||
@@ -0,0 +1,99 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/VoiceInterface.h"
|
||||
//#include "OnlineFriendsInterface.h"
|
||||
//#include "OnlineUserInterface.h"
|
||||
//#include "OnlineMessageInterface.h"
|
||||
//#include "OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
//#include "OnlineSessionInterface.h"
|
||||
|
||||
#include "UObject/UObjectIterator.h"
|
||||
|
||||
#include "AdvancedVoiceLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedVoiceLog, Log, All);
|
||||
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedVoiceLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
//********* Voice Library Functions *************//
|
||||
|
||||
// Get if a headset is present for the specified local user
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static void IsHeadsetPresent(UObject* WorldContextObject, bool & bHasHeadset, uint8 LocalPlayerNum = 0);
|
||||
|
||||
// Starts networked voice, allows push to talk in coordination with StopNetworkedVoice
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void StartNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum = 0);
|
||||
|
||||
// Stops networked voice, allows push to talk in coordination with StartNetworkedVoice
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void StopNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum = 0);
|
||||
|
||||
// Registers a local player as someone interested in voice data
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool RegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum = 0);
|
||||
|
||||
// Registers all signed in players as local talkers
|
||||
// This is already done automatically, only do it manually if you unregistered someone
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void RegisterAllLocalTalkers(UObject* WorldContextObject);
|
||||
|
||||
// UnRegisters local player as a local talker
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void UnRegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum = 0);
|
||||
|
||||
// UnRegisters all signed in players as local talkers
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void UnRegisterAllLocalTalkers(UObject* WorldContextObject);
|
||||
|
||||
// Registers a remote player as a talker
|
||||
// This is already done automatically, only do it manually if you unregistered someone
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool RegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId);
|
||||
|
||||
// UnRegisters a remote player as a talker
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool UnRegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId);
|
||||
|
||||
// UnRegisters all remote players as talkers
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static void RemoveAllRemoteTalkers(UObject* WorldContextObject);
|
||||
|
||||
// Returns whether a local player is currently talking
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool IsLocalPlayerTalking(UObject* WorldContextObject, uint8 LocalPlayerNum);
|
||||
|
||||
// Returns whether a remote player is currently talking
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool IsRemotePlayerTalking(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId);
|
||||
|
||||
// Returns whether a player is muted for the specified local player
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool IsPlayerMuted(UObject* WorldContextObject, uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId);
|
||||
|
||||
// Mutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to mute globally for the player
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool MuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
|
||||
|
||||
// UnMutes the player associated with the uniquenetid for the specified local player, if IsSystemWide is true then it will attempt to unmute globally for the player
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedVoice", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool UnMuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide = false);
|
||||
|
||||
// Gets the number of local talkers for this system
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedVoice|VoiceInfo", meta = (WorldContext = "WorldContextObject"))
|
||||
static void GetNumLocalTalkers(UObject* WorldContextObject, int32 & NumLocalTalkers);
|
||||
};
|
||||
@@ -0,0 +1,55 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Interfaces/OnlineIdentityInterface.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "AutoLoginUserCallbackProxy.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UAutoLoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
/**
|
||||
* Logs the player into the online service using parameters passed on the
|
||||
* command line. Expects -AUTH_LOGIN=<UserName> -AUTH_PASSWORD=<password>. If either
|
||||
* are missing, the function returns false and doesn't start the login
|
||||
* process
|
||||
*
|
||||
* @param LocalUserNum the controller number of the associated user
|
||||
*
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
|
||||
static UAutoLoginUserCallbackProxy* AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal);
|
||||
|
||||
private:
|
||||
// The controller number of the associated user
|
||||
int32 LocalUserNumber;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnLoginCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnDestroySessionComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,435 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
//#include "EngineMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "GameFramework/PlayerState.h"
|
||||
//#include "Core.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "OnlineSessionSettings.h"
|
||||
#include "OnlineDelegateMacros.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "OnlineSubsystemImpl.h"
|
||||
#include "OnlineSubsystemUtils.h"
|
||||
#include "OnlineSubsystemUtilsModule.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
#include "OnlineSubsystemUtilsClasses.h"
|
||||
#include "BlueprintDataDefinitions.generated.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBPUserPrivileges : uint8
|
||||
{
|
||||
/** Whether the user can play at all, online or offline - may be age restricted */
|
||||
CanPlay,
|
||||
/** Whether the user can play in online modes */
|
||||
CanPlayOnline,
|
||||
/** Whether the user can use voice and text chat */
|
||||
CanCommunicateOnline,
|
||||
/** Whether the user can use content generated by other users */
|
||||
CanUseUserGeneratedContent
|
||||
};
|
||||
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBPLoginStatus : uint8
|
||||
{
|
||||
/** Player has not logged in or chosen a local profile */
|
||||
NotLoggedIn,
|
||||
/** Player is using a local profile but is not logged in */
|
||||
UsingLocalProfile,
|
||||
/** Player has been validated by the platform specific authentication service */
|
||||
LoggedIn
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPUserOnlineAccount
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
TSharedPtr<FUserOnlineAccount> UserAccountInfo;
|
||||
|
||||
FBPUserOnlineAccount()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
FBPUserOnlineAccount(TSharedPtr<FUserOnlineAccount> UserAccount)
|
||||
{
|
||||
UserAccountInfo = UserAccount;
|
||||
}
|
||||
};
|
||||
|
||||
UENUM()
|
||||
enum class ESessionSettingSearchResult : uint8
|
||||
{
|
||||
// Found the setting
|
||||
Found,
|
||||
|
||||
// Did not find the setting
|
||||
NotFound,
|
||||
|
||||
// Was not the correct type
|
||||
WrongType
|
||||
};
|
||||
|
||||
// This makes a lot of the blueprint functions cleaner
|
||||
UENUM()
|
||||
enum class EBlueprintResultSwitch : uint8
|
||||
{
|
||||
// On Success
|
||||
OnSuccess,
|
||||
|
||||
// On Failure
|
||||
OnFailure
|
||||
};
|
||||
|
||||
// This makes a lot of the blueprint functions cleaner
|
||||
UENUM()
|
||||
enum class EBlueprintAsyncResultSwitch : uint8
|
||||
{
|
||||
// On Success
|
||||
OnSuccess,
|
||||
|
||||
// Still loading
|
||||
AsyncLoading,
|
||||
// On Failure
|
||||
OnFailure
|
||||
};
|
||||
|
||||
// This is to define server type searches
|
||||
UENUM(BlueprintType)
|
||||
enum class EBPServerPresenceSearchType : uint8
|
||||
{
|
||||
AllServers,
|
||||
ClientServersOnly,
|
||||
DedicatedServersOnly
|
||||
};
|
||||
|
||||
// Wanted this to be switchable in the editor
|
||||
UENUM(BlueprintType)
|
||||
enum class EBPOnlinePresenceState : uint8
|
||||
{
|
||||
Online,
|
||||
Offline,
|
||||
Away,
|
||||
ExtendedAway,
|
||||
DoNotDisturb,
|
||||
Chat
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBPOnlineSessionState : uint8
|
||||
{
|
||||
/** An online session has not been created yet */
|
||||
NoSession,
|
||||
/** An online session is in the process of being created */
|
||||
Creating,
|
||||
/** Session has been created but the session hasn't started (pre match lobby) */
|
||||
Pending,
|
||||
/** Session has been asked to start (may take time due to communication with backend) */
|
||||
Starting,
|
||||
/** The current session has started. Sessions with join in progress disabled are no longer joinable */
|
||||
InProgress,
|
||||
/** The session is still valid, but the session is no longer being played (post match lobby) */
|
||||
Ending,
|
||||
/** The session is closed and any stats committed */
|
||||
Ended,
|
||||
/** The session is being destroyed */
|
||||
Destroying
|
||||
};
|
||||
|
||||
// Boy oh boy is this a dirty hack, but I can't figure out a good way to do it otherwise at the moment
|
||||
// The UniqueNetId is an abstract class so I can't exactly re-initialize it to make a shared pointer on some functions
|
||||
// So I made the blueprintable UniqueNetID into a dual variable struct with access functions and I am converting the const var for the pointer
|
||||
// I really need to re-think this later
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPUniqueNetId
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
private:
|
||||
bool bUseDirectPointer;
|
||||
|
||||
|
||||
public:
|
||||
TSharedPtr<const FUniqueNetId> UniqueNetId;
|
||||
const FUniqueNetId * UniqueNetIdPtr;
|
||||
|
||||
void SetUniqueNetId(const TSharedPtr<const FUniqueNetId> &ID)
|
||||
{
|
||||
bUseDirectPointer = false;
|
||||
UniqueNetIdPtr = nullptr;
|
||||
UniqueNetId = ID;
|
||||
}
|
||||
|
||||
void SetUniqueNetId(const FUniqueNetId *ID)
|
||||
{
|
||||
bUseDirectPointer = true;
|
||||
UniqueNetIdPtr = ID;
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
if (bUseDirectPointer && UniqueNetIdPtr != nullptr && UniqueNetIdPtr->IsValid())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (UniqueNetId.IsValid())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
const FUniqueNetId* GetUniqueNetId() const
|
||||
{
|
||||
if (bUseDirectPointer && UniqueNetIdPtr != nullptr)
|
||||
{
|
||||
// No longer converting to non const as all functions now pass const UniqueNetIds
|
||||
return /*const_cast<FUniqueNetId*>*/(UniqueNetIdPtr);
|
||||
}
|
||||
else if (UniqueNetId.IsValid())
|
||||
{
|
||||
return UniqueNetId.Get();
|
||||
}
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Adding in a compare operator so that std functions will work with this struct
|
||||
FORCEINLINE bool operator==(const FBPUniqueNetId& Other) const
|
||||
{
|
||||
return (IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId()));
|
||||
}
|
||||
|
||||
FORCEINLINE bool operator!=(const FBPUniqueNetId& Other) const
|
||||
{
|
||||
return !(IsValid() && Other.IsValid() && (*GetUniqueNetId() == *Other.GetUniqueNetId()));
|
||||
}
|
||||
|
||||
FBPUniqueNetId()
|
||||
{
|
||||
bUseDirectPointer = false;
|
||||
UniqueNetIdPtr = nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
USTRUCT(BluePrintType)
|
||||
struct FBPOnlineUser
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FBPUniqueNetId UniqueNetId;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString DisplayName;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString RealName;
|
||||
};
|
||||
|
||||
USTRUCT(BluePrintType)
|
||||
struct FBPOnlineRecentPlayer : public FBPOnlineUser
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString LastSeen;
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPFriendPresenceInfo
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bIsOnline = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bIsPlaying = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bIsPlayingThisGame = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bIsJoinable = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bHasVoiceSupport = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
EBPOnlinePresenceState PresenceState = EBPOnlinePresenceState::Offline;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString StatusString;
|
||||
|
||||
FBPFriendPresenceInfo()
|
||||
{
|
||||
bIsOnline = false;
|
||||
bIsPlaying = false;
|
||||
bIsPlayingThisGame = false;
|
||||
bIsJoinable = false;
|
||||
bHasVoiceSupport = false;
|
||||
PresenceState = EBPOnlinePresenceState::Offline;
|
||||
}
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPFriendInfo
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString DisplayName;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FString RealName;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
EBPOnlinePresenceState OnlineState = EBPOnlinePresenceState::Offline;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FBPUniqueNetId UniqueNetId;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
bool bIsPlayingSameGame = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Online|Friend")
|
||||
FBPFriendPresenceInfo PresenceInfo;
|
||||
|
||||
FBPFriendInfo()
|
||||
{
|
||||
OnlineState = EBPOnlinePresenceState::Offline;
|
||||
bIsPlayingSameGame = false;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/** The types of comparison operations for a given search query */
|
||||
// Used to compare session properties
|
||||
UENUM(BlueprintType)
|
||||
enum class EOnlineComparisonOpRedux : uint8
|
||||
{
|
||||
Equals,
|
||||
NotEquals,
|
||||
GreaterThan,
|
||||
GreaterThanEquals,
|
||||
LessThan,
|
||||
LessThanEquals,
|
||||
};
|
||||
|
||||
|
||||
// Used to store session properties before converting to FVariantData
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSessionPropertyKeyPair
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
FName Key;
|
||||
FVariantData Data;
|
||||
};
|
||||
|
||||
|
||||
// Sent to the FindSessionsAdvanced to filter the end results
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSessionsSearchSetting
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
//UPROPERTY()
|
||||
|
||||
|
||||
// Had to make a copy of this to account for the original not being exposed to blueprints
|
||||
/** How is this session setting compared on the backend searches */
|
||||
EOnlineComparisonOpRedux ComparisonOp;
|
||||
|
||||
// The key pair to search for
|
||||
FSessionPropertyKeyPair PropertyKeyPair;
|
||||
};
|
||||
|
||||
// Couldn't use the default one as it is not exposed to other modules, had to re-create it here
|
||||
// Helper class for various methods to reduce the call hierarchy
|
||||
struct FOnlineSubsystemBPCallHelperAdvanced
|
||||
{
|
||||
public:
|
||||
FOnlineSubsystemBPCallHelperAdvanced(const TCHAR* CallFunctionContext, UWorld* World, FName SystemName = NAME_None)
|
||||
: OnlineSub(Online::GetSubsystem(World, SystemName))
|
||||
, FunctionContext(CallFunctionContext)
|
||||
{
|
||||
if (OnlineSub == nullptr)
|
||||
{
|
||||
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid or uninitialized OnlineSubsystem"), FunctionContext), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
void QueryIDFromPlayerController(APlayerController* PlayerController)
|
||||
{
|
||||
UserID.Reset();
|
||||
//return const_cast<FUniqueNetId*>(UniqueNetIdPtr);
|
||||
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
|
||||
{
|
||||
UserID = PlayerState->GetUniqueId().GetUniqueNetId();
|
||||
if (!UserID.IsValid())
|
||||
{
|
||||
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Cannot map local player to unique net ID"), FunctionContext), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(*FString::Printf(TEXT("%s - Invalid player state"), FunctionContext), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
return UserID.IsValid() && (OnlineSub != nullptr);
|
||||
}
|
||||
|
||||
public:
|
||||
//TSharedPtr<const FUniqueNetId>& GetUniqueNetId()
|
||||
TSharedPtr</*class*/ const FUniqueNetId> UserID;
|
||||
IOnlineSubsystem* const OnlineSub;
|
||||
const TCHAR* FunctionContext;
|
||||
};
|
||||
class FOnlineSearchSettingsEx : public FOnlineSearchSettings
|
||||
{
|
||||
/**
|
||||
* Sets a key value pair combination that defines a search parameter
|
||||
*
|
||||
* @param Key key for the setting
|
||||
* @param Value value of the setting
|
||||
* @param InType type of comparison
|
||||
*/
|
||||
public:
|
||||
|
||||
void HardSet(FName Key, const FVariantData& Value, EOnlineComparisonOpRedux CompOp)
|
||||
{
|
||||
FOnlineSessionSearchParam* SearchParam = SearchParams.Find(Key);
|
||||
|
||||
TEnumAsByte<EOnlineComparisonOp::Type> op;
|
||||
|
||||
switch (CompOp)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals: op = EOnlineComparisonOp::Equals; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThan: op = EOnlineComparisonOp::GreaterThan; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThanEquals: op = EOnlineComparisonOp::GreaterThanEquals; break;
|
||||
case EOnlineComparisonOpRedux::LessThan: op = EOnlineComparisonOp::LessThan; break;
|
||||
case EOnlineComparisonOpRedux::LessThanEquals: op = EOnlineComparisonOp::LessThanEquals; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals: op = EOnlineComparisonOp::NotEquals; break;
|
||||
default: op = EOnlineComparisonOp::Equals; break;
|
||||
}
|
||||
|
||||
if (SearchParam)
|
||||
{
|
||||
SearchParam->Data = Value;
|
||||
SearchParam->ComparisonOp = op;
|
||||
}
|
||||
else
|
||||
{
|
||||
FOnlineSessionSearchParam searchSetting((int)0, op);
|
||||
searchSetting.Data = Value;
|
||||
SearchParams.Add(Key, searchSetting);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#define INVALID_INDEX -1
|
||||
@@ -0,0 +1,46 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "CancelFindSessionsCallbackProxy.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UCancelFindSessionsCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
// Cancels finding sessions
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
|
||||
static UCancelFindSessionsCallbackProxy* CancelFindSessions(UObject* WorldContextObject, class APlayerController* PlayerController);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(bool bWasSuccessful);
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnCancelFindSessionsCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnDestroySessionComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,107 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "CreateSessionCallbackProxyAdvanced.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the session was created successfully
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error creating the session
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
/**
|
||||
* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
|
||||
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
|
||||
* @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch'
|
||||
* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
|
||||
* Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
|
||||
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
|
||||
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
|
||||
* @param bStartAfterCreate Set to true to start the session after it's created. If false you need to manually call StartSession when ready.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
|
||||
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, /*bool bUsePresence = true,*/ bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false, bool bStartAfterCreate = true);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when session creation completes, optionally calls StartSession
|
||||
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
|
||||
|
||||
// Internal callback when session start completes
|
||||
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
|
||||
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnStartSessionCompleteDelegate StartCompleteDelegate;
|
||||
|
||||
// Handles to the registered delegates above
|
||||
FDelegateHandle CreateCompleteDelegateHandle;
|
||||
FDelegateHandle StartCompleteDelegateHandle;
|
||||
|
||||
// Number of public connections
|
||||
int NumPublicConnections;
|
||||
|
||||
// Number of private connections
|
||||
int NumPrivateConnections;
|
||||
|
||||
// Whether or not to search LAN
|
||||
bool bUseLAN;
|
||||
|
||||
// Whether or not to allow invites
|
||||
bool bAllowInvites;
|
||||
|
||||
// Whether this is a dedicated server or not
|
||||
bool bDedicatedServer;
|
||||
|
||||
// Whether to use the presence option
|
||||
bool bUsePresence;
|
||||
|
||||
// Whether to prefer the use of lobbies for hosting if the api supports them
|
||||
bool bUseLobbiesIfAvailable;
|
||||
|
||||
// Whether to allow joining via presence
|
||||
bool bAllowJoinViaPresence;
|
||||
|
||||
// Allow joining via presence for friends only
|
||||
bool bAllowJoinViaPresenceFriendsOnly;
|
||||
|
||||
// Delcare the server to be anti cheat protected
|
||||
bool bAntiCheatProtected;
|
||||
|
||||
// Record Stats
|
||||
bool bUsesStats;
|
||||
|
||||
// Should advertise server?
|
||||
bool bShouldAdvertise;
|
||||
|
||||
// Whether to prefer the use of voice chat lobbies if the api supports them
|
||||
bool bUseLobbiesVoiceChatIfAvailable;
|
||||
|
||||
// Whether to start the session automatically after it is created
|
||||
bool bStartAfterCreate;
|
||||
|
||||
// Store extra settings
|
||||
TArray<FSessionPropertyKeyPair> ExtraSettings;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "EndSessionCallbackProxy.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
/**
|
||||
* Ends the current sessions, Generally for almost all uses you should be using the engines native Destroy Session node instead.
|
||||
* This exists for people using StartSession and optionally hand managing the session state.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions")
|
||||
static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(FName SessionName, bool bWasSuccessful);
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnEndSessionCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnDestroySessionComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,51 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "FindFriendSessionCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFindFriendSessionLog, Log, All);
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const TArray<FBlueprintSessionResult> &, SessionInfo);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the friends list successfully was retrieved
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintFindFriendSessionDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error retrieving the friends list
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintFindFriendSessionDelegate OnFailure;
|
||||
|
||||
// Attempts to get the current session that a friend is in
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
|
||||
static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId);
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
private:
|
||||
// Internal callback when the friends list is retrieved
|
||||
void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo);
|
||||
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The UniqueNetID of the person to invite
|
||||
FBPUniqueNetId cUniqueNetId;
|
||||
|
||||
// The delegate to call on completion
|
||||
FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate;
|
||||
|
||||
// Handles to the registered delegates above
|
||||
FDelegateHandle FindFriendSessionCompleteDelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "FindSessionsCallbackProxy.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "FindSessionsCallbackProxyAdvanced.generated.h"
|
||||
|
||||
|
||||
FORCEINLINE bool operator==(const FBlueprintSessionResult& A, const FBlueprintSessionResult& B)
|
||||
{
|
||||
return (A.OnlineResult.IsValid() == B.OnlineResult.IsValid() && (A.OnlineResult.GetSessionIdStr() == B.OnlineResult.GetSessionIdStr()));
|
||||
}
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UFindSessionsCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful query
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintFindSessionsResultDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful query
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintFindSessionsResultDelegate OnFailure;
|
||||
|
||||
// Searches for advertised sessions with the default online subsystem and includes an array of filters
|
||||
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm="Filters"), Category = "Online|AdvancedSessions")
|
||||
static UFindSessionsCallbackProxyAdvanced* FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int32 MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly = false, bool bNonEmptyServersOnly = false, bool bSecureServersOnly = false, /*bool bSearchLobbies = true,*/ int MinSlotsAvailable = 0);
|
||||
|
||||
static bool CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator);
|
||||
|
||||
// Filters an array of session results by the given search parameters, returns a new array with the filtered results
|
||||
UFUNCTION(BluePrintCallable, meta = (Category = "Online|AdvancedSessions"))
|
||||
static void FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults);
|
||||
|
||||
// Removed, the default built in versions work fine in the normal FindSessionsCallbackProxy
|
||||
/*UFUNCTION(BlueprintPure, Category = "Online|Session")
|
||||
static int32 GetPingInMs(const FBlueprintSessionResult& Result);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Online|Session")
|
||||
static FString GetServerName(const FBlueprintSessionResult& Result);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Online|Session")
|
||||
static int32 GetCurrentPlayers(const FBlueprintSessionResult& Result);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Online|Session")
|
||||
static int32 GetMaxPlayers(const FBlueprintSessionResult& Result);*/
|
||||
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the session search completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(bool bSuccess);
|
||||
|
||||
bool bRunSecondSearch;
|
||||
bool bIsOnSecondSearch;
|
||||
|
||||
TArray<FBlueprintSessionResult> SessionSearchResults;
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnFindSessionsCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnFindSessionsComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// Object to track search results
|
||||
TSharedPtr<FOnlineSessionSearch> SearchObject;
|
||||
TSharedPtr<FOnlineSessionSearch> SearchObjectDedicated;
|
||||
|
||||
// Whether or not to search LAN
|
||||
bool bUseLAN;
|
||||
|
||||
// Whether or not to search for dedicated servers
|
||||
EBPServerPresenceSearchType ServerSearchType;
|
||||
|
||||
// Maximum number of results to return
|
||||
int MaxResults;
|
||||
|
||||
// Store extra settings
|
||||
TArray<FSessionsSearchSetting> SearchSettings;
|
||||
|
||||
// Search for empty servers only
|
||||
bool bEmptyServersOnly;
|
||||
|
||||
// Search for non empty servers only
|
||||
bool bNonEmptyServersOnly;
|
||||
|
||||
// Search for secure servers only
|
||||
bool bSecureServersOnly;
|
||||
|
||||
// Search through lobbies
|
||||
//bool bSearchLobbies;
|
||||
|
||||
// Min slots requires to search
|
||||
int MinSlotsAvailable;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,49 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "GetFriendsCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetFriendsLog, Log, All);
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetFriendsListDelegate, const TArray<FBPFriendInfo>&, Results);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UGetFriendsCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the friends list successfully was retrieved
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGetFriendsListDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error retrieving the friends list
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGetFriendsListDelegate OnFailure;
|
||||
|
||||
// Gets the players list of friends from the OnlineSubsystem and returns it, can be retrieved later with GetStoredFriendsList
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
|
||||
static UGetFriendsCallbackProxy* GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController);
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
private:
|
||||
// Internal callback when the friends list is retrieved
|
||||
void OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString);
|
||||
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed
|
||||
FOnReadFriendsListComplete FriendListReadCompleteDelegate;
|
||||
|
||||
// The Type of friends list to get
|
||||
// Removed because all but the facebook interfaces don't even currently support anything but the default friends list.
|
||||
//EBPFriendsLists FriendListToGet;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "GetRecentPlayersCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedGetRecentPlayersLog, Log, All);
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGetRecentPlayersDelegate, const TArray<FBPOnlineRecentPlayer>&, Results);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UGetRecentPlayersCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the friends list successfully was retrieved
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGetRecentPlayersDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error retrieving the friends list
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGetRecentPlayersDelegate OnFailure;
|
||||
|
||||
// Gets the list of recent players from the OnlineSubsystem and returns it, can be retrieved later with GetStoredRecentPlayersList, can fail if no recent players are found
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
|
||||
static UGetRecentPlayersCallbackProxy* GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId &UniqueNetId);
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
private:
|
||||
// Internal callback when the friends list is retrieved
|
||||
void OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString);
|
||||
// Handle to the registered OnFindSessionsComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The player controller triggering things
|
||||
//TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The UniqueNetID of the person to get recent players for
|
||||
FBPUniqueNetId cUniqueNetId;
|
||||
|
||||
// The delegate executed
|
||||
FOnQueryRecentPlayersCompleteDelegate QueryRecentPlayersCompleteDelegate;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Interfaces/OnlineIdentityInterface.h"
|
||||
#include "GetUserPrivilegeCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBlueprintGetUserPrivilegeDelegate,/* const &FBPUniqueNetId, PlayerID,*/ EBPUserPrivileges, QueriedPrivilege, bool, HadPrivilege);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UGetUserPrivilegeCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGetUserPrivilegeDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
// Gets the privilage of the user
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
|
||||
static UGetUserPrivilegeCallbackProxy* GetUserPrivilege(UObject* WorldContextObject, const EBPUserPrivileges & PrivilegeToCheck, const FBPUniqueNetId & PlayerUniqueNetID);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(const FUniqueNetId& PlayerID, EUserPrivileges::Type Privilege, uint32 Result);
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
FBPUniqueNetId PlayerUniqueNetID;
|
||||
|
||||
// Privilege to check
|
||||
EBPUserPrivileges UserPrivilege;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,55 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Interfaces/OnlineIdentityInterface.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "LoginUserCallbackProxy.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
// Logs into the identity interface
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity")
|
||||
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal);
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The user ID
|
||||
FString UserID;
|
||||
|
||||
// The user pass / token
|
||||
FString UserToken;
|
||||
|
||||
FString AuthType;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnLoginCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnDestroySessionComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,47 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Interfaces/OnlineIdentityInterface.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "LogoutUserCallbackProxy.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class ULogoutUserCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful destroy
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
// Logs out of the identity interface
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
|
||||
static ULogoutUserCallbackProxy* LogoutUser(UObject* WorldContextObject, class APlayerController* PlayerController);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
void OnCompleted(int LocalUserNum, bool bWasSuccessful);
|
||||
|
||||
private:
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnLogoutCompleteDelegate Delegate;
|
||||
|
||||
// Handle to the registered OnDestroySessionComplete delegate
|
||||
FDelegateHandle DelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
//#include "EngineMinimal.h"
|
||||
//#include "Core.h"
|
||||
//#include "OnlineSessionInterface.h"
|
||||
//#include "OnlineSessionSettings.h"
|
||||
//#include "OnlineDelegateMacros.h"
|
||||
//#include "OnlineSubsystem.h"
|
||||
//#include "OnlineSubsystemImpl.h"
|
||||
//#include "OnlineSubsystemUtils.h"
|
||||
//#include "OnlineSubsystemUtilsModule.h"
|
||||
//#include "ModuleManager.h"
|
||||
//#include "OnlineSubsystemUtilsClasses.h"
|
||||
//#include "BlueprintDataDefinitions.h"
|
||||
|
||||
|
||||
/*#include "VoiceEngineImpl.h"
|
||||
#include "VoiceInterfaceImpl.h"
|
||||
#include "Voice.h""
|
||||
*/
|
||||
|
||||
// Found this in the steam controller, seems like a nice thought since steam is throwing errors
|
||||
// Disable crazy warnings that claim that standard C library is "deprecated".
|
||||
//#ifdef _MSC_VER
|
||||
//#pragma warning(push)
|
||||
//#pragma warning(disable:4996)
|
||||
//#endif
|
||||
@@ -0,0 +1,49 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "SendFriendInviteCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSendFriendInviteLog, Log, All);
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBlueprintSendFriendInviteDelegate);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class USendFriendInviteCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the friends list successfully was retrieved
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintSendFriendInviteDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error retrieving the friends list
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintSendFriendInviteDelegate OnFailure;
|
||||
|
||||
// Adds a friend who is using the defined UniqueNetId, some interfaces do now allow this function to be called (INCLUDING STEAM)
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
|
||||
static USendFriendInviteCallbackProxy* SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited);
|
||||
|
||||
virtual void Activate() override;
|
||||
|
||||
private:
|
||||
// Internal callback when the friends list is retrieved
|
||||
void OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString);
|
||||
|
||||
|
||||
// The player controller triggering things
|
||||
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
|
||||
|
||||
// The UniqueNetID of the person to invite
|
||||
FBPUniqueNetId cUniqueNetId;
|
||||
|
||||
// The delegate to call on completion
|
||||
FOnSendInviteComplete OnSendInviteCompleteDelegate;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "StartSessionCallbackProxyAdvanced.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UStartSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
// Called when the session starts successfully
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there is an error starting the session
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
/**
|
||||
* Starts a session with the default online subsystem. The session needs to be previously created by calling the "CreateAdvancedSession" node.
|
||||
* @param WorldContextObject
|
||||
*/
|
||||
UFUNCTION(
|
||||
BlueprintCallable
|
||||
, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject")
|
||||
, Category = "Online|AdvancedSessions"
|
||||
)
|
||||
static UStartSessionCallbackProxyAdvanced* StartAdvancedSession(UObject* WorldContextObject);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when session start completes
|
||||
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnStartSessionCompleteDelegate StartCompleteDelegate;
|
||||
|
||||
// Handles to the registered delegates above
|
||||
FDelegateHandle StartCompleteDelegateHandle;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,75 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "UpdateSessionCallbackProxyAdvanced.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when the session was updated successfully
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnSuccess;
|
||||
|
||||
// Called when there was an error updating the session
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FEmptyOnlineDelegate OnFailure;
|
||||
|
||||
// Creates a session with the default online subsystem with advanced optional inputs, you MUST fill in all categories or it will pass in values that you didn't want as default values
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
|
||||
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
// Internal callback when session creation completes, calls StartSession
|
||||
void OnUpdateCompleted(FName SessionName, bool bWasSuccessful);
|
||||
|
||||
// The delegate executed by the online subsystem
|
||||
FOnUpdateSessionCompleteDelegate OnUpdateSessionCompleteDelegate;
|
||||
|
||||
// Handles to the registered delegates above
|
||||
FDelegateHandle OnUpdateSessionCompleteDelegateHandle;
|
||||
|
||||
// Number of public connections
|
||||
int NumPublicConnections = 100;
|
||||
|
||||
// Number of private connections
|
||||
int NumPrivateConnections = 0;
|
||||
|
||||
// Whether or not to search LAN
|
||||
bool bUseLAN = false;
|
||||
|
||||
// Whether or not to allow invites
|
||||
bool bAllowInvites = true;
|
||||
|
||||
// Store extra settings
|
||||
TArray<FSessionPropertyKeyPair> ExtraSettings;
|
||||
|
||||
// Whether to update the online data
|
||||
bool bRefreshOnlineData = true;
|
||||
|
||||
// Allow joining in progress
|
||||
bool bAllowJoinInProgress = true;
|
||||
|
||||
// Allow joining in progress
|
||||
bool bAllowJoinViaPresence = true;
|
||||
|
||||
// Allow joining in progress
|
||||
bool bAllowJoinViaPresenceFriendsOnly = false;
|
||||
|
||||
// Update whether this is a dedicated server or not
|
||||
bool bDedicatedServer = false;
|
||||
|
||||
bool bShouldAdvertise = true;
|
||||
|
||||
// The world context object in which this call is taking place
|
||||
TWeakObjectPtr<UObject> WorldContextObject;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,209 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedExternalUILibrary.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedExternalUILog);
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowAccountUpgradeUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerRequestingAccountUpgradeUI, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowAccountUpgradeUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->ShowAccountUpgradeUI(*PlayerRequestingAccountUpgradeUI.GetUniqueNetId());
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowProfileUI(UObject* WorldContextObject, const FBPUniqueNetId PlayerViewingProfile, const FBPUniqueNetId PlayerToViewProfileOf, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowProfileUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->ShowProfileUI(*PlayerViewingProfile.GetUniqueNetId(), *PlayerToViewProfileOf.GetUniqueNetId(), NULL);
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowWebURLUI(UObject* WorldContextObject, FString URLToShow, EBlueprintResultSwitch &Result, TArray<FString>& AllowedDomains, bool bEmbedded, bool bShowBackground, bool bShowCloseButton, int32 OffsetX, int32 OffsetY, int32 SizeX, int32 SizeY)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowWebURLUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
URLToShow = URLToShow.Replace(TEXT("http://"), TEXT(""));
|
||||
URLToShow = URLToShow.Replace(TEXT("https://"), TEXT(""));
|
||||
|
||||
FShowWebUrlParams Params;
|
||||
Params.AllowedDomains = AllowedDomains;
|
||||
Params.bEmbedded = bEmbedded;
|
||||
Params.bShowBackground = bShowBackground;
|
||||
Params.bShowCloseButton = bShowCloseButton;
|
||||
Params.OffsetX = OffsetX;
|
||||
Params.OffsetY = OffsetY;
|
||||
Params.SizeX = SizeX;
|
||||
Params.SizeY = SizeY;
|
||||
|
||||
ExternalUIInterface->ShowWebURL(URLToShow, Params);
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedExternalUILibrary::CloseWebURLUI(UObject* WorldContextObject)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("CloseWebURLUI Failed to get External UI interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->CloseWebURL();
|
||||
}
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowLeaderBoardUI(UObject* WorldContextObject, FString LeaderboardName, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowLeaderboardsUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->ShowLeaderboardUI(LeaderboardName);
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowInviteUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Had a bad Player Controller!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowInviteUI Failed to get ULocalPlayer for the given PlayerController!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->ShowInviteUI(Player->GetControllerId(), NAME_GameSession);
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedExternalUILibrary::ShowFriendsUI(UObject* WorldContextObject, APlayerController *PlayerController, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Had a bad Player Controller!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineExternalUIPtr ExternalUIInterface = Online::GetExternalUIInterface(World);
|
||||
|
||||
if (!ExternalUIInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get External UI interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedExternalUILog, Warning, TEXT("ShowFriendsUI Failed to get ULocalPlayer for the given PlayerController!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ExternalUIInterface->ShowFriendsUI(Player->GetControllerId());
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
@@ -0,0 +1,407 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedFriendsGameInstance.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedFriendsInterfaceLog);
|
||||
|
||||
UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, bCallFriendInterfaceEventsOnPlayerControllers(true)
|
||||
, bCallIdentityInterfaceEventsOnPlayerControllers(true)
|
||||
, bCallVoiceInterfaceEventsOnPlayerControllers(true)
|
||||
, bEnableTalkingStatusDelegate(true)
|
||||
, SessionInviteReceivedDelegate(FOnSessionInviteReceivedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteReceivedMaster))
|
||||
, SessionInviteAcceptedDelegate(FOnSessionUserInviteAcceptedDelegate::CreateUObject(this, &ThisClass::OnSessionInviteAcceptedMaster))
|
||||
, PlayerTalkingStateChangedDelegate(FOnPlayerTalkingStateChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerTalkingStateChangedMaster))
|
||||
, PlayerLoginChangedDelegate(FOnLoginChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginChangedMaster))
|
||||
, PlayerLoginStatusChangedDelegate(FOnLoginStatusChangedDelegate::CreateUObject(this, &ThisClass::OnPlayerLoginStatusChangedMaster))
|
||||
{
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
|
||||
{
|
||||
if (!bAutoJoinSessionOnAcceptedUserInviteReceived)
|
||||
return;
|
||||
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
|
||||
if (SessionInterface.IsValid())
|
||||
{
|
||||
// Eventually call this?, would need another call back to run through
|
||||
//SessionInterface->DestroySession(NAME_GameSession);
|
||||
|
||||
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
|
||||
OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
|
||||
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
|
||||
|
||||
// Temp for 5.5, they aren't filling in the struct correctly
|
||||
if (!InviteResult.Session.SessionSettings.bIsDedicated)
|
||||
{
|
||||
FOnlineSessionSearchResult ModResult = InviteResult;
|
||||
ModResult.Session.SessionSettings.bUsesPresence = true;
|
||||
ModResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
||||
SessionInterface->JoinSession(0, NAME_GameSession, ModResult);
|
||||
}
|
||||
else
|
||||
{
|
||||
SessionInterface->JoinSession(0, NAME_GameSession, InviteResult);
|
||||
}
|
||||
}
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Log, TEXT("Called Join Session for Steam Friends List UI InviteResults: %s, UserId: %s"), *InviteResult.GetSessionIdStr(), *UserId->ToString());
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
|
||||
{
|
||||
|
||||
// If we don't want to auto travel to the session instance then exit out
|
||||
if (!bAutoTravelOnAcceptedUserInviteReceived)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
|
||||
if (SessionInterface.IsValid())
|
||||
{
|
||||
FString ConnectInfo;
|
||||
if (SessionInterface->GetResolvedConnectString(NAME_GameSession, ConnectInfo))
|
||||
{
|
||||
APlayerController* PlayerController = GetFirstLocalPlayerController();
|
||||
if (PlayerController)
|
||||
{
|
||||
PlayerController->ClientTravel(ConnectInfo, ETravelType::TRAVEL_Absolute);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::Shutdown()
|
||||
{
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsGameInstance Failed to get session system!"));
|
||||
//return;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear all of the delegate handles here
|
||||
SessionInterface->ClearOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegateHandle);
|
||||
SessionInterface->ClearOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegateHandle);
|
||||
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
|
||||
}
|
||||
|
||||
|
||||
if (bEnableTalkingStatusDelegate)
|
||||
{
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(GetWorld());
|
||||
|
||||
if (VoiceInterface.IsValid())
|
||||
{
|
||||
VoiceInterface->ClearOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegateHandle);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
|
||||
}
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(GetWorld());
|
||||
|
||||
if (IdentityInterface.IsValid())
|
||||
{
|
||||
IdentityInterface->ClearOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegateHandle);
|
||||
|
||||
|
||||
// I am just defaulting to player 1
|
||||
IdentityInterface->ClearOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegateHandle);
|
||||
}
|
||||
|
||||
|
||||
Super::Shutdown();
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::Init()
|
||||
{
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());//OnlineSub->GetSessionInterface();
|
||||
|
||||
if (SessionInterface.IsValid())
|
||||
{
|
||||
// Currently doesn't store a handle or assign a delegate to any local player beyond the first.....should handle?
|
||||
// Thought about directly handling it but friends for multiple players probably isn't required
|
||||
// Iterating through the local player TArray only works if it has had players assigned to it, most of the online interfaces don't support
|
||||
// Multiple logins either (IE: Steam)
|
||||
SessionInviteAcceptedDelegateHandle = SessionInterface->AddOnSessionUserInviteAcceptedDelegate_Handle(SessionInviteAcceptedDelegate);
|
||||
|
||||
SessionInviteReceivedDelegateHandle = SessionInterface->AddOnSessionInviteReceivedDelegate_Handle(SessionInviteReceivedDelegate);
|
||||
|
||||
// Custom steam join game delegate
|
||||
SessionInterface->OnSessionUserInviteAcceptedDelegates.AddUObject(this, &UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get session interface!"));
|
||||
//return;
|
||||
}
|
||||
|
||||
// Beginning work on the voice interface
|
||||
if (bEnableTalkingStatusDelegate)
|
||||
{
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(GetWorld());
|
||||
|
||||
if (VoiceInterface.IsValid())
|
||||
{
|
||||
PlayerTalkingStateChangedDelegateHandle = VoiceInterface->AddOnPlayerTalkingStateChangedDelegate_Handle(PlayerTalkingStateChangedDelegate);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get voice interface!"));
|
||||
}
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(GetWorld());
|
||||
|
||||
if (IdentityInterface.IsValid())
|
||||
{
|
||||
PlayerLoginChangedDelegateHandle = IdentityInterface->AddOnLoginChangedDelegate_Handle(PlayerLoginChangedDelegate);
|
||||
|
||||
// Just defaulting to player 1
|
||||
PlayerLoginStatusChangedDelegateHandle = IdentityInterface->AddOnLoginStatusChangedDelegate_Handle(0, PlayerLoginStatusChangedDelegate);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get identity interface!"));
|
||||
}
|
||||
|
||||
|
||||
Super::Init();
|
||||
}
|
||||
|
||||
/*void UAdvancedFriendsGameInstance::PostLoad()
|
||||
{
|
||||
Super::PostLoad();
|
||||
}*/
|
||||
|
||||
|
||||
// Removed because it never gets called by the online subsystems
|
||||
/*void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId &InvitedPlayer, const FUniqueNetId &FriendInviting, const FOnlineSessionSearchResult& Session)
|
||||
{
|
||||
// Just call the blueprint event to let the user handle this
|
||||
|
||||
FBPUniqueNetId IP, FI;
|
||||
|
||||
IP.SetUniqueNetId(&InvitedPlayer);
|
||||
|
||||
FI.SetUniqueNetId(&FriendInviting);
|
||||
|
||||
FBlueprintSessionResult BPS;
|
||||
BPS.OnlineResult = Session;
|
||||
OnSessionInviteReceived(IP,FI,BPS);
|
||||
|
||||
TArray<class APlayerState*>& PlayerArray = GetWorld()->GetGameState()->PlayerArray;
|
||||
const TArray<class ULocalPlayer*>&ControllerArray = this->GetLocalPlayers();
|
||||
|
||||
for (int i = 0; i < ControllerArray.Num(); i++)
|
||||
{
|
||||
if (*PlayerArray[ControllerArray[i]->PlayerController->NetPlayerIndex]->UniqueId.GetUniqueNetId().Get() == InvitedPlayer)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (ControllerArray[i]->PlayerController->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(ControllerArray[i]->PlayerController, FI, BPS);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnPlayerLoginStatusChangedMaster(int32 PlayerNum, ELoginStatus::Type PreviousStatus, ELoginStatus::Type NewStatus, const FUniqueNetId & NewPlayerUniqueNetID)
|
||||
{
|
||||
EBPLoginStatus OrigStatus = (EBPLoginStatus)PreviousStatus;
|
||||
EBPLoginStatus CurrentStatus = (EBPLoginStatus)NewStatus;
|
||||
FBPUniqueNetId PlayerID;
|
||||
PlayerID.SetUniqueNetId(&NewPlayerUniqueNetID);
|
||||
|
||||
OnPlayerLoginStatusChanged(PlayerNum, OrigStatus,CurrentStatus,PlayerID);
|
||||
|
||||
|
||||
if (bCallIdentityInterfaceEventsOnPlayerControllers)
|
||||
{
|
||||
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum);
|
||||
|
||||
if (Player != NULL)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnPlayerLoginStatusChanged(Player, OrigStatus, CurrentStatus, PlayerID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginStatusChangedMaster!"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnPlayerLoginChangedMaster(int32 PlayerNum)
|
||||
{
|
||||
OnPlayerLoginChanged(PlayerNum);
|
||||
|
||||
if (bCallIdentityInterfaceEventsOnPlayerControllers)
|
||||
{
|
||||
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), PlayerNum);
|
||||
|
||||
if (Player != NULL)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnPlayerLoginChanged(Player, PlayerNum);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnPlayerLoginChanged!"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnPlayerTalkingStateChangedMaster(TSharedRef<const FUniqueNetId> PlayerId, bool bIsTalking)
|
||||
{
|
||||
FBPUniqueNetId PlayerTalking;
|
||||
PlayerTalking.SetUniqueNetId(PlayerId);
|
||||
OnPlayerTalkingStateChanged(PlayerTalking, bIsTalking);
|
||||
|
||||
if (bCallVoiceInterfaceEventsOnPlayerControllers)
|
||||
{
|
||||
APlayerController* Player = NULL;
|
||||
|
||||
for (const ULocalPlayer* LPlayer : LocalPlayers)
|
||||
{
|
||||
Player = UGameplayStatics::GetPlayerController(GetWorld(), LPlayer->GetControllerId());
|
||||
|
||||
if (Player != NULL)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnPlayerVoiceStateChanged(Player, PlayerTalking, bIsTalking);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnVoiceStateChanged!"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnSessionInviteReceivedMaster(const FUniqueNetId & PersonInvited, const FUniqueNetId & PersonInviting, const FString& AppId, const FOnlineSessionSearchResult& SessionToJoin)
|
||||
{
|
||||
if (SessionToJoin.IsValid())
|
||||
{
|
||||
FBlueprintSessionResult BluePrintResult;
|
||||
BluePrintResult.OnlineResult = SessionToJoin;
|
||||
|
||||
FBPUniqueNetId PInvited;
|
||||
PInvited.SetUniqueNetId(&PersonInvited);
|
||||
|
||||
FBPUniqueNetId PInviting;
|
||||
PInviting.SetUniqueNetId(&PersonInviting);
|
||||
|
||||
|
||||
TArray<APlayerController*> PlayerList;
|
||||
GEngine->GetAllLocalPlayerControllers(PlayerList);
|
||||
|
||||
APlayerController* Player = NULL;
|
||||
|
||||
int32 LocalPlayer = 0;
|
||||
for (int i = 0; i < PlayerList.Num(); i++)
|
||||
{
|
||||
if (*PlayerList[i]->PlayerState->GetUniqueId().GetUniqueNetId() == PersonInvited)
|
||||
{
|
||||
LocalPlayer = i;
|
||||
Player = PlayerList[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Temp for 5.5, they aren't filling in the struct correctly
|
||||
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
|
||||
{
|
||||
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
||||
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
||||
}
|
||||
|
||||
OnSessionInviteReceived(LocalPlayer, PInviting, AppId, BluePrintResult);
|
||||
|
||||
//IAdvancedFriendsInterface* TheInterface = NULL;
|
||||
|
||||
if (Player != NULL)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnSessionInviteReceived(Player, PInviting, BluePrintResult);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteReceived!"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteReceived!"));
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsGameInstance::OnSessionInviteAcceptedMaster(const bool bWasSuccessful, int32 LocalPlayer, TSharedPtr<const FUniqueNetId> PersonInvited, const FOnlineSessionSearchResult& SessionToJoin)
|
||||
{
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
if (SessionToJoin.IsValid())
|
||||
{
|
||||
|
||||
FBlueprintSessionResult BluePrintResult;
|
||||
BluePrintResult.OnlineResult = SessionToJoin;
|
||||
|
||||
FBPUniqueNetId PInvited;
|
||||
PInvited.SetUniqueNetId(PersonInvited);
|
||||
|
||||
// Temp for 5.5, they aren't filling in the struct correctly
|
||||
if (!BluePrintResult.OnlineResult.Session.SessionSettings.bIsDedicated)
|
||||
{
|
||||
BluePrintResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
||||
BluePrintResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
||||
}
|
||||
|
||||
OnSessionInviteAccepted(LocalPlayer,PInvited, BluePrintResult);
|
||||
|
||||
APlayerController* Player = UGameplayStatics::GetPlayerController(GetWorld(), LocalPlayer);
|
||||
|
||||
//IAdvancedFriendsInterface* TheInterface = NULL;
|
||||
|
||||
if (Player != NULL)
|
||||
{
|
||||
//Run the Event specific to the actor, if the actor has the interface, otherwise ignore
|
||||
if (Player->GetClass()->ImplementsInterface(UAdvancedFriendsInterface::StaticClass()))
|
||||
{
|
||||
IAdvancedFriendsInterface::Execute_OnSessionInviteAccepted(Player,PInvited, BluePrintResult);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Failed to get a controller with the specified index in OnSessionInviteAccepted!"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFriendsInterfaceLog, Warning, TEXT("UAdvancedFriendsInstance Return a bad search result in OnSessionInviteAccepted!"));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedFriendsInterface.h"
|
||||
|
||||
|
||||
|
||||
UAdvancedFriendsInterface::UAdvancedFriendsInterface(const class FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,284 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedFriendsLibrary.h"
|
||||
|
||||
|
||||
|
||||
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedFriendsLog);
|
||||
|
||||
void UAdvancedFriendsLibrary::SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Friends.Num() < 1)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had no friends in invitation array!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
TArray<TSharedRef<const FUniqueNetId>> List;
|
||||
for (int i = 0; i < Friends.Num(); i++)
|
||||
{
|
||||
TSharedRef<const FUniqueNetId> val(Friends[i].UniqueNetId.ToSharedRef());
|
||||
//TSharedRef<const FUniqueNetId> val(Friends[i].GetUniqueNetId());
|
||||
List.Add(val);
|
||||
}
|
||||
|
||||
if (SessionInterface->SendSessionInviteToFriends(Player->GetControllerId(), NAME_GameSession, List))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedFriendsLibrary::SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad Player Controller!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!FriendUniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Had a bad UniqueNetId!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend Failed to get session interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("SendSessionInviteToFriend failed to get LocalPlayer!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (SessionInterface->SendSessionInviteToFriend(Player->GetControllerId(), NAME_GameSession, *FriendUniqueNetId.GetUniqueNetId()))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend)
|
||||
{
|
||||
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad Player Controller!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!FriendUniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Had a bad UniqueNetId!"));
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
|
||||
|
||||
if (!FriendsInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend Failed to get friends interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriend failed to get LocalPlayer!"));
|
||||
return;
|
||||
}
|
||||
|
||||
TSharedPtr<FOnlineFriend> fr = FriendsInterface->GetFriend(Player->GetControllerId(), *FriendUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
|
||||
if (fr.IsValid())
|
||||
{
|
||||
const FOnlineUserPresence& pres = fr->GetPresence();
|
||||
Friend.DisplayName = fr->GetDisplayName();
|
||||
Friend.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
Friend.RealName = fr->GetRealName();
|
||||
Friend.UniqueNetId.SetUniqueNetId(fr->GetUserId());
|
||||
Friend.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
||||
|
||||
Friend.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
||||
Friend.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
||||
Friend.PresenceInfo.bIsOnline = pres.bIsOnline;
|
||||
Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
||||
Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
||||
Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
|
||||
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
|
||||
// OnlineFriendPresenceInterfaceSteam has the issue
|
||||
//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsLibrary::IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad Player Controller!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
|
||||
|
||||
if (!FriendsInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get friends interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("IsAFriend Failed to get LocalPlayer!"));
|
||||
return;
|
||||
}
|
||||
|
||||
IsFriend = FriendsInterface->IsFriend(Player->GetControllerId(), *UniqueNetId.GetUniqueNetId(), EFriendsLists::ToString(EFriendsLists::Default));
|
||||
}
|
||||
|
||||
void UAdvancedFriendsLibrary::GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList)
|
||||
{
|
||||
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
|
||||
|
||||
if (!FriendsInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed to get friends interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetRecentPlayersList Failed was given an invalid UniqueNetId!"));
|
||||
return;
|
||||
}
|
||||
|
||||
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
|
||||
|
||||
// For now getting all namespaces
|
||||
FriendsInterface->GetRecentPlayers(*(UniqueNetId.GetUniqueNetId()),"", PlayerList);
|
||||
|
||||
for (int32 i = 0; i < PlayerList.Num(); i++)
|
||||
{
|
||||
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
|
||||
FBPOnlineRecentPlayer BPF;
|
||||
BPF.DisplayName = Player->GetDisplayName();
|
||||
BPF.RealName = Player->GetRealName();
|
||||
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
|
||||
PlayersList.Add(BPF);
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList)
|
||||
{
|
||||
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Had a bad Player Controller!"));
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineFriendsPtr FriendsInterface = Online::GetFriendsInterface();
|
||||
|
||||
if (!FriendsInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get friends interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get LocalPlayer!"));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
||||
if (FriendsInterface->GetFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendList))
|
||||
{
|
||||
for (int32 i = 0; i < FriendList.Num(); i++)
|
||||
{
|
||||
FBPFriendInfo BPF;
|
||||
const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
|
||||
|
||||
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
BPF.DisplayName = FriendList[i]->GetDisplayName();
|
||||
BPF.RealName = FriendList[i]->GetRealName();
|
||||
BPF.UniqueNetId.SetUniqueNetId(FriendList[i]->GetUserId());
|
||||
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
||||
|
||||
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
||||
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
||||
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
||||
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
|
||||
// OnlineFriendPresenceInterfaceSteam has the issue
|
||||
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
||||
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
||||
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
||||
|
||||
FriendsList.Add(BPF);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(AdvancedFriendsLog, Warning, TEXT("GetFriendsList Failed to get any friends!"));
|
||||
return;
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedIdentityLibrary.h"
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedIdentityLog);
|
||||
|
||||
|
||||
void UAdvancedIdentityLibrary::GetPlayerAuthToken(UObject* WorldContextObject, APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken was passed a bad player controller!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerController->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken failed to get LocalPlayer!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
|
||||
|
||||
if (!IdentityInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerAuthToken Failed to get identity interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
AuthToken = IdentityInterface->GetAuthToken(Player->GetControllerId());
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetPlayerNickname(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname)
|
||||
{
|
||||
if (!UniqueNetID.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname was passed a bad player uniquenetid!"));
|
||||
return;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
|
||||
|
||||
if (!IdentityInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetPlayerNickname Failed to get identity interface!"));
|
||||
return;
|
||||
}
|
||||
PlayerNickname = IdentityInterface->GetPlayerNickname(*UniqueNetID.GetUniqueNetId());
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedIdentityLibrary::GetLoginStatus(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!UniqueNetID.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus was passed a bad player uniquenetid!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
|
||||
|
||||
if (!IdentityInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetLoginStatus Failed to get identity interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
LoginStatus = (EBPLoginStatus)IdentityInterface->GetLoginStatus(*UniqueNetID.GetUniqueNetId());
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedIdentityLibrary::GetAllUserAccounts(UObject* WorldContextObject, TArray<FBPUserOnlineAccount> & AccountInfos, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
|
||||
|
||||
if (!IdentityInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetAllUserAccounts Failed to get identity interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
TArray<TSharedPtr<FUserOnlineAccount>> accountInfos = IdentityInterface->GetAllUserAccounts();
|
||||
|
||||
for (int i = 0; i < accountInfos.Num(); ++i)
|
||||
{
|
||||
AccountInfos.Add(FBPUserOnlineAccount(accountInfos[i]));
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccount(UObject* WorldContextObject, const FBPUniqueNetId & UniqueNetId, FBPUserOnlineAccount & AccountInfo, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(World);
|
||||
|
||||
if(!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount was passed a bad unique net id!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IdentityInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get identity interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
TSharedPtr<FUserOnlineAccount> accountInfo = IdentityInterface->GetUserAccount(*UniqueNetId.GetUniqueNetId());
|
||||
|
||||
if (!accountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccount Failed to get the account!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
AccountInfo.UserAccountInfo = accountInfo;
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccountAccessToken(const FBPUserOnlineAccount & AccountInfo, FString & AccessToken)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAccessToken was passed an invalid account!"));
|
||||
return;
|
||||
}
|
||||
|
||||
AccessToken = AccountInfo.UserAccountInfo->GetAccessToken();
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccountAuthAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AuthAttribute, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute was passed an invalid account!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AccountInfo.UserAccountInfo->GetAuthAttribute(AttributeName, AuthAttribute))
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAuthAttribute couldn't find the attribute!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::SetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, const FString & NewAttributeValue, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was passed an invalid account!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AccountInfo.UserAccountInfo->SetUserAttribute(AttributeName, NewAttributeValue))
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("SetUserAccountAuthAttribute was unable to set the attribute!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserID(const FBPUserOnlineAccount & AccountInfo, FBPUniqueNetId & UniqueNetID)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserID was passed an invalid account!"));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
UniqueNetID.SetUniqueNetId(AccountInfo.UserAccountInfo->GetUserId());
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccountRealName(const FBPUserOnlineAccount & AccountInfo, FString & UserName)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountRealName was passed an invalid account!"));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
UserName = AccountInfo.UserAccountInfo->GetRealName();
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccountDisplayName(const FBPUserOnlineAccount & AccountInfo, FString & DisplayName)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountDisplayName was passed an invalid account!"));
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
DisplayName = AccountInfo.UserAccountInfo->GetDisplayName();
|
||||
}
|
||||
|
||||
void UAdvancedIdentityLibrary::GetUserAccountAttribute(const FBPUserOnlineAccount & AccountInfo, const FString & AttributeName, FString & AttributeValue, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
if (!AccountInfo.UserAccountInfo.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute was passed an invalid account!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AccountInfo.UserAccountInfo->GetUserAttribute(AttributeName, AttributeValue))
|
||||
{
|
||||
UE_LOG(AdvancedIdentityLog, Warning, TEXT("GetUserAccountAttribute failed to get user attribute!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
//#include "StandAlonePrivatePCH.h"
|
||||
#include "AdvancedSessions.h"
|
||||
|
||||
void AdvancedSessions::StartupModule()
|
||||
{
|
||||
}
|
||||
|
||||
void AdvancedSessions::ShutdownModule()
|
||||
{
|
||||
}
|
||||
|
||||
IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions)
|
||||
@@ -0,0 +1,563 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedSessionsLibrary.h"
|
||||
#include "GameFramework/PlayerState.h"
|
||||
#include "GameFramework/GameStateBase.h"
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedSessionsLog);
|
||||
|
||||
|
||||
bool UAdvancedSessionsLibrary::KickPlayer(UObject* WorldContextObject, APlayerController* PlayerToKick, FText KickReason)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
|
||||
if (World)
|
||||
{
|
||||
if (AGameModeBase* GameMode = World->GetAuthGameMode())
|
||||
{
|
||||
if (GameMode->GameSession)
|
||||
{
|
||||
return GameMode->GameSession->KickPlayer(PlayerToKick, KickReason);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UAdvancedSessionsLibrary::BanPlayer(UObject* WorldContextObject, APlayerController* PlayerToBan, FText BanReason)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
|
||||
if (World)
|
||||
{
|
||||
if (AGameModeBase* GameMode = World->GetAuthGameMode())
|
||||
{
|
||||
if (GameMode->GameSession)
|
||||
{
|
||||
return GameMode->GameSession->BanPlayer(PlayerToBan, BanReason);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UAdvancedSessionsLibrary::IsValidSession(const FBlueprintSessionResult & SessionResult)
|
||||
{
|
||||
return SessionResult.OnlineResult.IsValid();
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionID_AsString(const FBlueprintSessionResult & SessionResult, FString& SessionID)
|
||||
{
|
||||
const TSharedPtr<class FOnlineSessionInfo> SessionInfo = SessionResult.OnlineResult.Session.SessionInfo;
|
||||
if (SessionInfo.IsValid() && SessionInfo->IsValid() && SessionInfo->GetSessionId().IsValid())
|
||||
{
|
||||
SessionID = SessionInfo->GetSessionId().ToString();
|
||||
return;
|
||||
}
|
||||
|
||||
// Zero the string out if we didn't have a valid one, in case this is called in c++
|
||||
SessionID.Empty();
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetCurrentSessionID_AsString(UObject* WorldContextObject, FString& SessionID)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetCurrentSessionID_AsString couldn't get the session interface!"));
|
||||
SessionID.Empty();
|
||||
return;
|
||||
}
|
||||
|
||||
const FNamedOnlineSession* Session = SessionInterface->GetNamedSession(NAME_GameSession);
|
||||
if (Session != nullptr)
|
||||
{
|
||||
const TSharedPtr<class FOnlineSessionInfo> SessionInfo = Session->SessionInfo;
|
||||
if (SessionInfo.IsValid() && SessionInfo->IsValid() && SessionInfo->GetSessionId().IsValid())
|
||||
{
|
||||
SessionID = SessionInfo->GetSessionId().ToString();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Zero the string out if we didn't have a valid one, in case this is called in c++
|
||||
SessionID.Empty();
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetCurrentUniqueBuildID(int32 &UniqueBuildId)
|
||||
{
|
||||
UniqueBuildId = GetBuildUniqueId();
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetUniqueBuildID(FBlueprintSessionResult SessionResult, int32 &UniqueBuildId)
|
||||
{
|
||||
UniqueBuildId = SessionResult.OnlineResult.Session.SessionSettings.BuildUniqueId;
|
||||
}
|
||||
|
||||
FName UAdvancedSessionsLibrary::GetSessionPropertyKey(const FSessionPropertyKeyPair& SessionProperty)
|
||||
{
|
||||
return SessionProperty.Key;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::FindSessionPropertyByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, FSessionPropertyKeyPair& OutProperty)
|
||||
{
|
||||
const FSessionPropertyKeyPair* prop = ExtraSettings.FindByPredicate([&](const FSessionPropertyKeyPair& it) {return it.Key == SettingName; });
|
||||
if (prop)
|
||||
{
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
OutProperty = *prop;
|
||||
return;
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::FindSessionPropertyIndexByName(const TArray<FSessionPropertyKeyPair>& ExtraSettings, FName SettingName, EBlueprintResultSwitch &Result, int32& OutIndex)
|
||||
{
|
||||
OutIndex = ExtraSettings.IndexOfByPredicate([&](const FSessionPropertyKeyPair& it) {return it.Key == SettingName; });
|
||||
|
||||
Result = OutIndex != INDEX_NONE ? EBlueprintResultSwitch::OnSuccess : EBlueprintResultSwitch::OnFailure;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::AddOrModifyExtraSettings(UPARAM(ref) TArray<FSessionPropertyKeyPair> & SettingsArray, UPARAM(ref) TArray<FSessionPropertyKeyPair> & NewOrChangedSettings, TArray<FSessionPropertyKeyPair> & ModifiedSettingsArray)
|
||||
{
|
||||
ModifiedSettingsArray = SettingsArray;
|
||||
|
||||
bool bFoundSetting = false;
|
||||
// For each new setting
|
||||
for (const FSessionPropertyKeyPair& Setting : NewOrChangedSettings)
|
||||
{
|
||||
bFoundSetting = false;
|
||||
|
||||
for (FSessionPropertyKeyPair & itr : ModifiedSettingsArray)
|
||||
{
|
||||
// Manually comparing the keys
|
||||
if (itr.Key == Setting.Key)
|
||||
{
|
||||
bFoundSetting = true;
|
||||
itr.Data = Setting.Data;
|
||||
}
|
||||
}
|
||||
|
||||
// If it was not found, add to the array instead
|
||||
if (!bFoundSetting)
|
||||
{
|
||||
ModifiedSettingsArray.Add(Setting);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetExtraSettings(FBlueprintSessionResult SessionResult, TArray<FSessionPropertyKeyPair> & ExtraSettings)
|
||||
{
|
||||
FSessionPropertyKeyPair NewSetting;
|
||||
for (auto& Elem : SessionResult.OnlineResult.Session.SessionSettings.Settings)
|
||||
{
|
||||
NewSetting.Key = Elem.Key;
|
||||
NewSetting.Data = Elem.Value.Data;
|
||||
ExtraSettings.Add(NewSetting);
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionState(UObject* WorldContextObject, EBPOnlineSessionState &SessionState)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionState couldn't get the session interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
SessionState = ((EBPOnlineSessionState)SessionInterface->GetSessionState(NAME_GameSession));
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionSettings(UObject* WorldContextObject, int32 &NumConnections, int32 &NumPrivateConnections, bool &bIsLAN, bool &bIsDedicated, bool &bAllowInvites, bool &bAllowJoinInProgress, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, EBlueprintResultSwitch &Result)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session interface!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(NAME_GameSession);
|
||||
if (!settings)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
BuildUniqueID = settings->BuildUniqueId;
|
||||
NumConnections = settings->NumPublicConnections;
|
||||
NumPrivateConnections = settings->NumPrivateConnections;
|
||||
bIsLAN = settings->bIsLANMatch;
|
||||
bIsDedicated = settings->bIsDedicated;
|
||||
bIsAnticheatEnabled = settings->bAntiCheatProtected;
|
||||
bAllowInvites = settings->bAllowInvites;
|
||||
bAllowJoinInProgress = settings->bAllowJoinInProgress;
|
||||
|
||||
FSessionPropertyKeyPair NewSetting;
|
||||
|
||||
for (auto& Elem : settings->Settings)
|
||||
{
|
||||
NewSetting.Key = Elem.Key;
|
||||
NewSetting.Data = Elem.Value.Data;
|
||||
ExtraSettings.Add(NewSetting);
|
||||
}
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::IsPlayerInSession(UObject* WorldContextObject, const FBPUniqueNetId &PlayerToCheck, bool &bIsInSession)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
||||
|
||||
if (!SessionInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("IsPlayerInSession couldn't get the session interface!"));
|
||||
bIsInSession = false;
|
||||
return;
|
||||
}
|
||||
|
||||
bIsInSession = SessionInterface->IsPlayerInSession(NAME_GameSession, *PlayerToCheck.GetUniqueNetId());
|
||||
}
|
||||
|
||||
FSessionsSearchSetting UAdvancedSessionsLibrary::MakeLiteralSessionSearchProperty(FSessionPropertyKeyPair SessionSearchProperty, EOnlineComparisonOpRedux ComparisonOp)
|
||||
{
|
||||
FSessionsSearchSetting setting;
|
||||
setting.PropertyKeyPair = SessionSearchProperty;
|
||||
setting.ComparisonOp = ComparisonOp;
|
||||
|
||||
return setting;
|
||||
}
|
||||
|
||||
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyByte(FName Key, uint8 Value)
|
||||
{
|
||||
FSessionPropertyKeyPair Prop;
|
||||
Prop.Key = Key;
|
||||
Prop.Data.SetValue((int32)Value);
|
||||
return Prop;
|
||||
}
|
||||
|
||||
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyBool(FName Key, bool Value)
|
||||
{
|
||||
FSessionPropertyKeyPair Prop;
|
||||
Prop.Key = Key;
|
||||
Prop.Data.SetValue(Value);
|
||||
return Prop;
|
||||
}
|
||||
|
||||
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyString(FName Key, FString Value)
|
||||
{
|
||||
FSessionPropertyKeyPair Prop;
|
||||
Prop.Key = Key;
|
||||
Prop.Data.SetValue(Value);
|
||||
return Prop;
|
||||
}
|
||||
|
||||
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyInt(FName Key, int32 Value)
|
||||
{
|
||||
FSessionPropertyKeyPair Prop;
|
||||
Prop.Key = Key;
|
||||
Prop.Data.SetValue(Value);
|
||||
return Prop;
|
||||
}
|
||||
|
||||
FSessionPropertyKeyPair UAdvancedSessionsLibrary::MakeLiteralSessionPropertyFloat(FName Key, float Value)
|
||||
{
|
||||
FSessionPropertyKeyPair Prop;
|
||||
Prop.Key = Key;
|
||||
Prop.Data.SetValue(Value);
|
||||
return Prop;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionPropertyByte(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, uint8 &SettingValue)
|
||||
{
|
||||
for (FSessionPropertyKeyPair itr : ExtraSettings)
|
||||
{
|
||||
if (itr.Key == SettingName)
|
||||
{
|
||||
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Int32)
|
||||
{
|
||||
int32 Val;
|
||||
itr.Data.GetValue(Val);
|
||||
SettingValue = (uint8)(Val);
|
||||
SearchResult = ESessionSettingSearchResult::Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
SearchResult = ESessionSettingSearchResult::WrongType;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SearchResult = ESessionSettingSearchResult::NotFound;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionPropertyBool(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, bool &SettingValue)
|
||||
{
|
||||
for (FSessionPropertyKeyPair itr : ExtraSettings)
|
||||
{
|
||||
if (itr.Key == SettingName)
|
||||
{
|
||||
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Bool)
|
||||
{
|
||||
itr.Data.GetValue(SettingValue);
|
||||
SearchResult = ESessionSettingSearchResult::Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
SearchResult = ESessionSettingSearchResult::WrongType;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SearchResult = ESessionSettingSearchResult::NotFound;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionPropertyString(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, FString &SettingValue)
|
||||
{
|
||||
for (FSessionPropertyKeyPair itr : ExtraSettings)
|
||||
{
|
||||
if (itr.Key == SettingName)
|
||||
{
|
||||
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::String)
|
||||
{
|
||||
itr.Data.GetValue(SettingValue);
|
||||
SearchResult = ESessionSettingSearchResult::Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
SearchResult = ESessionSettingSearchResult::WrongType;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SearchResult = ESessionSettingSearchResult::NotFound;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionPropertyInt(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, int32 &SettingValue)
|
||||
{
|
||||
for (FSessionPropertyKeyPair itr : ExtraSettings)
|
||||
{
|
||||
if (itr.Key == SettingName)
|
||||
{
|
||||
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Int32)
|
||||
{
|
||||
itr.Data.GetValue(SettingValue);
|
||||
SearchResult = ESessionSettingSearchResult::Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
SearchResult = ESessionSettingSearchResult::WrongType;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SearchResult = ESessionSettingSearchResult::NotFound;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetSessionPropertyFloat(const TArray<FSessionPropertyKeyPair> & ExtraSettings, FName SettingName, ESessionSettingSearchResult &SearchResult, float &SettingValue)
|
||||
{
|
||||
for (FSessionPropertyKeyPair itr : ExtraSettings)
|
||||
{
|
||||
if (itr.Key == SettingName)
|
||||
{
|
||||
if (itr.Data.GetType() == EOnlineKeyValuePairDataType::Float)
|
||||
{
|
||||
itr.Data.GetValue(SettingValue);
|
||||
SearchResult = ESessionSettingSearchResult::Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
SearchResult = ESessionSettingSearchResult::WrongType;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SearchResult = ESessionSettingSearchResult::NotFound;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool UAdvancedSessionsLibrary::HasOnlineSubsystem(FName SubSystemName)
|
||||
{
|
||||
return IOnlineSubsystem::DoesInstanceExist(SubSystemName);
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetNetPlayerIndex(APlayerController *PlayerController, int32 &NetPlayerIndex)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNetPlayerIndex received a bad PlayerController!"));
|
||||
NetPlayerIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
NetPlayerIndex = PlayerController->NetPlayerIndex;
|
||||
return;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::UniqueNetIdToString(const FBPUniqueNetId& UniqueNetId, FString &String)
|
||||
{
|
||||
const FUniqueNetId * ID = UniqueNetId.GetUniqueNetId();
|
||||
|
||||
if ( !ID )
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("UniqueNetIdToString received a bad UniqueNetId!"));
|
||||
String = "ERROR, BAD UNIQUE NET ID";
|
||||
}
|
||||
else
|
||||
String = ID->ToString();
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController received a bad PlayerController!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
|
||||
{
|
||||
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId());
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromController couldn't get the player uniquenetid!"));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
FBPUniqueNetId ReturnID;
|
||||
if (SessionResult.OnlineResult.IsValid())
|
||||
{
|
||||
ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
|
||||
}
|
||||
|
||||
UniqueNetId = ReturnID;
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
|
||||
{
|
||||
if (!PlayerState)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState received a bad PlayerState!"));
|
||||
return;
|
||||
}
|
||||
|
||||
UniqueNetId.SetUniqueNetId(PlayerState->GetUniqueId().GetUniqueNetId());
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetUniqueNetIdFromPlayerState couldn't get the player uniquenetid!"));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
bool UAdvancedSessionsLibrary::IsValidUniqueNetID(const FBPUniqueNetId &UniqueNetId)
|
||||
{
|
||||
return UniqueNetId.IsValid();
|
||||
}
|
||||
|
||||
bool UAdvancedSessionsLibrary::EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B)
|
||||
{
|
||||
return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId()));
|
||||
}
|
||||
|
||||
FUniqueNetIdRepl UAdvancedSessionsLibrary::Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID)
|
||||
{
|
||||
return FUniqueNetIdRepl(InUniqueID.GetUniqueNetId()->AsShared());
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("SetLocalPlayerNameFromController Bad Player Controller!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
|
||||
{
|
||||
PlayerState->SetPlayerName(PlayerName);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("SetLocalPlayerNameFromController had a bad player state!"));
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetPlayerName(APlayerController *PlayerController, FString &PlayerName)
|
||||
{
|
||||
if (!PlayerController)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetLocalPlayerNameFromController Bad Player Controller!"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (APlayerState* PlayerState = (PlayerController != NULL) ? PlayerController->PlayerState : NULL)
|
||||
{
|
||||
PlayerName = PlayerState->GetPlayerName();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetLocalPlayerNameFromController had a bad player state!"));
|
||||
}
|
||||
}
|
||||
|
||||
void UAdvancedSessionsLibrary::GetNumberOfNetworkPlayers(UObject* WorldContextObject, int32 &NumNetPlayers)
|
||||
{
|
||||
//Get World
|
||||
UWorld* TheWorld = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
|
||||
if (!TheWorld)
|
||||
{
|
||||
UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetNumberOfNetworkPlayers Failed to get World()!"));
|
||||
return;
|
||||
}
|
||||
|
||||
NumNetPlayers = TheWorld->GetGameState()->PlayerArray.Num();
|
||||
}
|
||||
|
||||
bool UAdvancedSessionsLibrary::ServerTravel(UObject* WorldContextObject, const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify)
|
||||
{
|
||||
if (!WorldContextObject)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//using a context object to get the world
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull);
|
||||
if (World)
|
||||
{
|
||||
return World->ServerTravel(FURL, bAbsolute, bShouldSkipGameNotify);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,359 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedVoiceLibrary.h"
|
||||
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedVoiceLog);
|
||||
|
||||
void UAdvancedVoiceLibrary::IsHeadsetPresent(UObject* WorldContextObject, bool & bHasHeadset, uint8 LocalPlayerNum)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
bHasHeadset = false;
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Check For Headset couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
bHasHeadset = VoiceInterface->IsHeadsetPresent(LocalPlayerNum);
|
||||
}
|
||||
|
||||
void UAdvancedVoiceLibrary::StartNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->StartNetworkedVoice(LocalPlayerNum);
|
||||
}
|
||||
|
||||
void UAdvancedVoiceLibrary::StopNetworkedVoice(UObject* WorldContextObject, uint8 LocalPlayerNum)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Start Networked Voice couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->StopNetworkedVoice(LocalPlayerNum);
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::RegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talker couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->RegisterLocalTalker(LocalPlayerNum);
|
||||
}
|
||||
|
||||
void UAdvancedVoiceLibrary::RegisterAllLocalTalkers(UObject* WorldContextObject)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Local Talkers couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->RegisterLocalTalkers();
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedVoiceLibrary::UnRegisterLocalTalker(UObject* WorldContextObject, uint8 LocalPlayerNum)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unregister Local Talker couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->UnregisterLocalTalker(LocalPlayerNum);
|
||||
}
|
||||
|
||||
void UAdvancedVoiceLibrary::UnRegisterAllLocalTalkers(UObject* WorldContextObject)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister All Local Talkers couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->UnregisterLocalTalkers();
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::RegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Register Remote Talker couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->RegisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::UnRegisterRemoteTalker(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("UnRegister Remote Talker couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->UnregisterRemoteTalker(*UniqueNetId.GetUniqueNetId());
|
||||
}
|
||||
|
||||
void UAdvancedVoiceLibrary::RemoveAllRemoteTalkers(UObject* WorldContextObject)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Remove All Remote Talkers couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
VoiceInterface->RemoveAllRemoteTalkers();
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::IsLocalPlayerTalking(UObject* WorldContextObject, uint8 LocalPlayerNum)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Local Player Talking couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->IsLocalPlayerTalking(LocalPlayerNum);
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::IsRemotePlayerTalking(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Remote Player Talking couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->IsRemotePlayerTalking(*UniqueNetId.GetUniqueNetId());
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::IsPlayerMuted(UObject* WorldContextObject, uint8 LocalUserNumChecking, const FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Is Player Muted couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->IsMuted(LocalUserNumChecking, *UniqueNetId.GetUniqueNetId());
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::MuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Mute Remote Talker couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->MuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
|
||||
}
|
||||
|
||||
bool UAdvancedVoiceLibrary::UnMuteRemoteTalker(UObject* WorldContextObject, uint8 LocalUserNum, const FBPUniqueNetId& UniqueNetId, bool bIsSystemWide)
|
||||
{
|
||||
if (!UniqueNetId.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker was passed an invalid unique net id!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return VoiceInterface->UnmuteRemoteTalker(LocalUserNum, *UniqueNetId.GetUniqueNetId(), bIsSystemWide);
|
||||
}
|
||||
|
||||
|
||||
void UAdvancedVoiceLibrary::GetNumLocalTalkers(UObject* WorldContextObject, int32 & NumLocalTalkers)
|
||||
{
|
||||
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(World);
|
||||
|
||||
if (!VoiceInterface.IsValid())
|
||||
{
|
||||
NumLocalTalkers = 0;
|
||||
UE_LOG(AdvancedVoiceLog, Warning, TEXT("Unmute Remote Talker couldn't get the voice interface!"));
|
||||
return;
|
||||
}
|
||||
|
||||
NumLocalTalkers = VoiceInterface->GetNumLocalTalkers();
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "AutoLoginUserCallbackProxy.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// ULoginUserCallbackProxy
|
||||
|
||||
UAutoLoginUserCallbackProxy::UAutoLoginUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnLoginCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UAutoLoginUserCallbackProxy* UAutoLoginUserCallbackProxy::AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum)
|
||||
{
|
||||
UAutoLoginUserCallbackProxy* Proxy = NewObject<UAutoLoginUserCallbackProxy>();
|
||||
Proxy->LocalUserNumber = LocalUserNum;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UAutoLoginUserCallbackProxy::Activate()
|
||||
{
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("AutoLoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(LocalUserNumber, Delegate);
|
||||
Identity->AutoLogin(LocalUserNumber);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("AutoLoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle);
|
||||
}
|
||||
|
||||
if (APlayerController* PController = UGameplayStatics::GetPlayerController(WorldContextObject->GetWorld(), LocalUserNum))
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PController->Player);
|
||||
|
||||
FUniqueNetIdRepl uniqueId(UserId.AsShared());
|
||||
|
||||
if (Player)
|
||||
{
|
||||
Player->SetCachedUniqueNetId(uniqueId);
|
||||
}
|
||||
|
||||
if (APlayerState* State = PController->PlayerState)
|
||||
{
|
||||
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
|
||||
State->SetUniqueId(uniqueId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "CancelFindSessionsCallbackProxy.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UCancelFindSessionsCallbackProxy
|
||||
|
||||
UCancelFindSessionsCallbackProxy::UCancelFindSessionsCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnCancelFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UCancelFindSessionsCallbackProxy* UCancelFindSessionsCallbackProxy::CancelFindSessions(UObject* WorldContextObject, class APlayerController* PlayerController)
|
||||
{
|
||||
UCancelFindSessionsCallbackProxy* Proxy = NewObject<UCancelFindSessionsCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UCancelFindSessionsCallbackProxy::Activate()
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
DelegateHandle = Sessions->AddOnCancelFindSessionsCompleteDelegate_Handle(Delegate);
|
||||
Sessions->CancelFindSessions();
|
||||
|
||||
// OnCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UCancelFindSessionsCallbackProxy::OnCompleted(bool bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CancelFindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnCancelFindSessionsCompleteDelegate_Handle(DelegateHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,182 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "CreateSessionCallbackProxyAdvanced.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UCreateSessionCallbackProxyAdvanced
|
||||
|
||||
UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, CreateCompleteDelegate(FOnCreateSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnCreateCompleted))
|
||||
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
|
||||
, NumPublicConnections(1)
|
||||
{
|
||||
}
|
||||
|
||||
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair>& ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, /*bool bUsePresence,*/ bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable, bool bStartAfterCreate)
|
||||
{
|
||||
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->NumPublicConnections = PublicConnections;
|
||||
Proxy->NumPrivateConnections = PrivateConnections;
|
||||
Proxy->bUseLAN = bUseLAN;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
Proxy->bAllowInvites = bAllowInvites;
|
||||
Proxy->ExtraSettings = ExtraSettings;
|
||||
Proxy->bDedicatedServer = bIsDedicatedServer;
|
||||
/*Proxy->bUsePresence = bUsePresence;*/
|
||||
Proxy->bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
||||
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
||||
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||
Proxy->bAntiCheatProtected = bAntiCheatProtected;
|
||||
Proxy->bUsesStats = bUsesStats;
|
||||
Proxy->bShouldAdvertise = bShouldAdvertise;
|
||||
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
|
||||
Proxy->bStartAfterCreate = bStartAfterCreate;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UCreateSessionCallbackProxyAdvanced::Activate()
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (PlayerControllerWeakPtr.IsValid() )
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
CreateCompleteDelegateHandle = Sessions->AddOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegate);
|
||||
|
||||
FOnlineSessionSettings Settings;
|
||||
Settings.NumPublicConnections = NumPublicConnections;
|
||||
Settings.NumPrivateConnections = NumPrivateConnections;
|
||||
Settings.bShouldAdvertise = bShouldAdvertise;
|
||||
Settings.bAllowJoinInProgress = true;
|
||||
Settings.bIsLANMatch = bUseLAN;
|
||||
Settings.bAllowJoinViaPresence = bAllowJoinViaPresence;
|
||||
Settings.bIsDedicated = bDedicatedServer;
|
||||
|
||||
if (bDedicatedServer)
|
||||
{
|
||||
Settings.bUseLobbiesIfAvailable = false;
|
||||
Settings.bUsesPresence = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
|
||||
Settings.bUsesPresence = bUseLobbiesIfAvailable;
|
||||
}
|
||||
|
||||
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
|
||||
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||
Settings.bAntiCheatProtected = bAntiCheatProtected;
|
||||
Settings.bUsesStats = bUsesStats;
|
||||
|
||||
// These are about the only changes over the standard Create Sessions Node
|
||||
Settings.bAllowInvites = bAllowInvites;
|
||||
|
||||
FOnlineSessionSetting ExtraSetting;
|
||||
for (int i = 0; i < ExtraSettings.Num(); i++)
|
||||
{
|
||||
ExtraSetting.Data = ExtraSettings[i].Data;
|
||||
// ViaOnlineServiceAndPing
|
||||
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
|
||||
Settings.Settings.Add(ExtraSettings[i].Key, ExtraSetting);
|
||||
}
|
||||
|
||||
|
||||
if (!bDedicatedServer )
|
||||
{
|
||||
if (PlayerControllerWeakPtr.IsValid() && Helper.UserID.IsValid())
|
||||
{
|
||||
Sessions->CreateSession(*Helper.UserID, NAME_GameSession, Settings);
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Invalid Player controller when attempting to start a session"), ELogVerbosity::Warning);
|
||||
Sessions->ClearOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegateHandle);
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
else
|
||||
Sessions->CreateSession(0, NAME_GameSession, Settings);
|
||||
|
||||
// OnCreateCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UCreateSessionCallbackProxyAdvanced::OnCreateCompleted(FName SessionName, bool bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("CreateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
//Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnCreateSessionCompleteDelegate_Handle(CreateCompleteDelegateHandle);
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
if (this->bStartAfterCreate)
|
||||
{
|
||||
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned on, starting session now."));
|
||||
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
|
||||
Sessions->StartSession(NAME_GameSession); // We'll call `OnSuccess.Broadcast()` when start succeeds.
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG_ONLINE_SESSION(Display, TEXT("Session creation completed. Automatic start is turned off, to start the session call 'StartSession'."));
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
|
||||
// OnStartCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
void UCreateSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
//Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "EndSessionCallbackProxy.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UEndSessionCallbackProxy
|
||||
|
||||
UEndSessionCallbackProxy::UEndSessionCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnEndSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UEndSessionCallbackProxy* UEndSessionCallbackProxy::EndSession(UObject* WorldContextObject, class APlayerController* PlayerController)
|
||||
{
|
||||
UEndSessionCallbackProxy* Proxy = NewObject<UEndSessionCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UEndSessionCallbackProxy::Activate()
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
FNamedOnlineSession* Session = Sessions->GetNamedSession(NAME_GameSession);
|
||||
if (Session &&
|
||||
Session->SessionState == EOnlineSessionState::InProgress)
|
||||
{
|
||||
DelegateHandle = Sessions->AddOnEndSessionCompleteDelegate_Handle(Delegate);
|
||||
Sessions->EndSession(NAME_GameSession);
|
||||
}
|
||||
else
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
// OnCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UEndSessionCallbackProxy::OnCompleted(FName SessionName, bool bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnEndSessionCompleteDelegate_Handle(DelegateHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,138 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "FindFriendSessionCallbackProxy.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UGetRecentPlayersCallbackProxy
|
||||
DEFINE_LOG_CATEGORY(AdvancedFindFriendSessionLog);
|
||||
|
||||
UFindFriendSessionCallbackProxy::UFindFriendSessionCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, OnFindFriendSessionCompleteDelegate(FOnFindFriendSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnFindFriendSessionCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UFindFriendSessionCallbackProxy* UFindFriendSessionCallbackProxy::FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId)
|
||||
{
|
||||
UFindFriendSessionCallbackProxy* Proxy = NewObject<UFindFriendSessionCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->cUniqueNetId = FriendUniqueNetId;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UFindFriendSessionCallbackProxy::Activate()
|
||||
{
|
||||
if (!cUniqueNetId.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad UniqueNetId!"));
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed received a bad playercontroller!"));
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (!Helper.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineSessionPtr Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed couldn't cast to ULocalPlayer!"));
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
return;
|
||||
}
|
||||
|
||||
FindFriendSessionCompleteDelegateHandle = Sessions->AddOnFindFriendSessionCompleteDelegate_Handle(Player->GetControllerId(), OnFindFriendSessionCompleteDelegate);
|
||||
|
||||
Sessions->FindFriendSession(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
}
|
||||
|
||||
|
||||
void UFindFriendSessionCallbackProxy::OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const TArray<FOnlineSessionSearchResult>& SessionInfo)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("EndSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
IOnlineSessionPtr Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
|
||||
if (Sessions.IsValid())
|
||||
Sessions->ClearOnFindFriendSessionCompleteDelegate_Handle(LocalPlayer, FindFriendSessionCompleteDelegateHandle);
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
TArray<FBlueprintSessionResult> Result;
|
||||
|
||||
for (auto& Sesh : SessionInfo)
|
||||
{
|
||||
if (Sesh.IsValid())
|
||||
{
|
||||
FBlueprintSessionResult BSesh;
|
||||
BSesh.OnlineResult = Sesh;
|
||||
|
||||
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
|
||||
if (!BSesh.OnlineResult.Session.SessionSettings.bIsDedicated)
|
||||
{
|
||||
BSesh.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
||||
BSesh.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
||||
}
|
||||
|
||||
Result.Add(BSesh);
|
||||
}
|
||||
}
|
||||
|
||||
if (Result.Num() > 0)
|
||||
OnSuccess.Broadcast(Result);
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed, returned an invalid session."));
|
||||
OnFailure.Broadcast(Result);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedFindFriendSessionLog, Warning, TEXT("FindFriendSession Failed"));
|
||||
TArray<FBlueprintSessionResult> EmptyResult;
|
||||
OnFailure.Broadcast(EmptyResult);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,451 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "FindSessionsCallbackProxyAdvanced.h"
|
||||
|
||||
#include "Online/OnlineSessionNames.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UFindSessionsCallbackProxyAdvanced
|
||||
|
||||
|
||||
UFindSessionsCallbackProxyAdvanced::UFindSessionsCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnFindSessionsCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
, bUseLAN(false)
|
||||
{
|
||||
bRunSecondSearch = false;
|
||||
bIsOnSecondSearch = false;
|
||||
}
|
||||
|
||||
UFindSessionsCallbackProxyAdvanced* UFindSessionsCallbackProxyAdvanced::FindSessionsAdvanced(UObject* WorldContextObject, class APlayerController* PlayerController, int MaxResults, bool bUseLAN, EBPServerPresenceSearchType ServerTypeToSearch, const TArray<FSessionsSearchSetting> &Filters, bool bEmptyServersOnly, bool bNonEmptyServersOnly, bool bSecureServersOnly, /*bool bSearchLobbies,*/ int MinSlotsAvailable)
|
||||
{
|
||||
UFindSessionsCallbackProxyAdvanced* Proxy = NewObject<UFindSessionsCallbackProxyAdvanced>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->bUseLAN = bUseLAN;
|
||||
Proxy->MaxResults = MaxResults;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
Proxy->SearchSettings = Filters;
|
||||
Proxy->ServerSearchType = ServerTypeToSearch;
|
||||
Proxy->bEmptyServersOnly = bEmptyServersOnly,
|
||||
Proxy->bNonEmptyServersOnly = bNonEmptyServersOnly;
|
||||
Proxy->bSecureServersOnly = bSecureServersOnly;
|
||||
//Proxy->bSearchLobbies = bSearchLobbies;
|
||||
Proxy->MinSlotsAvailable = MinSlotsAvailable;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UFindSessionsCallbackProxyAdvanced::Activate()
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessions"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
// Re-initialize here, otherwise I think there might be issues with people re-calling search for some reason before it is destroyed
|
||||
bRunSecondSearch = false;
|
||||
bIsOnSecondSearch = false;
|
||||
|
||||
DelegateHandle = Sessions->AddOnFindSessionsCompleteDelegate_Handle(Delegate);
|
||||
|
||||
SearchObject = MakeShareable(new FOnlineSessionSearch);
|
||||
SearchObject->MaxSearchResults = MaxResults;
|
||||
SearchObject->bIsLanQuery = bUseLAN;
|
||||
//SearchObject->QuerySettings.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
// Create temp filter variable, because I had to re-define a blueprint version of this, it is required.
|
||||
FOnlineSearchSettingsEx tem;
|
||||
|
||||
/* // Search only for dedicated servers (value is true/false)
|
||||
#define SEARCH_DEDICATED_ONLY FName(TEXT("DEDICATEDONLY"))
|
||||
// Search for empty servers only (value is true/false)
|
||||
#define SEARCH_EMPTY_SERVERS_ONLY FName(TEXT("EMPTYONLY"))
|
||||
// Search for non empty servers only (value is true/false)
|
||||
#define SEARCH_NONEMPTY_SERVERS_ONLY FName(TEXT("NONEMPTYONLY"))
|
||||
// Search for secure servers only (value is true/false)
|
||||
#define SEARCH_SECURE_SERVERS_ONLY FName(TEXT("SECUREONLY"))
|
||||
// Search for presence sessions only (value is true/false)
|
||||
#define SEARCH_PRESENCE FName(TEXT("PRESENCESEARCH"))
|
||||
// Search for a match with min player availability (value is int)
|
||||
#define SEARCH_MINSLOTSAVAILABLE FName(TEXT("MINSLOTSAVAILABLE"))
|
||||
// Exclude all matches where any unique ids in a given array are present (value is string of the form "uniqueid1;uniqueid2;uniqueid3")
|
||||
#define SEARCH_EXCLUDE_UNIQUEIDS FName(TEXT("EXCLUDEUNIQUEIDS"))
|
||||
// User ID to search for session of
|
||||
#define SEARCH_USER FName(TEXT("SEARCHUSER"))
|
||||
// Keywords to match in session search
|
||||
#define SEARCH_KEYWORDS FName(TEXT("SEARCHKEYWORDS"))*/
|
||||
/** Keywords to match in session search */
|
||||
/** The matchmaking queue name to matchmake in, e.g. "TeamDeathmatch" (value is string) */
|
||||
/** #define SEARCH_MATCHMAKING_QUEUE FName(TEXT("MATCHMAKINGQUEUE"))*/
|
||||
/** If set, use the named Xbox Live hopper to find a session via matchmaking (value is a string) */
|
||||
/** #define SEARCH_XBOX_LIVE_HOPPER_NAME FName(TEXT("LIVEHOPPERNAME"))*/
|
||||
/** Which session template from the service configuration to use */
|
||||
/** #define SEARCH_XBOX_LIVE_SESSION_TEMPLATE_NAME FName(TEXT("LIVESESSIONTEMPLATE"))*/
|
||||
/** Selection method used to determine which match to join when multiple are returned (valid only on Switch) */
|
||||
/** #define SEARCH_SWITCH_SELECTION_METHOD FName(TEXT("SWITCHSELECTIONMETHOD"))*/
|
||||
/** Whether to use lobbies vs sessions */
|
||||
/** #define SEARCH_LOBBIES FName(TEXT("LOBBYSEARCH"))*/
|
||||
if (bEmptyServersOnly)
|
||||
tem.Set(SEARCH_EMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
if (bNonEmptyServersOnly)
|
||||
tem.Set(SEARCH_NONEMPTY_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
if (bSecureServersOnly)
|
||||
tem.Set(SEARCH_SECURE_SERVERS_ONLY, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
if (MinSlotsAvailable != 0)
|
||||
tem.Set(SEARCH_MINSLOTSAVAILABLE, MinSlotsAvailable, EOnlineComparisonOp::GreaterThanEquals);
|
||||
|
||||
// Filter results
|
||||
if (SearchSettings.Num() > 0)
|
||||
{
|
||||
for (int i = 0; i < SearchSettings.Num(); i++)
|
||||
{
|
||||
// Function that was added to make directly adding a FVariant possible
|
||||
tem.HardSet(SearchSettings[i].PropertyKeyPair.Key, SearchSettings[i].PropertyKeyPair.Data, SearchSettings[i].ComparisonOp);
|
||||
}
|
||||
}
|
||||
|
||||
switch (ServerSearchType)
|
||||
{
|
||||
|
||||
case EBPServerPresenceSearchType::ClientServersOnly:
|
||||
{
|
||||
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
||||
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
||||
}
|
||||
break;
|
||||
|
||||
case EBPServerPresenceSearchType::DedicatedServersOnly:
|
||||
{
|
||||
//tem.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
|
||||
}
|
||||
break;
|
||||
|
||||
case EBPServerPresenceSearchType::AllServers:
|
||||
default:
|
||||
{
|
||||
//if (IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
||||
//{
|
||||
bRunSecondSearch = true;
|
||||
|
||||
SearchObjectDedicated = MakeShareable(new FOnlineSessionSearch);
|
||||
SearchObjectDedicated->MaxSearchResults = MaxResults;
|
||||
SearchObjectDedicated->bIsLanQuery = bUseLAN;
|
||||
|
||||
FOnlineSearchSettingsEx DedicatedOnly = tem;
|
||||
|
||||
//tem.Set(SEARCH_PRESENCE, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
//if (bSearchLobbies)// && !IOnlineSubsystem::DoesInstanceExist("STEAM"))
|
||||
tem.Set(SEARCH_LOBBIES, true, EOnlineComparisonOp::Equals);
|
||||
|
||||
//DedicatedOnly.Set(SEARCH_DEDICATED_ONLY, true, EOnlineComparisonOp::Equals);
|
||||
SearchObjectDedicated->QuerySettings = DedicatedOnly;
|
||||
//}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Copy the derived temp variable over to it's base class
|
||||
SearchObject->QuerySettings = tem;
|
||||
|
||||
Sessions->FindSessions(*Helper.UserID, SearchObject.ToSharedRef());
|
||||
|
||||
// OnQueryCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast(SessionSearchResults);
|
||||
}
|
||||
|
||||
void UFindSessionsCallbackProxyAdvanced::OnCompleted(bool bSuccess)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("FindSessionsCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (!Helper.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast(SessionSearchResults);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bRunSecondSearch && Helper.IsValid())
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnFindSessionsCompleteDelegate_Handle(DelegateHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (bSuccess)
|
||||
{
|
||||
if (bIsOnSecondSearch)
|
||||
{
|
||||
if (SearchObjectDedicated.IsValid())
|
||||
{
|
||||
// Just log the results for now, will need to add a blueprint-compatible search result struct
|
||||
for (auto& Result : SearchObjectDedicated->SearchResults)
|
||||
{
|
||||
FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
|
||||
|
||||
FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log);
|
||||
|
||||
FBlueprintSessionResult BPResult;
|
||||
BPResult.OnlineResult = Result;
|
||||
SessionSearchResults.AddUnique(BPResult);
|
||||
}
|
||||
OnSuccess.Broadcast(SessionSearchResults);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SearchObject.IsValid())
|
||||
{
|
||||
// Just log the results for now, will need to add a blueprint-compatible search result struct
|
||||
for (auto& Result : SearchObject->SearchResults)
|
||||
{
|
||||
FString ResultText = FString::Printf(TEXT("Found a session. Ping is %d"), Result.PingInMs);
|
||||
|
||||
FFrame::KismetExecutionMessage(*ResultText, ELogVerbosity::Log);
|
||||
|
||||
FBlueprintSessionResult BPResult;
|
||||
BPResult.OnlineResult = Result;
|
||||
|
||||
// Temp for 5.5, force the values if epic isn't setting them, lobbies should always have these true
|
||||
if (ServerSearchType != EBPServerPresenceSearchType::DedicatedServersOnly )
|
||||
{
|
||||
BPResult.OnlineResult.Session.SessionSettings.bUseLobbiesIfAvailable = true;
|
||||
BPResult.OnlineResult.Session.SessionSettings.bUsesPresence = true;
|
||||
}
|
||||
|
||||
SessionSearchResults.AddUnique(BPResult);
|
||||
}
|
||||
if (!bRunSecondSearch)
|
||||
{
|
||||
OnSuccess.Broadcast(SessionSearchResults);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!bRunSecondSearch)
|
||||
{
|
||||
// Need to account for only one of the searches failing
|
||||
if (SessionSearchResults.Num() > 0)
|
||||
OnSuccess.Broadcast(SessionSearchResults);
|
||||
else
|
||||
OnFailure.Broadcast(SessionSearchResults);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (Helper.IsValid() && bRunSecondSearch && ServerSearchType == EBPServerPresenceSearchType::AllServers)
|
||||
{
|
||||
bRunSecondSearch = false;
|
||||
bIsOnSecondSearch = true;
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
Sessions->FindSessions(*Helper.UserID, SearchObjectDedicated.ToSharedRef());
|
||||
}
|
||||
else // We lost our player controller
|
||||
{
|
||||
if (bSuccess && SessionSearchResults.Num() > 0)
|
||||
OnSuccess.Broadcast(SessionSearchResults);
|
||||
else
|
||||
OnFailure.Broadcast(SessionSearchResults);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UFindSessionsCallbackProxyAdvanced::FilterSessionResults(const TArray<FBlueprintSessionResult> &SessionResults, const TArray<FSessionsSearchSetting> &Filters, TArray<FBlueprintSessionResult> &FilteredResults)
|
||||
{
|
||||
for (int j = 0; j < SessionResults.Num(); j++)
|
||||
{
|
||||
bool bAddResult = true;
|
||||
|
||||
// Filter results
|
||||
if (Filters.Num() > 0)
|
||||
{
|
||||
const FOnlineSessionSetting * setting;
|
||||
for (int i = 0; i < Filters.Num(); i++)
|
||||
{
|
||||
setting = SessionResults[j].OnlineResult.Session.SessionSettings.Settings.Find(Filters[i].PropertyKeyPair.Key);
|
||||
|
||||
// Couldn't find this key
|
||||
if (!setting)
|
||||
continue;
|
||||
|
||||
if (!CompareVariants(setting->Data, Filters[i].PropertyKeyPair.Data, Filters[i].ComparisonOp))
|
||||
{
|
||||
bAddResult = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bAddResult)
|
||||
FilteredResults.Add(SessionResults[j]);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool UFindSessionsCallbackProxyAdvanced::CompareVariants(const FVariantData &A, const FVariantData &B, EOnlineComparisonOpRedux Comparator)
|
||||
{
|
||||
if (A.GetType() != B.GetType())
|
||||
return false;
|
||||
|
||||
switch (A.GetType())
|
||||
{
|
||||
case EOnlineKeyValuePairDataType::Bool:
|
||||
{
|
||||
bool bA, bB;
|
||||
A.GetValue(bA);
|
||||
B.GetValue(bB);
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
default:
|
||||
return false;break;
|
||||
}
|
||||
}
|
||||
case EOnlineKeyValuePairDataType::Double:
|
||||
{
|
||||
double bA, bB;
|
||||
A.GetValue(bA);
|
||||
B.GetValue(bB);
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThanEquals:
|
||||
return (bA == bB || bA > bB); break;
|
||||
case EOnlineComparisonOpRedux::LessThanEquals:
|
||||
return (bA == bB || bA < bB); break;
|
||||
case EOnlineComparisonOpRedux::GreaterThan:
|
||||
return bA > bB; break;
|
||||
case EOnlineComparisonOpRedux::LessThan:
|
||||
return bA < bB; break;
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
case EOnlineKeyValuePairDataType::Float:
|
||||
{
|
||||
float tbA, tbB;
|
||||
double bA, bB;
|
||||
A.GetValue(tbA);
|
||||
B.GetValue(tbB);
|
||||
bA = (double)tbA;
|
||||
bB = (double)tbB;
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThanEquals:
|
||||
return (bA == bB || bA > bB); break;
|
||||
case EOnlineComparisonOpRedux::LessThanEquals:
|
||||
return (bA == bB || bA < bB); break;
|
||||
case EOnlineComparisonOpRedux::GreaterThan:
|
||||
return bA > bB; break;
|
||||
case EOnlineComparisonOpRedux::LessThan:
|
||||
return bA < bB; break;
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
case EOnlineKeyValuePairDataType::Int32:
|
||||
{
|
||||
int32 bA, bB;
|
||||
A.GetValue(bA);
|
||||
B.GetValue(bB);
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThanEquals:
|
||||
return (bA == bB || bA > bB); break;
|
||||
case EOnlineComparisonOpRedux::LessThanEquals:
|
||||
return (bA == bB || bA < bB); break;
|
||||
case EOnlineComparisonOpRedux::GreaterThan:
|
||||
return bA > bB; break;
|
||||
case EOnlineComparisonOpRedux::LessThan:
|
||||
return bA < bB; break;
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
case EOnlineKeyValuePairDataType::Int64:
|
||||
{
|
||||
uint64 bA, bB;
|
||||
A.GetValue(bA);
|
||||
B.GetValue(bB);
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
case EOnlineComparisonOpRedux::GreaterThanEquals:
|
||||
return (bA == bB || bA > bB); break;
|
||||
case EOnlineComparisonOpRedux::LessThanEquals:
|
||||
return (bA == bB || bA < bB); break;
|
||||
case EOnlineComparisonOpRedux::GreaterThan:
|
||||
return bA > bB; break;
|
||||
case EOnlineComparisonOpRedux::LessThan:
|
||||
return bA < bB; break;
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
|
||||
case EOnlineKeyValuePairDataType::String:
|
||||
{
|
||||
FString bA, bB;
|
||||
A.GetValue(bA);
|
||||
B.GetValue(bB);
|
||||
switch (Comparator)
|
||||
{
|
||||
case EOnlineComparisonOpRedux::Equals:
|
||||
return bA == bB; break;
|
||||
case EOnlineComparisonOpRedux::NotEquals:
|
||||
return bA != bB; break;
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
}
|
||||
|
||||
case EOnlineKeyValuePairDataType::Empty:
|
||||
case EOnlineKeyValuePairDataType::Blob:
|
||||
default:
|
||||
return false; break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,114 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "GetFriendsCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
#include "Interfaces/OnlineFriendsInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UGetFriendsCallbackProxy
|
||||
DEFINE_LOG_CATEGORY(AdvancedGetFriendsLog);
|
||||
|
||||
UGetFriendsCallbackProxy::UGetFriendsCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, FriendListReadCompleteDelegate(FOnReadFriendsListComplete::CreateUObject(this, &ThisClass::OnReadFriendsListCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UGetFriendsCallbackProxy* UGetFriendsCallbackProxy::GetAndStoreFriendsList(UObject* WorldContextObject, class APlayerController* PlayerController)
|
||||
{
|
||||
UGetFriendsCallbackProxy* Proxy = NewObject<UGetFriendsCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UGetFriendsCallbackProxy::Activate()
|
||||
{
|
||||
if (!PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedGetFriendsLog, Warning, TEXT("GetFriends Failed received a bad player controller!"));
|
||||
TArray<FBPFriendInfo> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetFriends"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (Helper.IsValid())
|
||||
{
|
||||
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
Friends->ReadFriendsList(Player->GetControllerId(), EFriendsLists::ToString((EFriendsLists::Default)), FriendListReadCompleteDelegate);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
TArray<FBPFriendInfo> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
}
|
||||
|
||||
void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bool bWasSuccessful, const FString& ListName, const FString& ErrorString)
|
||||
{
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetFriends"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
Helper.QueryIDFromPlayerController(PlayerControllerWeakPtr.Get());
|
||||
|
||||
if (!Helper.IsValid())
|
||||
{
|
||||
TArray<FBPFriendInfo> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
return;
|
||||
}
|
||||
|
||||
auto Friends = Helper.OnlineSub->GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
{
|
||||
// Not actually needed anymore, plus was not being validated and causing a crash
|
||||
//ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
TArray<FBPFriendInfo> FriendsListOut;
|
||||
TArray< TSharedRef<FOnlineFriend> > FriendList;
|
||||
if (Friends->GetFriendsList(LocalUserNum, ListName, FriendList))
|
||||
{
|
||||
for (int32 i = 0; i < FriendList.Num(); i++)
|
||||
{
|
||||
FBPFriendInfo BPF;
|
||||
const FOnlineUserPresence& pres = FriendList[i]->GetPresence();
|
||||
BPF.OnlineState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
BPF.DisplayName = FriendList[i]->GetDisplayName();
|
||||
BPF.RealName = FriendList[i]->GetRealName();
|
||||
BPF.UniqueNetId.SetUniqueNetId(FriendList[i]->GetUserId());
|
||||
BPF.bIsPlayingSameGame = pres.bIsPlayingThisGame;
|
||||
|
||||
BPF.PresenceInfo.bIsOnline = pres.bIsOnline;
|
||||
BPF.PresenceInfo.bHasVoiceSupport = pres.bHasVoiceSupport;
|
||||
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
|
||||
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
|
||||
|
||||
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
|
||||
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
|
||||
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
|
||||
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
|
||||
|
||||
|
||||
FriendsListOut.Add(BPF);
|
||||
}
|
||||
}
|
||||
|
||||
OnSuccess.Broadcast(FriendsListOut);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TArray<FBPFriendInfo> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "GetRecentPlayersCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UGetRecentPlayersCallbackProxy
|
||||
DEFINE_LOG_CATEGORY(AdvancedGetRecentPlayersLog);
|
||||
|
||||
UGetRecentPlayersCallbackProxy::UGetRecentPlayersCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, QueryRecentPlayersCompleteDelegate(FOnQueryRecentPlayersCompleteDelegate::CreateUObject(this, &ThisClass::OnQueryRecentPlayersCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UGetRecentPlayersCallbackProxy* UGetRecentPlayersCallbackProxy::GetAndStoreRecentPlayersList(UObject* WorldContextObject, const FBPUniqueNetId& UniqueNetId)
|
||||
{
|
||||
UGetRecentPlayersCallbackProxy* Proxy = NewObject<UGetRecentPlayersCallbackProxy>();
|
||||
Proxy->cUniqueNetId = UniqueNetId;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UGetRecentPlayersCallbackProxy::Activate()
|
||||
{
|
||||
if (!cUniqueNetId.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedGetRecentPlayersLog, Warning, TEXT("GetRecentPlayers Failed received a bad UniqueNetId!"));
|
||||
TArray<FBPOnlineRecentPlayer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetRecentPlayers"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
TArray<FBPOnlineRecentPlayer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
{
|
||||
DelegateHandle = Friends->AddOnQueryRecentPlayersCompleteDelegate_Handle(QueryRecentPlayersCompleteDelegate);
|
||||
|
||||
// Testing with null namespace
|
||||
Friends->QueryRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "");
|
||||
return;
|
||||
}
|
||||
// Fail immediately
|
||||
TArray<FBPOnlineRecentPlayer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
}
|
||||
|
||||
void UGetRecentPlayersCallbackProxy::OnQueryRecentPlayersCompleted(const FUniqueNetId &UserID, const FString &Namespace, bool bWasSuccessful, const FString& ErrorString)
|
||||
{
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetRecentPlayers"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
TArray<FBPOnlineRecentPlayer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
return;
|
||||
}
|
||||
|
||||
IOnlineFriendsPtr Friends = Helper.OnlineSub->GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
Friends->ClearOnQueryRecentPlayersCompleteDelegate_Handle(DelegateHandle);
|
||||
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
// WHOOPS
|
||||
//IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
{
|
||||
TArray<FBPOnlineRecentPlayer> PlayersListOut;
|
||||
TArray< TSharedRef<FOnlineRecentPlayer> > PlayerList;
|
||||
|
||||
Friends->GetRecentPlayers(*(cUniqueNetId.GetUniqueNetId()), "", PlayerList);
|
||||
|
||||
for (int32 i = 0; i < PlayerList.Num(); i++)
|
||||
{
|
||||
TSharedRef<FOnlineRecentPlayer> Player = PlayerList[i];
|
||||
FBPOnlineRecentPlayer BPF;
|
||||
BPF.DisplayName = Player->GetDisplayName();
|
||||
BPF.RealName = Player->GetRealName();
|
||||
BPF.UniqueNetId.SetUniqueNetId(Player->GetUserId());
|
||||
PlayersListOut.Add(BPF);
|
||||
}
|
||||
|
||||
OnSuccess.Broadcast(PlayersListOut);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TArray<FBPOnlineRecentPlayer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "GetUserPrivilegeCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UGetUserPrivilegeCallbackProxy
|
||||
|
||||
UGetUserPrivilegeCallbackProxy::UGetUserPrivilegeCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
|
||||
UGetUserPrivilegeCallbackProxy* UGetUserPrivilegeCallbackProxy::GetUserPrivilege(UObject* WorldContextObject, const EBPUserPrivileges & PrivilegeToCheck, const FBPUniqueNetId & PlayerUniqueNetID)
|
||||
{
|
||||
UGetUserPrivilegeCallbackProxy* Proxy = NewObject<UGetUserPrivilegeCallbackProxy>();
|
||||
Proxy->PlayerUniqueNetID.SetUniqueNetId(PlayerUniqueNetID.GetUniqueNetId());
|
||||
Proxy->UserPrivilege = PrivilegeToCheck;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UGetUserPrivilegeCallbackProxy::Activate()
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetUserPrivilege"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
Identity->GetUserPrivilege(*PlayerUniqueNetID.GetUniqueNetId(), (EUserPrivileges::Type)UserPrivilege, IOnlineIdentity::FOnGetUserPrivilegeCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted));
|
||||
return;
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UGetUserPrivilegeCallbackProxy::OnCompleted(const FUniqueNetId& PlayerID, EUserPrivileges::Type Privilege, uint32 PrivilegeResult)
|
||||
{
|
||||
OnSuccess.Broadcast(/*PlayerID,*/ (EBPUserPrivileges)Privilege, PrivilegeResult == 0);
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "LoginUserCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// ULoginUserCallbackProxy
|
||||
|
||||
ULoginUserCallbackProxy::ULoginUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnLoginCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType)
|
||||
{
|
||||
ULoginUserCallbackProxy* Proxy = NewObject<ULoginUserCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->UserID = UserID;
|
||||
Proxy->UserToken = UserToken;
|
||||
Proxy->AuthType = AuthType;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void ULoginUserCallbackProxy::Activate()
|
||||
{
|
||||
|
||||
if (!PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LoginUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
// Fallback to default AuthType if nothing is specified
|
||||
if (AuthType.IsEmpty())
|
||||
{
|
||||
AuthType = Identity->GetAuthType();
|
||||
}
|
||||
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
|
||||
FOnlineAccountCredentials AccountCreds(AuthType, UserID, UserToken);
|
||||
Identity->Login(Player->GetControllerId(), AccountCreds);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal)
|
||||
{
|
||||
if (PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
FUniqueNetIdRepl UniqueID(UserId.AsShared());
|
||||
|
||||
if (Player)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("GetUserPrivilege"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
|
||||
}
|
||||
Player->SetCachedUniqueNetId(UniqueID);
|
||||
}
|
||||
|
||||
if (APlayerState* State = PlayerControllerWeakPtr->PlayerState)
|
||||
{
|
||||
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
|
||||
State->SetUniqueId(UniqueID);
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "LogoutUserCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// ULogoutUserCallbackProxy
|
||||
|
||||
ULogoutUserCallbackProxy::ULogoutUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, Delegate(FOnLogoutCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
ULogoutUserCallbackProxy* ULogoutUserCallbackProxy::LogoutUser(UObject* WorldContextObject, class APlayerController* PlayerController)
|
||||
{
|
||||
ULogoutUserCallbackProxy* Proxy = NewObject<ULogoutUserCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void ULogoutUserCallbackProxy::Activate()
|
||||
{
|
||||
|
||||
if (!PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LogoutUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
DelegateHandle = Identity->AddOnLogoutCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
|
||||
Identity->Logout(Player->GetControllerId());
|
||||
return;
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void ULogoutUserCallbackProxy::OnCompleted(int LocalUserNum, bool bWasSuccessful)
|
||||
{
|
||||
|
||||
if (PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
if (Player)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("LogoutUser"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
auto Identity = Helper.OnlineSub->GetIdentityInterface();
|
||||
|
||||
if (Identity.IsValid())
|
||||
{
|
||||
Identity->ClearOnLogoutCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "SendFriendInviteCallbackProxy.h"
|
||||
|
||||
#include "Online.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UGetRecentPlayersCallbackProxy
|
||||
DEFINE_LOG_CATEGORY(AdvancedSendFriendInviteLog);
|
||||
|
||||
USendFriendInviteCallbackProxy::USendFriendInviteCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, OnSendInviteCompleteDelegate(FOnSendInviteComplete::CreateUObject(this, &ThisClass::OnSendInviteComplete))
|
||||
{
|
||||
}
|
||||
|
||||
USendFriendInviteCallbackProxy* USendFriendInviteCallbackProxy::SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited)
|
||||
{
|
||||
USendFriendInviteCallbackProxy* Proxy = NewObject<USendFriendInviteCallbackProxy>();
|
||||
Proxy->PlayerControllerWeakPtr = PlayerController;
|
||||
Proxy->cUniqueNetId = UniqueNetIDInvited;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void USendFriendInviteCallbackProxy::Activate()
|
||||
{
|
||||
if (!cUniqueNetId.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad UniqueNetId!"));
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!PlayerControllerWeakPtr.IsValid())
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed received a bad playercontroller!"));
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("SendFriendInvite"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (!Helper.OnlineSub)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
auto Friends = Helper.OnlineSub->GetFriendsInterface();
|
||||
if (Friends.IsValid())
|
||||
{
|
||||
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
|
||||
|
||||
if (!Player)
|
||||
{
|
||||
// Fail immediately
|
||||
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed couldn't cast to ULocalPlayer!"));
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
Friends->SendInvite(Player->GetControllerId(), *cUniqueNetId.GetUniqueNetId(), EFriendsLists::ToString((EFriendsLists::Default)), OnSendInviteCompleteDelegate);
|
||||
return;
|
||||
}
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void USendFriendInviteCallbackProxy::OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString)
|
||||
{
|
||||
if ( bWasSuccessful )
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSendFriendInviteLog, Warning, TEXT("SendFriendInvite Failed with error: %s"), *ErrorString);
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#include "StartSessionCallbackProxyAdvanced.h"
|
||||
|
||||
UStartSessionCallbackProxyAdvanced::UStartSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, StartCompleteDelegate(FOnStartSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnStartCompleted))
|
||||
{
|
||||
}
|
||||
|
||||
UStartSessionCallbackProxyAdvanced* UStartSessionCallbackProxyAdvanced::StartAdvancedSession(
|
||||
UObject* WorldContextObject)
|
||||
{
|
||||
UStartSessionCallbackProxyAdvanced* Proxy = NewObject<UStartSessionCallbackProxyAdvanced>();
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UStartSessionCallbackProxyAdvanced::Activate()
|
||||
{
|
||||
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
StartCompleteDelegateHandle = Sessions->AddOnStartSessionCompleteDelegate_Handle(StartCompleteDelegate);
|
||||
Sessions->StartSession(NAME_GameSession);
|
||||
return;
|
||||
}
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
|
||||
void UStartSessionCallbackProxyAdvanced::OnStartCompleted(FName SessionName, bool bWasSuccessful)
|
||||
{
|
||||
FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("StartSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnStartSessionCompleteDelegate_Handle(StartCompleteDelegateHandle);
|
||||
}
|
||||
}
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#include "UpdateSessionCallbackProxyAdvanced.h"
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UUpdateSessionCallbackProxyAdvanced
|
||||
|
||||
UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
, OnUpdateSessionCompleteDelegate(FOnUpdateSessionCompleteDelegate::CreateUObject(this, &ThisClass::OnUpdateCompleted))
|
||||
, NumPublicConnections(1)
|
||||
{
|
||||
}
|
||||
|
||||
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly)
|
||||
{
|
||||
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
|
||||
Proxy->NumPublicConnections = PublicConnections;
|
||||
Proxy->NumPrivateConnections = PrivateConnections;
|
||||
Proxy->bUseLAN = bUseLAN;
|
||||
Proxy->WorldContextObject = WorldContextObject;
|
||||
Proxy->bAllowInvites = bAllowInvites;
|
||||
Proxy->ExtraSettings = ExtraSettings;
|
||||
Proxy->bRefreshOnlineData = bRefreshOnlineData;
|
||||
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||
Proxy->bDedicatedServer = bIsDedicatedServer;
|
||||
Proxy->bShouldAdvertise = bShouldAdvertise;
|
||||
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
||||
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void UUpdateSessionCallbackProxyAdvanced::Activate()
|
||||
{
|
||||
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSession"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
if (Sessions->GetNumSessions() < 1)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO REGISTERED SESSIONS!"));
|
||||
return;
|
||||
}
|
||||
|
||||
// This gets the actual session itself
|
||||
//FNamedOnlineSession * curSession = Sessions->GetNamedSession(NAME_GameSession);
|
||||
FOnlineSessionSettings* Settings = Sessions->GetSessionSettings(NAME_GameSession);
|
||||
|
||||
if (!Settings)
|
||||
{
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
return;
|
||||
}
|
||||
|
||||
OnUpdateSessionCompleteDelegateHandle = Sessions->AddOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegate);
|
||||
|
||||
// FOnlineSessionSettings Settings;
|
||||
//Settings->BuildUniqueId = GetBuildUniqueId();
|
||||
Settings->NumPublicConnections = NumPublicConnections;
|
||||
Settings->NumPrivateConnections = NumPrivateConnections;
|
||||
Settings->bShouldAdvertise = bShouldAdvertise;
|
||||
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||
Settings->bIsLANMatch = bUseLAN;
|
||||
//Settings->bUsesPresence = true;
|
||||
Settings->bAllowInvites = bAllowInvites;
|
||||
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
|
||||
Settings->bIsDedicated = bDedicatedServer;
|
||||
|
||||
// Added in 5.6
|
||||
Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
|
||||
Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
|
||||
|
||||
FOnlineSessionSetting * fSetting = NULL;
|
||||
FOnlineSessionSetting ExtraSetting;
|
||||
for (int i = 0; i < ExtraSettings.Num(); i++)
|
||||
{
|
||||
fSetting = Settings->Settings.Find(ExtraSettings[i].Key);
|
||||
|
||||
if (fSetting)
|
||||
{
|
||||
fSetting->Data = ExtraSettings[i].Data;
|
||||
}
|
||||
else
|
||||
{
|
||||
ExtraSetting.Data = ExtraSettings[i].Data;
|
||||
ExtraSetting.AdvertisementType = EOnlineDataAdvertisementType::ViaOnlineService;
|
||||
Settings->Settings.Add(ExtraSettings[i].Key, ExtraSetting);
|
||||
}
|
||||
}
|
||||
|
||||
Sessions->UpdateSession(NAME_GameSession, *Settings, bRefreshOnlineData);
|
||||
|
||||
// OnUpdateCompleted will get called, nothing more to do now
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
FFrame::KismetExecutionMessage(TEXT("Sessions not supported by Online Subsystem"), ELogVerbosity::Warning);
|
||||
}
|
||||
}
|
||||
// Fail immediately
|
||||
OnFailure.Broadcast();
|
||||
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Sessions not supported"));
|
||||
}
|
||||
|
||||
void UUpdateSessionCallbackProxyAdvanced::OnUpdateCompleted(FName SessionName, bool bWasSuccessful)
|
||||
{
|
||||
const FOnlineSubsystemBPCallHelperAdvanced Helper(TEXT("UpdateSessionCallback"), GEngine->GetWorldFromContextObject(WorldContextObject.Get(), EGetWorldErrorMode::LogAndReturnNull));
|
||||
|
||||
if (Helper.OnlineSub != nullptr)
|
||||
{
|
||||
const auto Sessions = Helper.OnlineSub->GetSessionInterface();
|
||||
if (Sessions.IsValid())
|
||||
{
|
||||
Sessions->ClearOnUpdateSessionCompleteDelegate_Handle(OnUpdateSessionCompleteDelegateHandle);
|
||||
|
||||
if (bWasSuccessful)
|
||||
{
|
||||
OnSuccess.Broadcast();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!bWasSuccessful)
|
||||
{
|
||||
OnFailure.Broadcast();
|
||||
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("WAS NOT SUCCESSFUL"));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
{
|
||||
"FileVersion" : 3,
|
||||
|
||||
"FriendlyName" : "Advanced Steam Sessions",
|
||||
"Version" : 5.7,
|
||||
"VersionName": "5.7",
|
||||
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
|
||||
"Category" : "Advanced Sessions Plugin",
|
||||
"CreatedBy" : "Joshua Statzer",
|
||||
"CreatedByURL" : "N/A",
|
||||
|
||||
"Modules" :
|
||||
[
|
||||
{
|
||||
"Name": "AdvancedSteamSessions",
|
||||
"Type": "RunTime",
|
||||
"LoadingPhase": "PostDefault"
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
{
|
||||
"Name": "AdvancedSessions",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystem",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemSteam",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "OnlineSubsystemUtils",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "SteamShared",
|
||||
"Enabled": true
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
[FilterPlugin]
|
||||
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
|
||||
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
|
||||
;
|
||||
; Examples:
|
||||
; /README.txt
|
||||
; /Extras/...
|
||||
; /Binaries/ThirdParty/*.dll
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 5.7 KiB |
@@ -0,0 +1,26 @@
|
||||
using UnrealBuildTool;
|
||||
using System.IO;
|
||||
|
||||
public class AdvancedSteamSessions : ModuleRules
|
||||
{
|
||||
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
DefaultBuildSettings = BuildSettingsVersion.Latest;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
||||
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
//bEnforceIWYU = true;
|
||||
|
||||
PublicDefinitions.Add("WITH_ADVANCED_STEAM_SESSIONS=1");
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem", "CoreUObject", "OnlineSubsystemUtils", "Networking", "Sockets", "AdvancedSessions"/*"Voice", "OnlineSubsystemSteam"*/ });
|
||||
PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "Sockets", "Networking", "OnlineSubsystemUtils" /*"Voice", "Steamworks","OnlineSubsystemSteam"*/});
|
||||
|
||||
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
|
||||
{
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "SteamShared", "Steamworks", "OnlineSubsystemSteam" });
|
||||
AddEngineThirdPartyPrivateStaticDependencies(Target, "Steamworks");
|
||||
//PublicIncludePaths.AddRange(new string[] { "../Plugins/Online/OnlineSubsystemSteam/Source/Private" });// This is dumb but it isn't very open
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,389 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "Interfaces/OnlineFriendsInterface.h"
|
||||
#include "Interfaces/OnlineUserInterface.h"
|
||||
#include "Interfaces/OnlineMessageInterface.h"
|
||||
#include "Interfaces/OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "UObject/UObjectIterator.h"
|
||||
|
||||
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
|
||||
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
|
||||
// disable the warnings locally. Remove when this is fixed in the SDK
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4996)
|
||||
// #TODO check back on this at some point
|
||||
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
|
||||
#endif
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
#pragma push_macro("ARRAY_COUNT")
|
||||
#undef ARRAY_COUNT
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(push))
|
||||
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
#include <steam/steam_api.h>
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(pop))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
#include <steam/isteamapps.h>
|
||||
//#include <steam/isteamapplist.h>
|
||||
//#include <OnlineSubsystemSteamTypes.h>
|
||||
#pragma pop_macro("ARRAY_COUNT")
|
||||
|
||||
// @todo Steam: See above
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
// Making a copy of this here since the original is still in a private folder and is screwing with things
|
||||
/**
|
||||
* Steam specific implementation of the unique net id
|
||||
*/
|
||||
class FUniqueNetIdSteam2 :
|
||||
public FUniqueNetId
|
||||
{
|
||||
PACKAGE_SCOPE:
|
||||
/** Holds the net id for a player */
|
||||
uint64 UniqueNetId;
|
||||
|
||||
/** Hidden on purpose */
|
||||
FUniqueNetIdSteam2() :
|
||||
UniqueNetId(0)
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* Copy Constructor
|
||||
*
|
||||
* @param Src the id to copy
|
||||
*/
|
||||
explicit FUniqueNetIdSteam2(const FUniqueNetIdSteam2& Src) :
|
||||
UniqueNetId(Src.UniqueNetId)
|
||||
{
|
||||
}
|
||||
|
||||
public:
|
||||
/**
|
||||
* Constructs this object with the specified net id
|
||||
*
|
||||
* @param InUniqueNetId the id to set ours to
|
||||
*/
|
||||
explicit FUniqueNetIdSteam2(uint64 InUniqueNetId) :
|
||||
UniqueNetId(InUniqueNetId)
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs this object with the steam id
|
||||
*
|
||||
* @param InUniqueNetId the id to set ours to
|
||||
*/
|
||||
explicit FUniqueNetIdSteam2(CSteamID InSteamId) :
|
||||
UniqueNetId(InSteamId.ConvertToUint64())
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs this object with the specified net id
|
||||
*
|
||||
* @param String textual representation of an id
|
||||
*/
|
||||
explicit FUniqueNetIdSteam2(const FString& Str) :
|
||||
UniqueNetId(FCString::Atoi64(*Str))
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Constructs this object with the specified net id
|
||||
*
|
||||
* @param InUniqueNetId the id to set ours to (assumed to be FUniqueNetIdSteam in fact)
|
||||
*/
|
||||
explicit FUniqueNetIdSteam2(const FUniqueNetId& InUniqueNetId) :
|
||||
UniqueNetId(*(uint64*)InUniqueNetId.GetBytes())
|
||||
{
|
||||
}
|
||||
|
||||
virtual FName GetType() const override
|
||||
{
|
||||
return STEAM_SUBSYSTEM;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the raw byte representation of this net id
|
||||
* This data is platform dependent and shouldn't be manipulated directly
|
||||
*
|
||||
* @return byte array of size GetSize()
|
||||
*/
|
||||
virtual const uint8* GetBytes() const override
|
||||
{
|
||||
return (uint8*)&UniqueNetId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the size of the id
|
||||
*
|
||||
* @return size in bytes of the id representation
|
||||
*/
|
||||
virtual int32 GetSize() const override
|
||||
{
|
||||
return sizeof(uint64);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check the validity of the id
|
||||
*
|
||||
* @return true if this is a well formed ID, false otherwise
|
||||
*/
|
||||
virtual bool IsValid() const override
|
||||
{
|
||||
return UniqueNetId != 0 && CSteamID(UniqueNetId).IsValid();
|
||||
}
|
||||
|
||||
/**
|
||||
* Platform specific conversion to string representation of data
|
||||
*
|
||||
* @return data in string form
|
||||
*/
|
||||
virtual FString ToString() const override
|
||||
{
|
||||
return FString::Printf(TEXT("%llu"), UniqueNetId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a human readable representation of the net id
|
||||
* Shouldn't be used for anything other than logging/debugging
|
||||
*
|
||||
* @return id in string form
|
||||
*/
|
||||
virtual FString ToDebugString() const override
|
||||
{
|
||||
CSteamID SteamID(UniqueNetId);
|
||||
if (SteamID.IsLobby())
|
||||
{
|
||||
return FString::Printf(TEXT("Lobby [0x%llX]"), UniqueNetId);
|
||||
}
|
||||
else if (SteamID.BAnonGameServerAccount())
|
||||
{
|
||||
return FString::Printf(TEXT("Server [0x%llX]"), UniqueNetId);
|
||||
}
|
||||
else if (SteamID.IsValid())
|
||||
{
|
||||
const FString NickName(SteamFriends() ? UTF8_TO_TCHAR(SteamFriends()->GetFriendPersonaName(UniqueNetId)) : TEXT("UNKNOWN"));
|
||||
return FString::Printf(TEXT("%s [0x%llX]"), *NickName, UniqueNetId);
|
||||
}
|
||||
else
|
||||
{
|
||||
return FString::Printf(TEXT("INVALID [0x%llX]"), UniqueNetId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
virtual uint32 GetTypeHash() const override
|
||||
{
|
||||
return ::GetTypeHash(UniqueNetId);
|
||||
}
|
||||
|
||||
/** Convenience cast to CSteamID */
|
||||
operator CSteamID()
|
||||
{
|
||||
return UniqueNetId;
|
||||
}
|
||||
|
||||
/** Convenience cast to CSteamID */
|
||||
operator const CSteamID() const
|
||||
{
|
||||
return UniqueNetId;
|
||||
}
|
||||
|
||||
/** Convenience cast to CSteamID pointer */
|
||||
operator CSteamID*()
|
||||
{
|
||||
return (CSteamID*)&UniqueNetId;
|
||||
}
|
||||
|
||||
/** Convenience cast to CSteamID pointer */
|
||||
operator const CSteamID*() const
|
||||
{
|
||||
return (const CSteamID*)&UniqueNetId;
|
||||
}
|
||||
|
||||
friend FArchive& operator<<(FArchive& Ar, FUniqueNetIdSteam2& UserId)
|
||||
{
|
||||
return Ar << UserId.UniqueNetId;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#include "AdvancedSteamFriendsLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamFriendsLog, Log, All);
|
||||
|
||||
UENUM(Blueprintable)
|
||||
enum class SteamAvatarSize : uint8
|
||||
{
|
||||
SteamAvatar_INVALID = 0,
|
||||
SteamAvatar_Small = 1,
|
||||
SteamAvatar_Medium = 2,
|
||||
SteamAvatar_Large = 3
|
||||
};
|
||||
|
||||
UENUM(Blueprintable)
|
||||
enum class ESteamUserOverlayType : uint8
|
||||
{
|
||||
/*Opens the overlay web browser to the specified user or groups profile.*/
|
||||
steamid,
|
||||
/*Opens a chat window to the specified user, or joins the group chat.*/
|
||||
chat,
|
||||
/*Opens a window to a Steam Trading session that was started with the ISteamEconomy / StartTrade Web API.*/
|
||||
jointrade,
|
||||
/*Opens the overlay web browser to the specified user's stats.*/
|
||||
stats,
|
||||
/*Opens the overlay web browser to the specified user's achievements.*/
|
||||
achievements,
|
||||
/*Opens the overlay in minimal mode prompting the user to add the target user as a friend.*/
|
||||
friendadd,
|
||||
/*Opens the overlay in minimal mode prompting the user to remove the target friend.*/
|
||||
friendremove,
|
||||
/*Opens the overlay in minimal mode prompting the user to accept an incoming friend invite.*/
|
||||
friendrequestaccept,
|
||||
/*Opens the overlay in minimal mode prompting the user to ignore an incoming friend invite.*/
|
||||
friendrequestignore,
|
||||
/*Opens the invite overlay, invitations sent from this dialog will be for the provided lobby*/
|
||||
invitetolobby
|
||||
};
|
||||
|
||||
static FString EnumToString(const FString& enumName, uint8 value)
|
||||
{
|
||||
|
||||
const UEnum* EnumPtr = FindFirstObject<UEnum>(*enumName, EFindFirstObjectOptions::None, ELogVerbosity::Warning, TEXT("EumtoString"));
|
||||
|
||||
if (!EnumPtr)
|
||||
return FString();
|
||||
|
||||
FString EnumName = EnumPtr->GetNameStringByIndex(value);
|
||||
return EnumName;
|
||||
}
|
||||
|
||||
|
||||
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
|
||||
struct FBPSteamGroupInfo
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
FBPUniqueNetId GroupID; // Uint64 representation
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
FString GroupName;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
FString GroupTag;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
int32 numOnline = 0;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
int32 numInGame = 0;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
int32 numChatting = 0;
|
||||
|
||||
};
|
||||
|
||||
UENUM(Blueprintable)
|
||||
enum class EBPTextFilteringContext : uint8
|
||||
{
|
||||
/*Unknown context.*/
|
||||
FContext_Unknown = 0,
|
||||
/*Game content, only legally required filtering is performed.*/
|
||||
FContext_GameContent = 1,
|
||||
/*Char from another player.*/
|
||||
FContext_Chat = 2,
|
||||
/*Character or item name.*/
|
||||
FContext_Name = 3
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedSteamFriendsLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
//********* Friend List Functions *************//
|
||||
|
||||
// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
|
||||
|
||||
// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
|
||||
|
||||
// Opens the steam overlay to go to the specified user dialog
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool OpenSteamUserOverlay(UObject* WorldContextObject, const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
|
||||
|
||||
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static bool IsOverlayEnabled();
|
||||
|
||||
// Gets the level of a friends steam account, STEAM ONLY, Returns -1 if the steam level is not known, might need RequestSteamFriendInfo called first.
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static int32 GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId);
|
||||
|
||||
// Gets the persona name of a steam ID, STEAM ONLY, Returns empty if no result, might need RequestSteamFriendInfo called first.
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static FString GetSteamPersonaName(const FBPUniqueNetId UniqueNetId);
|
||||
|
||||
// Creates a unique steam id directly from a string holding a uint64 value, useful for testing
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static FBPUniqueNetId CreateSteamIDFromString(const FString SteamID64);
|
||||
|
||||
// Retreives the local steam ID from steam
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")
|
||||
static FBPUniqueNetId GetLocalSteamIDFromSteam();
|
||||
|
||||
/* Gets the current game played by a friend - AppID is int32 even though steam ids are uint32, can't be helped in blueprint currently
|
||||
* can use the AppID with the WebAPI GetAppList request.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID);
|
||||
|
||||
// Get a full list of steam groups
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|SteamGroups")
|
||||
static void GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups);
|
||||
|
||||
// Initializes text filtering (pre-loading dictonaries)
|
||||
// Returns if it succeeded, false if filtering is unavailable for the games language
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
|
||||
static bool InitTextFiltering();
|
||||
|
||||
// Attempts to filter a string with the given filtering context
|
||||
// Returns true if the text has been filtered, false if it hasn't (no filtering required or operation failed)
|
||||
// If false it will still output the original text
|
||||
// Textsource is the steam id that is the source of the text (player name / chat)
|
||||
// Requires that InitTextFiltering be called first!!
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|SteamAPI|TextFiltering")
|
||||
static bool FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText);
|
||||
|
||||
// Returns if steam is running in big picture mode
|
||||
UFUNCTION(BlueprintPure, Category = "Online|SteamAPI")
|
||||
static bool IsSteamInBigPictureMode();
|
||||
};
|
||||
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class AdvancedSteamSessions : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
/** IModuleInterface implementation */
|
||||
void StartupModule();
|
||||
void ShutdownModule();
|
||||
};
|
||||
@@ -0,0 +1,351 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
#include "steam/isteamugc.h"
|
||||
#include "steam/isteamremotestorage.h"
|
||||
#endif
|
||||
#include "Interfaces/OnlineSessionInterface.h"
|
||||
|
||||
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
|
||||
// disable the warnings locally. Remove when this is fixed in the SDK
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4996)
|
||||
// #TODO check back on this at some point
|
||||
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
|
||||
#endif
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
#pragma push_macro("ARRAY_COUNT")
|
||||
#undef ARRAY_COUNT
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(push))
|
||||
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
#include <steam/steam_api.h>
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(pop))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
|
||||
#pragma pop_macro("ARRAY_COUNT")
|
||||
|
||||
#endif
|
||||
|
||||
// @todo Steam: See above
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
|
||||
#include "AdvancedSteamWorkshopLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSteamWorkshopLog, Log, All);
|
||||
|
||||
|
||||
// Using a custom struct because uint32 isn't blueprint supported and I don't want to cast to int32
|
||||
// due to the size of the workshop it could end up overflowing?
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPSteamWorkshopID
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
uint64 SteamWorkshopID;
|
||||
|
||||
FBPSteamWorkshopID()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
FBPSteamWorkshopID(uint64 ID)
|
||||
{
|
||||
SteamWorkshopID = ID;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// General result codes - Copying steams version over
|
||||
// Check these to future proof
|
||||
UENUM(BlueprintType)
|
||||
enum class FBPSteamResult : uint8
|
||||
{
|
||||
K_EResultInvalid = 0,
|
||||
k_EResultOK = 1, // success
|
||||
k_EResultFail = 2, // generic failure
|
||||
k_EResultNoConnection = 3, // no/failed network connection
|
||||
// k_EResultNoConnectionRetry = 4, // OBSOLETE - removed
|
||||
k_EResultInvalidPassword = 5, // password/ticket is invalid
|
||||
k_EResultLoggedInElsewhere = 6, // same user logged in elsewhere
|
||||
k_EResultInvalidProtocolVer = 7, // protocol version is incorrect
|
||||
k_EResultInvalidParam = 8, // a parameter is incorrect
|
||||
k_EResultFileNotFound = 9, // file was not found
|
||||
k_EResultBusy = 10, // called method busy - action not taken
|
||||
k_EResultInvalidState = 11, // called object was in an invalid state
|
||||
k_EResultInvalidName = 12, // name is invalid
|
||||
k_EResultInvalidEmail = 13, // email is invalid
|
||||
k_EResultDuplicateName = 14, // name is not unique
|
||||
k_EResultAccessDenied = 15, // access is denied
|
||||
k_EResultTimeout = 16, // operation timed out
|
||||
k_EResultBanned = 17, // VAC2 banned
|
||||
k_EResultAccountNotFound = 18, // account not found
|
||||
k_EResultInvalidSteamID = 19, // steamID is invalid
|
||||
k_EResultServiceUnavailable = 20, // The requested service is currently unavailable
|
||||
k_EResultNotLoggedOn = 21, // The user is not logged on
|
||||
k_EResultPending = 22, // Request is pending (may be in process, or waiting on third party)
|
||||
k_EResultEncryptionFailure = 23, // Encryption or Decryption failed
|
||||
k_EResultInsufficientPrivilege = 24, // Insufficient privilege
|
||||
k_EResultLimitExceeded = 25, // Too much of a good thing
|
||||
k_EResultRevoked = 26, // Access has been revoked (used for revoked guest passes)
|
||||
k_EResultExpired = 27, // License/Guest pass the user is trying to access is expired
|
||||
k_EResultAlreadyRedeemed = 28, // Guest pass has already been redeemed by account, cannot be acked again
|
||||
k_EResultDuplicateRequest = 29, // The request is a duplicate and the action has already occurred in the past, ignored this time
|
||||
k_EResultAlreadyOwned = 30, // All the games in this guest pass redemption request are already owned by the user
|
||||
k_EResultIPNotFound = 31, // IP address not found
|
||||
k_EResultPersistFailed = 32, // failed to write change to the data store
|
||||
k_EResultLockingFailed = 33, // failed to acquire access lock for this operation
|
||||
k_EResultLogonSessionReplaced = 34,
|
||||
k_EResultConnectFailed = 35,
|
||||
k_EResultHandshakeFailed = 36,
|
||||
k_EResultIOFailure = 37,
|
||||
k_EResultRemoteDisconnect = 38,
|
||||
k_EResultShoppingCartNotFound = 39, // failed to find the shopping cart requested
|
||||
k_EResultBlocked = 40, // a user didn't allow it
|
||||
k_EResultIgnored = 41, // target is ignoring sender
|
||||
k_EResultNoMatch = 42, // nothing matching the request found
|
||||
k_EResultAccountDisabled = 43,
|
||||
k_EResultServiceReadOnly = 44, // this service is not accepting content changes right now
|
||||
k_EResultAccountNotFeatured = 45, // account doesn't have value, so this feature isn't available
|
||||
k_EResultAdministratorOK = 46, // allowed to take this action, but only because requester is admin
|
||||
k_EResultContentVersion = 47, // A Version mismatch in content transmitted within the Steam protocol.
|
||||
k_EResultTryAnotherCM = 48, // The current CM can't service the user making a request, user should try another.
|
||||
k_EResultPasswordRequiredToKickSession = 49,// You are already logged in elsewhere, this cached credential login has failed.
|
||||
k_EResultAlreadyLoggedInElsewhere = 50, // You are already logged in elsewhere, you must wait
|
||||
k_EResultSuspended = 51, // Long running operation (content download) suspended/paused
|
||||
k_EResultCancelled = 52, // Operation canceled (typically by user: content download)
|
||||
k_EResultDataCorruption = 53, // Operation canceled because data is ill formed or unrecoverable
|
||||
k_EResultDiskFull = 54, // Operation canceled - not enough disk space.
|
||||
k_EResultRemoteCallFailed = 55, // an remote call or IPC call failed
|
||||
k_EResultPasswordUnset = 56, // Password could not be verified as it's unset server side
|
||||
k_EResultExternalAccountUnlinked = 57, // External account (PSN, Facebook...) is not linked to a Steam account
|
||||
k_EResultPSNTicketInvalid = 58, // PSN ticket was invalid
|
||||
k_EResultExternalAccountAlreadyLinked = 59, // External account (PSN, Facebook...) is already linked to some other account, must explicitly request to replace/delete the link first
|
||||
k_EResultRemoteFileConflict = 60, // The sync cannot resume due to a conflict between the local and remote files
|
||||
k_EResultIllegalPassword = 61, // The requested new password is not legal
|
||||
k_EResultSameAsPreviousValue = 62, // new value is the same as the old one ( secret question and answer )
|
||||
k_EResultAccountLogonDenied = 63, // account login denied due to 2nd factor authentication failure
|
||||
k_EResultCannotUseOldPassword = 64, // The requested new password is not legal
|
||||
k_EResultInvalidLoginAuthCode = 65, // account login denied due to auth code invalid
|
||||
k_EResultAccountLogonDeniedNoMail = 66, // account login denied due to 2nd factor auth failure - and no mail has been sent
|
||||
k_EResultHardwareNotCapableOfIPT = 67, //
|
||||
k_EResultIPTInitError = 68, //
|
||||
k_EResultParentalControlRestricted = 69, // operation failed due to parental control restrictions for current user
|
||||
k_EResultFacebookQueryError = 70, // Facebook query returned an error
|
||||
k_EResultExpiredLoginAuthCode = 71, // account login denied due to auth code expired
|
||||
k_EResultIPLoginRestrictionFailed = 72,
|
||||
k_EResultAccountLockedDown = 73,
|
||||
k_EResultAccountLogonDeniedVerifiedEmailRequired = 74,
|
||||
k_EResultNoMatchingURL = 75,
|
||||
k_EResultBadResponse = 76, // parse failure, missing field, etc.
|
||||
k_EResultRequirePasswordReEntry = 77, // The user cannot complete the action until they re-enter their password
|
||||
k_EResultValueOutOfRange = 78, // the value entered is outside the acceptable range
|
||||
k_EResultUnexpectedError = 79, // something happened that we didn't expect to ever happen
|
||||
k_EResultDisabled = 80, // The requested service has been configured to be unavailable
|
||||
k_EResultInvalidCEGSubmission = 81, // The set of files submitted to the CEG server are not valid !
|
||||
k_EResultRestrictedDevice = 82, // The device being used is not allowed to perform this action
|
||||
k_EResultRegionLocked = 83, // The action could not be complete because it is region restricted
|
||||
k_EResultRateLimitExceeded = 84, // Temporary rate limit exceeded, try again later, different from k_EResultLimitExceeded which may be permanent
|
||||
k_EResultAccountLoginDeniedNeedTwoFactor = 85, // Need two-factor code to login
|
||||
k_EResultItemDeleted = 86, // The thing we're trying to access has been deleted
|
||||
k_EResultAccountLoginDeniedThrottle = 87, // login attempt failed, try to throttle response to possible attacker
|
||||
k_EResultTwoFactorCodeMismatch = 88, // two factor code mismatch
|
||||
k_EResultTwoFactorActivationCodeMismatch = 89, // activation code for two-factor didn't match
|
||||
k_EResultAccountAssociatedToMultiplePartners = 90, // account has been associated with multiple partners
|
||||
k_EResultNotModified = 91, // data not modified
|
||||
};
|
||||
|
||||
// Check these to future proof
|
||||
UENUM(BlueprintType)
|
||||
enum class FBPWorkshopFileType : uint8
|
||||
{
|
||||
k_EWorkshopFileTypeCommunity = 0,
|
||||
k_EWorkshopFileTypeMicrotransaction = 1,
|
||||
k_EWorkshopFileTypeCollection = 2,
|
||||
k_EWorkshopFileTypeArt = 3,
|
||||
k_EWorkshopFileTypeVideo = 4,
|
||||
k_EWorkshopFileTypeScreenshot = 5,
|
||||
k_EWorkshopFileTypeGame = 6,
|
||||
k_EWorkshopFileTypeSoftware = 7,
|
||||
k_EWorkshopFileTypeConcept = 8,
|
||||
k_EWorkshopFileTypeWebGuide = 9,
|
||||
k_EWorkshopFileTypeIntegratedGuide = 10,
|
||||
k_EWorkshopFileTypeMerch = 11,
|
||||
k_EWorkshopFileTypeControllerBinding = 12,
|
||||
k_EWorkshopFileTypeSteamworksAccessInvite = 13,
|
||||
k_EWorkshopFileTypeSteamVideo = 14,
|
||||
|
||||
// Update k_EWorkshopFileTypeMax if you add values.
|
||||
k_EWorkshopFileTypeMax = 15
|
||||
};
|
||||
|
||||
// WorkshopItemDetails Struct
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBPSteamWorkshopItemDetails
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
FBPSteamWorkshopItemDetails()
|
||||
{
|
||||
ResultOfRequest = FBPSteamResult::k_EResultOK;
|
||||
FileType = FBPWorkshopFileType::k_EWorkshopFileTypeMax;
|
||||
CreatorAppID = 0;
|
||||
ConsumerAppID = 0;
|
||||
VotesUp = 0;
|
||||
VotesDown = 0;
|
||||
CalculatedScore = 0.f;
|
||||
bBanned = false;
|
||||
bAcceptedForUse = false;
|
||||
bTagsTruncated = false;
|
||||
}
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
FBPSteamWorkshopItemDetails(SteamUGCDetails_t &hUGCDetails)
|
||||
{
|
||||
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult;
|
||||
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
|
||||
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
|
||||
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID;
|
||||
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax);
|
||||
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
|
||||
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
|
||||
VotesUp = (int32)hUGCDetails.m_unVotesUp;
|
||||
VotesDown = (int32)hUGCDetails.m_unVotesDown;
|
||||
CalculatedScore = hUGCDetails.m_flScore;
|
||||
bBanned = hUGCDetails.m_bBanned;
|
||||
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse;
|
||||
bTagsTruncated = hUGCDetails.m_bTagsTruncated;
|
||||
|
||||
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
|
||||
}
|
||||
|
||||
FBPSteamWorkshopItemDetails(const SteamUGCDetails_t &hUGCDetails)
|
||||
{
|
||||
ResultOfRequest = (FBPSteamResult)hUGCDetails.m_eResult;
|
||||
FileType = (FBPWorkshopFileType)hUGCDetails.m_eFileType;
|
||||
CreatorAppID = (int32)hUGCDetails.m_nCreatorAppID;
|
||||
ConsumerAppID = (int32)hUGCDetails.m_nConsumerAppID;
|
||||
Title = FString(hUGCDetails.m_rgchTitle, k_cchPublishedDocumentTitleMax);
|
||||
Description = FString(hUGCDetails.m_rgchDescription, k_cchPublishedDocumentDescriptionMax);
|
||||
ItemUrl = FString(hUGCDetails.m_rgchURL, k_cchPublishedFileURLMax);
|
||||
VotesUp = (int32)hUGCDetails.m_unVotesUp;
|
||||
VotesDown = (int32)hUGCDetails.m_unVotesDown;
|
||||
CalculatedScore = hUGCDetails.m_flScore;
|
||||
bBanned = hUGCDetails.m_bBanned;
|
||||
bAcceptedForUse = hUGCDetails.m_bAcceptedForUse;
|
||||
bTagsTruncated = hUGCDetails.m_bTagsTruncated;
|
||||
|
||||
CreatorSteamID = FString::Printf(TEXT("%llu"), hUGCDetails.m_ulSteamIDOwner);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Result of obtaining the details
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FBPSteamResult ResultOfRequest;
|
||||
|
||||
// Type of file
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FBPWorkshopFileType FileType;
|
||||
|
||||
// These two are listed as baked to an int, but is stored as a uint, think its safe to keep int
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
int32 CreatorAppID;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
int32 ConsumerAppID;
|
||||
|
||||
// Title of item
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FString Title;
|
||||
|
||||
// Description of item
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FString Description;
|
||||
|
||||
//Url for a video of website
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FString ItemUrl;
|
||||
|
||||
// Votes will be unlikely to go above signed limited
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
int32 VotesUp;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
int32 VotesDown;
|
||||
|
||||
// Calculated score
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
float CalculatedScore;
|
||||
|
||||
// whether the file was banned
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
bool bBanned;
|
||||
|
||||
// developer has specifically flagged this item as accepted in the Workshop
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
bool bAcceptedForUse;
|
||||
|
||||
// whether the list of tags was too long to be returned in the provided buffer
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
bool bTagsTruncated;
|
||||
|
||||
// Steam ID of the user who created this content.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|AdvancedSteamWorkshop")
|
||||
FString CreatorSteamID;
|
||||
|
||||
/*
|
||||
PublishedFileId_t m_nPublishedFileId;
|
||||
uint32 m_rtimeCreated; // time when the published file was created
|
||||
uint32 m_rtimeUpdated; // time when the published file was last updated
|
||||
uint32 m_rtimeAddedToUserList; // time when the user added the published file to their list (not always applicable)
|
||||
ERemoteStoragePublishedFileVisibility m_eVisibility; // visibility
|
||||
char m_rgchTags[k_cchTagListMax]; // comma separated list of all tags associated with this file
|
||||
// file/url information
|
||||
UGCHandle_t m_hFile; // The handle of the primary file
|
||||
UGCHandle_t m_hPreviewFile; // The handle of the preview file
|
||||
char m_pchFileName[k_cchFilenameMax]; // The cloud filename of the primary file
|
||||
int32 m_nFileSize; // Size of the primary file
|
||||
int32 m_nPreviewFileSize; // Size of the preview file
|
||||
uint32 m_unNumChildren; // if m_eFileType == k_EWorkshopFileTypeCollection, then this number will be the number of children contained within the collection
|
||||
*/
|
||||
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedSteamWorkshopLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
//********* Steam Functions *************//
|
||||
|
||||
// Returns IDs for subscribed workshop items, TArray length dictates how many
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
|
||||
static TArray<FBPSteamWorkshopID> GetSubscribedWorkshopItems(int32 & NumberOfItems);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedSteamWorkshop")
|
||||
static void GetNumSubscribedWorkshopItems(int32 & NumberOfItems);
|
||||
|
||||
};
|
||||
@@ -0,0 +1,101 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Subsystems/GameInstanceSubsystem.h"
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
#include <steam/steam_api.h>
|
||||
|
||||
#endif
|
||||
|
||||
#include "SteamNotificationsSubsystem.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSteamOverlayActivated, bool, bOverlayState);
|
||||
|
||||
UCLASS()
|
||||
class ADVANCEDSTEAMSESSIONS_API USteamNotificationsSubsystem : public UGameInstanceSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
// Event thrown when the steam overlay switches states
|
||||
UPROPERTY(BlueprintAssignable, Category = "SteamEvents")
|
||||
FOnSteamOverlayActivated OnSteamOverlayActivated_Bind;
|
||||
|
||||
USteamNotificationsSubsystem() : Super()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
class cSteamEventsStore
|
||||
{
|
||||
public:
|
||||
USteamNotificationsSubsystem* ParentSubsystem = nullptr;
|
||||
void Initialize(USteamNotificationsSubsystem* MyParent)
|
||||
{
|
||||
ParentSubsystem = MyParent;
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
OnExternalUITriggeredCallback.Register(this, &USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered);
|
||||
#endif
|
||||
}
|
||||
|
||||
void UnInitialize(USteamNotificationsSubsystem* MyParent)
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
OnExternalUITriggeredCallback.Unregister();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
cSteamEventsStore()
|
||||
{}
|
||||
//:
|
||||
/*OnExternalUITriggeredCallback(this, &cSteamEventsStore::OnExternalUITriggered)
|
||||
{
|
||||
|
||||
}*/
|
||||
#else
|
||||
//cSteamEventsStore()
|
||||
//{
|
||||
|
||||
//}
|
||||
#endif
|
||||
|
||||
//~cSteamEventsStore(){}
|
||||
|
||||
private:
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
//STEAM_CALLBACK(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
|
||||
STEAM_CALLBACK_MANUAL(cSteamEventsStore, OnExternalUITriggered, GameOverlayActivated_t, OnExternalUITriggeredCallback);
|
||||
#endif
|
||||
};
|
||||
|
||||
cSteamEventsStore MyEvents;
|
||||
|
||||
/** Implement this for initialization of instances of the system */
|
||||
virtual void Initialize(FSubsystemCollectionBase& Collection) override
|
||||
{
|
||||
MyEvents.Initialize(this);
|
||||
}
|
||||
|
||||
/** Implement this for deinitialization of instances of the system */
|
||||
virtual void Deinitialize() override
|
||||
{
|
||||
MyEvents.UnInitialize(this);
|
||||
}
|
||||
};
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
void USteamNotificationsSubsystem::cSteamEventsStore::OnExternalUITriggered(GameOverlayActivated_t* CallbackData)
|
||||
{
|
||||
if (ParentSubsystem)
|
||||
{
|
||||
ParentSubsystem->OnSteamOverlayActivated_Bind.Broadcast((bool)CallbackData->m_bActive);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,100 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
|
||||
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
|
||||
|
||||
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
|
||||
// disable the warnings locally. Remove when this is fixed in the SDK
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4996)
|
||||
// #TODO check back on this at some point
|
||||
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
|
||||
#endif
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
//#include "OnlineSubsystemSteam.h"
|
||||
|
||||
#pragma push_macro("ARRAY_COUNT")
|
||||
#undef ARRAY_COUNT
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(push))
|
||||
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
#include <steam/steam_api.h>
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(pop))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
|
||||
#pragma pop_macro("ARRAY_COUNT")
|
||||
|
||||
#endif
|
||||
|
||||
// @todo Steam: See above
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
#include "SteamRequestGroupOfficersCallbackProxy.generated.h"
|
||||
|
||||
USTRUCT(BlueprintType, Category = "Online|SteamAPI|SteamGroups")
|
||||
struct FBPSteamGroupOfficer
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
FBPUniqueNetId OfficerUniqueNetID; // Uint64 representation
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Online|SteamAPI|SteamGroups")
|
||||
bool bIsOwner = false;
|
||||
|
||||
};
|
||||
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintGroupOfficerDetailsDelegate, const TArray<FBPSteamGroupOfficer> &, OfficerList);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class USteamRequestGroupOfficersCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
virtual ~USteamRequestGroupOfficersCallbackProxy();
|
||||
|
||||
// Called when there is a successful results return
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGroupOfficerDetailsDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful results return
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintGroupOfficerDetailsDelegate OnFailure;
|
||||
|
||||
// Returns a list of steam group officers
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|SteamAPI|SteamGroups")
|
||||
static USteamRequestGroupOfficersCallbackProxy* GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
void OnRequestGroupOfficerDetails( ClanOfficerListResponse_t *pResult, bool bIOFailure);
|
||||
CCallResult<USteamRequestGroupOfficersCallbackProxy, ClanOfficerListResponse_t> m_callResultGroupOfficerRequestDetails;
|
||||
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
FBPUniqueNetId GroupUniqueID;
|
||||
UObject* WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,87 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "AdvancedSteamWorkshopLibrary.h"
|
||||
#include "BlueprintDataDefinitions.h"
|
||||
|
||||
// This is taken directly from UE4 - OnlineSubsystemSteamPrivatePCH.h as a fix for the array_count macro
|
||||
|
||||
// @todo Steam: Steam headers trigger secure-C-runtime warnings in Visual C++. Rather than mess with _CRT_SECURE_NO_WARNINGS, we'll just
|
||||
// disable the warnings locally. Remove when this is fixed in the SDK
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
#pragma warning(disable:4996)
|
||||
// #TODO check back on this at some point
|
||||
#pragma warning(disable:4265) // SteamAPI CCallback< specifically, this warning is off by default but 4.17 turned it on....
|
||||
#endif
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
//#include "OnlineSubsystemSteam.h"
|
||||
|
||||
#pragma push_macro("ARRAY_COUNT")
|
||||
#undef ARRAY_COUNT
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(push))
|
||||
MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
#include <steam/steam_api.h>
|
||||
|
||||
#if USING_CODE_ANALYSIS
|
||||
MSVC_PRAGMA(warning(pop))
|
||||
#endif // USING_CODE_ANALYSIS
|
||||
|
||||
|
||||
#pragma pop_macro("ARRAY_COUNT")
|
||||
|
||||
#endif
|
||||
|
||||
// @todo Steam: See above
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
|
||||
#include "SteamWSRequestUGCDetailsCallbackProxy.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintWorkshopDetailsDelegate, const FBPSteamWorkshopItemDetails&, WorkShopDetails);
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class USteamWSRequestUGCDetailsCallbackProxy : public UOnlineBlueprintCallProxyBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Called when there is a successful results return
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintWorkshopDetailsDelegate OnSuccess;
|
||||
|
||||
// Called when there is an unsuccessful results return
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBlueprintWorkshopDetailsDelegate OnFailure;
|
||||
|
||||
// Ends the current session
|
||||
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSteamWorkshop")
|
||||
static USteamWSRequestUGCDetailsCallbackProxy* GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID);
|
||||
|
||||
// UOnlineBlueprintCallProxyBase interface
|
||||
virtual void Activate() override;
|
||||
// End of UOnlineBlueprintCallProxyBase interface
|
||||
|
||||
private:
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
// Internal callback when the operation completes, calls out to the public success/failure callbacks
|
||||
|
||||
void OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure);
|
||||
CCallResult<USteamWSRequestUGCDetailsCallbackProxy, SteamUGCQueryCompleted_t> m_callResultUGCRequestDetails;
|
||||
|
||||
#endif
|
||||
|
||||
private:
|
||||
|
||||
FBPSteamWorkshopID WorkShopID;
|
||||
UObject* WorldContextObject;
|
||||
};
|
||||
@@ -0,0 +1,454 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedSteamFriendsLibrary.h"
|
||||
#include "OnlineSubSystemHeader.h"
|
||||
#include "OnlineSubsystemTypes.h"
|
||||
#include "Engine/Texture.h"
|
||||
#include "Engine/Texture2D.h"
|
||||
#include "TextureResource.h"
|
||||
#include "PixelFormat.h"
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedSteamFriendsLog);
|
||||
|
||||
|
||||
// Clan functions, add in soon
|
||||
/*int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
|
||||
{
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
|
||||
|
||||
// clan (group) iteration and access functions
|
||||
//virtual int GetClanCount() = 0;
|
||||
//virtual CSteamID GetClanByIndex(int iClan) = 0;
|
||||
//virtual const char *GetClanName(CSteamID steamIDClan) = 0;
|
||||
//virtual const char *GetClanTag(CSteamID steamIDClan) = 0;
|
||||
// returns the most recent information we have about what's happening in a clan
|
||||
//virtual bool GetClanActivityCounts(CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting) = 0;
|
||||
// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
|
||||
//virtual SteamAPICall_t DownloadClanActivityCounts(ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest) = 0;
|
||||
|
||||
// requests information about a clan officer list
|
||||
// when complete, data is returned in ClanOfficerListResponse_t call result
|
||||
// this makes available the calls below
|
||||
// you can only ask about clans that a user is a member of
|
||||
// note that this won't download avatars automatically; if you get an officer,
|
||||
// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
|
||||
//virtual SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan) = 0;
|
||||
|
||||
|
||||
// returns the steamID of the clan owner
|
||||
//virtual CSteamID GetClanOwner(CSteamID steamIDClan) = 0;
|
||||
// returns the number of officers in a clan (including the owner)
|
||||
//virtual int GetClanOfficerCount(CSteamID steamIDClan) = 0;
|
||||
// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
|
||||
//virtual CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer) = 0;
|
||||
|
||||
|
||||
return SteamFriends()->GetFriendSteamLevel(id);
|
||||
}
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}*/
|
||||
|
||||
void UAdvancedSteamFriendsLibrary::GetSteamGroups(TArray<FBPSteamGroupInfo> & SteamGroups)
|
||||
{
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
int numClans = SteamFriends()->GetClanCount();
|
||||
|
||||
for (int i = 0; i < numClans; i++)
|
||||
{
|
||||
CSteamID SteamGroupID = SteamFriends()->GetClanByIndex(i);
|
||||
|
||||
if(!SteamGroupID.IsValid())
|
||||
continue;
|
||||
|
||||
FBPSteamGroupInfo GroupInfo;
|
||||
|
||||
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamGroupID));
|
||||
GroupInfo.GroupID.SetUniqueNetId(ValueID);
|
||||
SteamFriends()->GetClanActivityCounts(SteamGroupID, &GroupInfo.numOnline, &GroupInfo.numInGame, &GroupInfo.numChatting);
|
||||
GroupInfo.GroupName = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanName(SteamGroupID)));
|
||||
GroupInfo.GroupTag = FString(UTF8_TO_TCHAR(SteamFriends()->GetClanTag(SteamGroupID)));
|
||||
|
||||
SteamGroups.Add(GroupInfo);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void UAdvancedSteamFriendsLibrary::GetSteamFriendGamePlayed(const FBPUniqueNetId UniqueNetId, EBlueprintResultSwitch &Result/*, FString & GameName*/, int32 & AppID)
|
||||
{
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendGamePlayed Had a bad UniqueNetId!"));
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
return;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
|
||||
FriendGameInfo_t GameInfo;
|
||||
bool bIsInGame = SteamFriends()->GetFriendGamePlayed(id, &GameInfo);
|
||||
|
||||
if (bIsInGame && GameInfo.m_gameID.IsValid())
|
||||
{
|
||||
AppID = GameInfo.m_gameID.AppID();
|
||||
|
||||
// Forgot this test and left it in, it is incorrect, you would need restricted access
|
||||
// And it would only find games in the local library anyway
|
||||
/*char NameBuffer[512];
|
||||
int Len = SteamAppList()->GetAppName(GameInfo.m_gameID.AppID(), NameBuffer, 512);
|
||||
|
||||
if (Len != -1) // Invalid
|
||||
{
|
||||
GameName = FString(UTF8_TO_TCHAR(NameBuffer));
|
||||
}*/
|
||||
|
||||
Result = EBlueprintResultSwitch::OnSuccess;
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
Result = EBlueprintResultSwitch::OnFailure;
|
||||
}
|
||||
|
||||
int32 UAdvancedSteamFriendsLibrary::GetFriendSteamLevel(const FBPUniqueNetId UniqueNetId)
|
||||
{
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("IsAFriend Had a bad UniqueNetId!"));
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
|
||||
return SteamFriends()->GetFriendSteamLevel(id);
|
||||
}
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
FString UAdvancedSteamFriendsLibrary::GetSteamPersonaName(const FBPUniqueNetId UniqueNetId)
|
||||
{
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamPersonaName Had a bad UniqueNetId!"));
|
||||
return FString(TEXT(""));
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
const char* PersonaName = SteamFriends()->GetFriendPersonaName(id);
|
||||
return FString(UTF8_TO_TCHAR(PersonaName));
|
||||
}
|
||||
#endif
|
||||
|
||||
return FString(TEXT(""));
|
||||
}
|
||||
|
||||
FBPUniqueNetId UAdvancedSteamFriendsLibrary::CreateSteamIDFromString(const FString SteamID64)
|
||||
{
|
||||
FBPUniqueNetId netId;
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!(SteamID64.Len() > 0))
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("CreateSteamIDFromString Had a bad UniqueNetId!"));
|
||||
return netId;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
// Already does the conversion
|
||||
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(SteamID64));
|
||||
//FCString::Atoi64(*SteamID64));
|
||||
|
||||
netId.SetUniqueNetId(ValueID);
|
||||
return netId;
|
||||
}
|
||||
#endif
|
||||
|
||||
return netId;
|
||||
}
|
||||
|
||||
FBPUniqueNetId UAdvancedSteamFriendsLibrary::GetLocalSteamIDFromSteam()
|
||||
{
|
||||
FBPUniqueNetId netId;
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
TSharedPtr<const FUniqueNetId> SteamID(new const FUniqueNetIdSteam2(SteamUser()->GetSteamID()));
|
||||
netId.SetUniqueNetId(SteamID);
|
||||
}
|
||||
#endif
|
||||
|
||||
return netId;
|
||||
}
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly)
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Had a bad UniqueNetId!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
|
||||
return !SteamFriends()->RequestUserInformation(id, bRequireNameOnly);
|
||||
}
|
||||
#endif
|
||||
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("RequestSteamFriendInfo Couldn't init steamAPI!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObject,const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Had a bad UniqueNetId!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
if (DialogType == ESteamUserOverlayType::invitetolobby)
|
||||
{
|
||||
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
||||
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
|
||||
if (SessionInterface.IsValid())
|
||||
{
|
||||
FNamedOnlineSession* CurrentSession = SessionInterface->GetNamedSession(NAME_GameSession);
|
||||
|
||||
if (CurrentSession && CurrentSession->SessionInfo->GetSessionId().IsValid())
|
||||
{
|
||||
uint64 id = *((uint64*)CurrentSession->SessionInfo->GetSessionId().GetBytes());
|
||||
SteamFriends()->ActivateGameOverlayInviteDialog(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
|
||||
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::IsOverlayEnabled()
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
return SteamUtils()->IsOverlayEnabled();
|
||||
}
|
||||
#endif
|
||||
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("OpenSteamUserOverlay Couldn't init steamAPI!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UTexture2D * UAdvancedSteamFriendsLibrary::GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize)
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("GetSteamFriendAvatar Had a bad UniqueNetId!"));
|
||||
Result = EBlueprintAsyncResultSwitch::OnFailure;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
uint32 Width = 0;
|
||||
uint32 Height = 0;
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
//Getting the PictureID from the SteamAPI and getting the Size with the ID
|
||||
//virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
|
||||
|
||||
|
||||
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
|
||||
int Picture = 0;
|
||||
|
||||
switch(AvatarSize)
|
||||
{
|
||||
case SteamAvatarSize::SteamAvatar_Small: Picture = SteamFriends()->GetSmallFriendAvatar(id); break;
|
||||
case SteamAvatarSize::SteamAvatar_Medium: Picture = SteamFriends()->GetMediumFriendAvatar(id); break;
|
||||
case SteamAvatarSize::SteamAvatar_Large: Picture = SteamFriends()->GetLargeFriendAvatar(id); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (Picture == -1)
|
||||
{
|
||||
Result = EBlueprintAsyncResultSwitch::AsyncLoading;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SteamUtils()->GetImageSize(Picture, &Width, &Height);
|
||||
|
||||
// STOLEN FROM ANSWERHUB :p, then fixed because answerhub wasn't releasing the memory O.o
|
||||
// Also fixed image pixel format and switched to a memcpy instead of manual iteration.
|
||||
// At some point I should probably reply to that answerhub post with these fixes to prevent people killing their games.....
|
||||
|
||||
if (Width > 0 && Height > 0)
|
||||
{
|
||||
//Creating the buffer "oAvatarRGBA" and then filling it with the RGBA Stream from the Steam Avatar
|
||||
uint8 *oAvatarRGBA = new uint8[Width * Height * 4];
|
||||
|
||||
|
||||
//Filling the buffer with the RGBA Stream from the Steam Avatar and creating a UTextur2D to parse the RGBA Steam in
|
||||
SteamUtils()->GetImageRGBA(Picture, (uint8*)oAvatarRGBA, 4 * Height * Width * sizeof(char));
|
||||
|
||||
|
||||
// Removed as I changed the image bit code to be RGB, I think the original author was unaware that there were different pixel formats
|
||||
/*
|
||||
//Swap R and B channels because for some reason the games whack
|
||||
for (uint32 i = 0; i < (Width * Height * 4); i += 4)
|
||||
{
|
||||
uint8 Temp = oAvatarRGBA[i + 0];
|
||||
oAvatarRGBA[i + 0] = oAvatarRGBA[i + 2];
|
||||
oAvatarRGBA[i + 2] = Temp;
|
||||
}*/
|
||||
|
||||
UTexture2D* Avatar = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
|
||||
// Switched to a Memcpy instead of byte by byte transer
|
||||
|
||||
if (FTexturePlatformData* PlatformData = Avatar->GetPlatformData())
|
||||
{
|
||||
uint8* MipData = (uint8*)PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
|
||||
FMemory::Memcpy(MipData, (void*)oAvatarRGBA, Height * Width * 4);
|
||||
PlatformData->Mips[0].BulkData.Unlock();
|
||||
|
||||
//Setting some Parameters for the Texture and finally returning it
|
||||
PlatformData->SetNumSlices(1);
|
||||
Avatar->NeverStream = true;
|
||||
//Avatar->CompressionSettings = TC_EditorIcon;
|
||||
}
|
||||
|
||||
// Free RGBA buffer regardless of whether it was used or not
|
||||
delete[] oAvatarRGBA;
|
||||
|
||||
Avatar->UpdateResource();
|
||||
|
||||
Result = EBlueprintAsyncResultSwitch::OnSuccess;
|
||||
return Avatar;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("Bad Height / Width with steam avatar!"));
|
||||
}
|
||||
|
||||
Result = EBlueprintAsyncResultSwitch::OnFailure;
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
|
||||
UE_LOG(AdvancedSteamFriendsLog, Warning, TEXT("STEAM Couldn't be verified as initialized"));
|
||||
Result = EBlueprintAsyncResultSwitch::OnFailure;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::InitTextFiltering()
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
return SteamUtils()->InitFilterText();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::FilterText(FString TextToFilter, EBPTextFilteringContext Context, const FBPUniqueNetId TextSourceID, FString& FilteredText)
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint32 BufferLen = TextToFilter.Len() + 10; // Docs say 1 byte excess min, going with 10
|
||||
char* OutText = new char[BufferLen];
|
||||
|
||||
uint64 id = 0;
|
||||
|
||||
if (TextSourceID.IsValid())
|
||||
{
|
||||
id = *((uint64*)TextSourceID.UniqueNetId->GetBytes());
|
||||
}
|
||||
|
||||
int FilterCount = SteamUtils()->FilterText((ETextFilteringContext)Context, id, TCHAR_TO_ANSI(*TextToFilter), OutText, BufferLen);
|
||||
|
||||
if (FilterCount > 0)
|
||||
{
|
||||
FilteredText = FString(UTF8_TO_TCHAR(OutText));
|
||||
delete[] OutText;
|
||||
return true;
|
||||
}
|
||||
|
||||
delete[] OutText;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
FilteredText = TextToFilter;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UAdvancedSteamFriendsLibrary::IsSteamInBigPictureMode()
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
return SteamUtils()->IsSteamInBigPictureMode();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
//#include "StandAlonePrivatePCH.h"
|
||||
#include "AdvancedSteamSessions.h"
|
||||
|
||||
void AdvancedSteamSessions::StartupModule()
|
||||
{
|
||||
}
|
||||
|
||||
void AdvancedSteamSessions::ShutdownModule()
|
||||
{
|
||||
}
|
||||
|
||||
IMPLEMENT_MODULE(AdvancedSteamSessions, AdvancedSteamSessions)
|
||||
@@ -0,0 +1,69 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AdvancedSteamWorkshopLibrary.h"
|
||||
#include "OnlineSubSystemHeader.h"
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(AdvancedSteamWorkshopLog);
|
||||
|
||||
|
||||
void UAdvancedSteamWorkshopLibrary::GetNumSubscribedWorkshopItems(int32 & NumberOfItems)
|
||||
{
|
||||
NumberOfItems = 0;
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
NumberOfItems = SteamUGC()->GetNumSubscribedItems();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
||||
return;
|
||||
}
|
||||
#else
|
||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetNumSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
TArray<FBPSteamWorkshopID> UAdvancedSteamWorkshopLibrary::GetSubscribedWorkshopItems(int32 & NumberOfItems)
|
||||
{
|
||||
TArray<FBPSteamWorkshopID> outArray;
|
||||
NumberOfItems = 0;
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint32 NumItems = SteamUGC()->GetNumSubscribedItems();
|
||||
|
||||
if (NumItems == 0)
|
||||
return outArray;
|
||||
|
||||
// Not using the actual variable above in case someone somehow goes past int32 limits
|
||||
// Don't want to go negative on the iteration.
|
||||
NumberOfItems = NumItems;
|
||||
|
||||
PublishedFileId_t *fileIds = new PublishedFileId_t[NumItems];
|
||||
|
||||
uint32 subItems = SteamUGC()->GetSubscribedItems(fileIds, NumItems);
|
||||
|
||||
for (uint32 i = 0; i < subItems; ++i)
|
||||
{
|
||||
outArray.Add(FBPSteamWorkshopID(fileIds[i]));
|
||||
}
|
||||
|
||||
delete[] fileIds;
|
||||
|
||||
return outArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : SteamAPI is not Inited!"));
|
||||
return outArray;
|
||||
}
|
||||
#else
|
||||
UE_LOG(AdvancedSteamWorkshopLog, Warning, TEXT("Error in GetSubscribedWorkshopItemCount : Called on an incompatible platform"));
|
||||
return outArray;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "SteamRequestGroupOfficersCallbackProxy.h"
|
||||
#include "Online/CoreOnline.h"
|
||||
#include "AdvancedSteamFriendsLibrary.h"
|
||||
#include "OnlineSubSystemHeader.h"
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
#include "steam/isteamfriends.h"
|
||||
#endif
|
||||
//#include "OnlineSubsystemSteamTypes.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UEndSessionCallbackProxy
|
||||
|
||||
USteamRequestGroupOfficersCallbackProxy::USteamRequestGroupOfficersCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
|
||||
USteamRequestGroupOfficersCallbackProxy::~USteamRequestGroupOfficersCallbackProxy()
|
||||
{
|
||||
}
|
||||
|
||||
USteamRequestGroupOfficersCallbackProxy* USteamRequestGroupOfficersCallbackProxy::GetSteamGroupOfficerList(UObject* WorldContextObject, FBPUniqueNetId GroupUniqueNetID)
|
||||
{
|
||||
USteamRequestGroupOfficersCallbackProxy* Proxy = NewObject<USteamRequestGroupOfficersCallbackProxy>();
|
||||
|
||||
Proxy->GroupUniqueID = GroupUniqueNetID;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void USteamRequestGroupOfficersCallbackProxy::Activate()
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
|
||||
SteamAPICall_t hSteamAPICall = SteamFriends()->RequestClanOfficerList(id);
|
||||
|
||||
m_callResultGroupOfficerRequestDetails.Set(hSteamAPICall, this, &USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
TArray<FBPSteamGroupOfficer> EmptyArray;
|
||||
OnFailure.Broadcast(EmptyArray);
|
||||
}
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
void USteamRequestGroupOfficersCallbackProxy::OnRequestGroupOfficerDetails(ClanOfficerListResponse_t *pResult, bool bIOFailure)
|
||||
{
|
||||
TArray<FBPSteamGroupOfficer> OfficerArray;
|
||||
|
||||
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
|
||||
|
||||
if (bIOFailure || !pResult || !pResult->m_bSuccess)
|
||||
{
|
||||
//if (SteamSubsystem != nullptr)
|
||||
{
|
||||
// SteamSubsystem->ExecuteNextTick([this]()
|
||||
//{
|
||||
TArray<FBPSteamGroupOfficer> FailureArray;
|
||||
OnFailure.Broadcast(FailureArray);
|
||||
//});
|
||||
}
|
||||
//OnFailure.Broadcast(OfficerArray);
|
||||
return;
|
||||
}
|
||||
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
uint64 id = *((uint64*)GroupUniqueID.UniqueNetId->GetBytes());
|
||||
|
||||
FBPSteamGroupOfficer Officer;
|
||||
CSteamID ClanOwner = SteamFriends()->GetClanOwner(id);
|
||||
|
||||
Officer.bIsOwner = true;
|
||||
|
||||
TSharedPtr<const FUniqueNetId> ValueID(new const FUniqueNetIdSteam2(ClanOwner));
|
||||
Officer.OfficerUniqueNetID.SetUniqueNetId(ValueID);
|
||||
OfficerArray.Add(Officer);
|
||||
|
||||
for (int i = 0; i < pResult->m_cOfficers; i++)
|
||||
{
|
||||
CSteamID OfficerSteamID = SteamFriends()->GetClanOfficerByIndex(id, i);
|
||||
|
||||
Officer.bIsOwner = false;
|
||||
|
||||
TSharedPtr<const FUniqueNetId> newValueID(new const FUniqueNetIdSteam2(OfficerSteamID));
|
||||
Officer.OfficerUniqueNetID.SetUniqueNetId(newValueID);
|
||||
|
||||
OfficerArray.Add(Officer);
|
||||
}
|
||||
|
||||
//if (SteamSubsystem != nullptr)
|
||||
//{
|
||||
//SteamSubsystem->ExecuteNextTick([OfficerArray, this]()
|
||||
//{
|
||||
OnSuccess.Broadcast(OfficerArray);
|
||||
//});
|
||||
//}
|
||||
|
||||
//OnSuccess.Broadcast(OfficerArray);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (SteamSubsystem != nullptr)
|
||||
{
|
||||
//SteamSubsystem->ExecuteNextTick([this]()
|
||||
//{
|
||||
TArray<FBPSteamGroupOfficer> FailureArray;
|
||||
OnFailure.Broadcast(FailureArray);
|
||||
//});
|
||||
}
|
||||
}
|
||||
|
||||
// Should never hit this anyway
|
||||
//OnFailure.Broadcast(OfficerArray);
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "SteamWSRequestUGCDetailsCallbackProxy.h"
|
||||
#include "OnlineSubSystemHeader.h"
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
#include "steam/isteamugc.h"
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UEndSessionCallbackProxy
|
||||
|
||||
USteamWSRequestUGCDetailsCallbackProxy::USteamWSRequestUGCDetailsCallbackProxy(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
USteamWSRequestUGCDetailsCallbackProxy* USteamWSRequestUGCDetailsCallbackProxy::GetWorkshopItemDetails(UObject* WorldContextObject, FBPSteamWorkshopID WorkShopID/*, int32 NumSecondsBeforeTimeout*/)
|
||||
{
|
||||
USteamWSRequestUGCDetailsCallbackProxy* Proxy = NewObject<USteamWSRequestUGCDetailsCallbackProxy>();
|
||||
|
||||
Proxy->WorkShopID = WorkShopID;
|
||||
return Proxy;
|
||||
}
|
||||
|
||||
void USteamWSRequestUGCDetailsCallbackProxy::Activate()
|
||||
{
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
// #TODO: Support arrays instead in the future?
|
||||
UGCQueryHandle_t hQueryHandle = SteamUGC()->CreateQueryUGCDetailsRequest((PublishedFileId_t *)&WorkShopID.SteamWorkshopID, 1);
|
||||
// #TODO: add search settings here by calling into the handle?
|
||||
SteamAPICall_t hSteamAPICall = SteamUGC()->SendQueryUGCRequest(hQueryHandle);
|
||||
|
||||
// Need to release the query
|
||||
SteamUGC()->ReleaseQueryUGCRequest(hQueryHandle);
|
||||
|
||||
if (hSteamAPICall == k_uAPICallInvalid)
|
||||
{
|
||||
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
return;
|
||||
}
|
||||
|
||||
m_callResultUGCRequestDetails.Set(hSteamAPICall, this, &USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
}
|
||||
|
||||
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
|
||||
void USteamWSRequestUGCDetailsCallbackProxy::OnUGCRequestUGCDetails(SteamUGCQueryCompleted_t *pResult, bool bIOFailure)
|
||||
{
|
||||
//FOnlineSubsystemSteam* SteamSubsystem = (FOnlineSubsystemSteam*)(IOnlineSubsystem::Get(STEAM_SUBSYSTEM));
|
||||
|
||||
if (bIOFailure || !pResult || pResult->m_unNumResultsReturned <= 0)
|
||||
{
|
||||
//if (SteamSubsystem != nullptr)
|
||||
{
|
||||
// SteamSubsystem->ExecuteNextTick([this]()
|
||||
//{
|
||||
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
//});
|
||||
}
|
||||
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
return;
|
||||
}
|
||||
if (SteamAPI_Init())
|
||||
{
|
||||
SteamUGCDetails_t Details;
|
||||
if (SteamUGC()->GetQueryUGCResult(pResult->m_handle, 0, &Details))
|
||||
{
|
||||
//if (SteamSubsystem != nullptr)
|
||||
{
|
||||
//SteamSubsystem->ExecuteNextTick([Details, this]()
|
||||
//{
|
||||
OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
|
||||
//});
|
||||
}
|
||||
|
||||
//OnSuccess.Broadcast(FBPSteamWorkshopItemDetails(Details));
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (SteamSubsystem != nullptr)
|
||||
{
|
||||
//SteamSubsystem->ExecuteNextTick([this]()
|
||||
//{
|
||||
OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
//});
|
||||
}
|
||||
}
|
||||
|
||||
// Not needed, should never hit here
|
||||
//OnFailure.Broadcast(FBPSteamWorkshopItemDetails());
|
||||
}
|
||||
#endif
|
||||
|
||||
19
Plugins/AdvancedSessions/LICENSE.txt
Normal file
19
Plugins/AdvancedSessions/LICENSE.txt
Normal file
@@ -0,0 +1,19 @@
|
||||
Copyright Joshua Statzer
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
7
Plugins/AdvancedSessions/README.md
Normal file
7
Plugins/AdvancedSessions/README.md
Normal file
@@ -0,0 +1,7 @@
|
||||
### How do I use it? ###
|
||||
|
||||
**KantanDocGen Automatic Documentation ([KantanDocGen](http://kantandev.com/free/kantan-doc-gen))**
|
||||
|
||||
**[AdvancedSessions](https://vreue4.com/generated-node-documentation?section=advanced-sessions-plugin)**
|
||||
|
||||
**[AdvancedSteamSessions](https://vreue4.com/generated-node-documentation?section=advanced-steam-sessions-plugin)**
|
||||
2
Plugins/VRExpansionPlugin/.gitattributes
vendored
Normal file
2
Plugins/VRExpansionPlugin/.gitattributes
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
* text=auto
|
||||
*.bat eol=crlf
|
||||
10
Plugins/VRExpansionPlugin/.gitignore
vendored
Normal file
10
Plugins/VRExpansionPlugin/.gitignore
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
.hg/
|
||||
binaries/
|
||||
deriveddatacache/
|
||||
.vs/
|
||||
build/
|
||||
intermediate/
|
||||
PACKPLUGIN/
|
||||
saved/
|
||||
*.orig
|
||||
19
Plugins/VRExpansionPlugin/LICENSE.txt
Normal file
19
Plugins/VRExpansionPlugin/LICENSE.txt
Normal file
@@ -0,0 +1,19 @@
|
||||
Copyright Joshua Statzer
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -0,0 +1,8 @@
|
||||
[FilterPlugin]
|
||||
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
|
||||
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
|
||||
;
|
||||
; Examples:
|
||||
; /README.txt
|
||||
; /Extras/...
|
||||
; /Binaries/ThirdParty/*.dll
|
||||
@@ -0,0 +1,53 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 5.7,
|
||||
"VersionName": "5.7",
|
||||
"FriendlyName": "OpenXRExpansionPlugin",
|
||||
"Description": "An set of utility functions for OpenXR",
|
||||
"Category": "Virtual Reality",
|
||||
"CreatedBy": "Joshua (MordenTral) Statzer",
|
||||
"CreatedByURL": "http://www.vreue4.com",
|
||||
"DocsURL": "http://www.vreue4.com",
|
||||
"MarketplaceURL": "",
|
||||
"SupportURL": "http://www.vreue4.com",
|
||||
"EnabledByDefault": false,
|
||||
"CanContainContent": false,
|
||||
"IsBetaVersion": false,
|
||||
"Installed": true,
|
||||
"SupportedTargetPlatforms": [
|
||||
"Win64",
|
||||
"Linux",
|
||||
"Android",
|
||||
"Mac",
|
||||
"IOS"
|
||||
],
|
||||
"Modules": [
|
||||
{
|
||||
"Name": "OpenXRExpansionPlugin",
|
||||
"Type": "Runtime",
|
||||
"LoadingPhase": "PreDefault"
|
||||
}
|
||||
,
|
||||
{
|
||||
"Name": "OpenXRExpansionEditor",
|
||||
"Type": "UnCookedOnly",
|
||||
"LoadingPhase": "PreDefault"
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
{
|
||||
"Name": "OpenXR",
|
||||
"Enabled": true,
|
||||
"PlatformAllowList": [
|
||||
"Win64",
|
||||
"Linux",
|
||||
"Android"
|
||||
]
|
||||
},
|
||||
{
|
||||
"Name": "XRBase",
|
||||
"Enabled": true
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
@@ -0,0 +1,61 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using System.IO;
|
||||
|
||||
namespace UnrealBuildTool.Rules
|
||||
{
|
||||
public class OpenXRExpansionEditor : ModuleRules
|
||||
{
|
||||
|
||||
public OpenXRExpansionEditor(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add public include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add other private include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add other public dependencies that you statically link with here ...
|
||||
"Engine",
|
||||
"Core",
|
||||
"CoreUObject"
|
||||
}
|
||||
);
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"UnrealEd",
|
||||
"BlueprintGraph",
|
||||
"AnimGraph",
|
||||
"AnimGraphRuntime",
|
||||
"SlateCore",
|
||||
"Slate",
|
||||
"InputCore",
|
||||
"Engine",
|
||||
"EditorStyle",
|
||||
"AssetRegistry",
|
||||
"OpenXRExpansionPlugin"
|
||||
}
|
||||
);
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add any modules that your module loads dynamically here ...
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "AnimGraphNode_ApplyOpenXRHandPose.h"
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimGraphNode_ApplyOpenXRHandPose)
|
||||
|
||||
/////////////////////////////////////////////////////
|
||||
// UAnimGraphNode_ModifyBSHand
|
||||
|
||||
UAnimGraphNode_ApplyOpenXRHandPose::UAnimGraphNode_ApplyOpenXRHandPose(const FObjectInitializer& Initializer)
|
||||
: Super(Initializer)
|
||||
{
|
||||
}
|
||||
|
||||
//Title Color!
|
||||
FLinearColor UAnimGraphNode_ApplyOpenXRHandPose::GetNodeTitleColor() const
|
||||
{
|
||||
return FLinearColor(12, 12, 0, 1);
|
||||
}
|
||||
|
||||
//Node Category
|
||||
FString UAnimGraphNode_ApplyOpenXRHandPose::GetNodeCategory() const
|
||||
{
|
||||
return FString("OpenXR");
|
||||
}
|
||||
FText UAnimGraphNode_ApplyOpenXRHandPose::GetControllerDescription() const
|
||||
{
|
||||
return FText::FromString("Apply OpenXR Hand Pose");
|
||||
}
|
||||
|
||||
FText UAnimGraphNode_ApplyOpenXRHandPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
||||
{
|
||||
FText Result = GetControllerDescription();
|
||||
return Result;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "OpenXRExpansionEditor.h"
|
||||
#include "Editor/UnrealEdEngine.h"
|
||||
#include "UnrealEdGlobals.h"
|
||||
|
||||
|
||||
IMPLEMENT_MODULE(FOpenXRExpansionEditorModule, OpenXRExpansionEditor);
|
||||
|
||||
void FOpenXRExpansionEditorModule::StartupModule()
|
||||
{
|
||||
}
|
||||
|
||||
void FOpenXRExpansionEditorModule::ShutdownModule()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
#include "AnimGraphDefinitions.h"
|
||||
#include "Kismet2/BlueprintEditorUtils.h"
|
||||
#include "Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h"
|
||||
|
||||
#include "AnimNode_ApplyOpenXRHandPose.h"
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "AnimGraphNode_ApplyOpenXRHandPose.generated.h"
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UAnimGraphNode_ApplyOpenXRHandPose : public UAnimGraphNode_SkeletalControlBase
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = Settings)
|
||||
FAnimNode_ApplyOpenXRHandPose Node;
|
||||
|
||||
public:
|
||||
// UEdGraphNode interface
|
||||
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
|
||||
virtual FLinearColor GetNodeTitleColor() const override;
|
||||
virtual FString GetNodeCategory() const override;
|
||||
// End of UEdGraphNode interface
|
||||
|
||||
protected:
|
||||
|
||||
// UAnimGraphNode_SkeletalControlBase protected interface
|
||||
virtual FText GetControllerDescription() const;
|
||||
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
|
||||
// End of UAnimGraphNode_SkeletalControlBase protected interface
|
||||
|
||||
};
|
||||
@@ -0,0 +1,13 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Runtime/Core/Public/Modules/ModuleInterface.h"
|
||||
|
||||
class FOpenXRExpansionEditorModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
@@ -0,0 +1,76 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.IO;
|
||||
|
||||
namespace UnrealBuildTool.Rules
|
||||
{
|
||||
public class OpenXRExpansionPlugin: ModuleRules
|
||||
{
|
||||
public OpenXRExpansionPlugin(ReadOnlyTargetRules Target)
|
||||
: base(Target)
|
||||
{
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
DefaultBuildSettings = BuildSettingsVersion.Latest;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
|
||||
|
||||
SetupIrisSupport(Target);
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
//"InputDevice",
|
||||
//"LiveLink",
|
||||
//"LiveLinkInterface"
|
||||
}
|
||||
);
|
||||
|
||||
var EngineDir = Path.GetFullPath(Target.RelativeEnginePath);
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
EngineDir + "Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private",
|
||||
EngineDir + "/Source/ThirdParty/OpenXR/include",
|
||||
// ... add other private include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Core",
|
||||
"NetCore",
|
||||
"CoreUObject",
|
||||
//"ApplicationCore",
|
||||
"Engine",
|
||||
//"InputDevice",
|
||||
"InputCore",
|
||||
"Slate",
|
||||
"HeadMountedDisplay",
|
||||
//"AnimGraph",
|
||||
"AnimGraphRuntime",
|
||||
"SlateCore",
|
||||
"XRBase"
|
||||
//"LiveLink",
|
||||
//"LiveLinkInterface",
|
||||
}
|
||||
);
|
||||
|
||||
if (Target.Platform != UnrealTargetPlatform.Mac && Target.Platform != UnrealTargetPlatform.IOS)
|
||||
{
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"OpenXRHMD"
|
||||
}
|
||||
);
|
||||
PrivateDefinitions.AddRange(new string[] { "OPENXR_SUPPORTED" });
|
||||
AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenXR");
|
||||
}
|
||||
|
||||
// if (Target.bBuildEditor == true)
|
||||
// {
|
||||
// PrivateDependencyModuleNames.Add("UnrealEd");
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,488 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "AnimNode_ApplyOpenXRHandPose.h"
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_ApplyOpenXRHandPose)
|
||||
|
||||
//#include "EngineMinimal.h"
|
||||
//#include "Engine/Engine.h"
|
||||
//#include "CoreMinimal.h"
|
||||
#include "OpenXRExpansionFunctionLibrary.h"
|
||||
#include "AnimNode_ApplyOpenXRHandPose.h"
|
||||
#include "AnimationRuntime.h"
|
||||
#include "DrawDebugHelpers.h"
|
||||
#include "OpenXRHandPoseComponent.h"
|
||||
#include "Runtime/Engine/Public/Animation/AnimInstanceProxy.h"
|
||||
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
|
||||
|
||||
FAnimNode_ApplyOpenXRHandPose::FAnimNode_ApplyOpenXRHandPose()
|
||||
: FAnimNode_SkeletalControlBase()
|
||||
{
|
||||
WorldIsGame = false;
|
||||
Alpha = 1.f;
|
||||
SkeletonType = EVROpenXRSkeletonType::OXR_SkeletonType_UE4Default_Right;
|
||||
bIsOpenInputAnimationInstance = false;
|
||||
bSkipRootBone = false;
|
||||
bOnlyApplyWristTransform = false;
|
||||
//WristAdjustment = FQuat::Identity;
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance)
|
||||
{
|
||||
Super::OnInitializeAnimInstance(InProxy, InAnimInstance);
|
||||
|
||||
if (const UOpenXRAnimInstance * OpenXRAnimInstance = Cast<UOpenXRAnimInstance>(InAnimInstance))
|
||||
{
|
||||
bIsOpenInputAnimationInstance = true;
|
||||
|
||||
if (OpenXRAnimInstance->AnimInstanceProxy.HandSkeletalActionData.Num())
|
||||
{
|
||||
for (int i = 0; i < OpenXRAnimInstance->AnimInstanceProxy.HandSkeletalActionData.Num(); ++i)
|
||||
{
|
||||
EVRSkeletalHandIndex TargetHand = OpenXRAnimInstance->AnimInstanceProxy.HandSkeletalActionData[i].TargetHand;
|
||||
|
||||
if (OpenXRAnimInstance->AnimInstanceProxy.HandSkeletalActionData[i].bMirrorLeftRight)
|
||||
{
|
||||
TargetHand = (TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left) ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
}
|
||||
|
||||
if (TargetHand == MappedBonePairs.TargetHand)
|
||||
{
|
||||
bIsMirroringHand = OpenXRAnimInstance->AnimInstanceProxy.HandSkeletalActionData[i].bMirrorLeftRight;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::Initialize_AnyThread(const FAnimationInitializeContext& Context)
|
||||
{
|
||||
Super::Initialize_AnyThread(Context);
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
|
||||
{
|
||||
Super::CacheBones_AnyThread(Context);
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::InitializeBoneReferences(const FBoneContainer& RequiredBones)
|
||||
{
|
||||
UObject* OwningAsset = RequiredBones.GetAsset();
|
||||
if (!OwningAsset)
|
||||
return;
|
||||
|
||||
USkeleton* AssetSkeleton = RequiredBones.GetSkeletonAsset();
|
||||
|
||||
if (!AssetSkeleton)
|
||||
return;
|
||||
|
||||
if (!MappedBonePairs.bInitialized || OwningAsset->GetFName() != MappedBonePairs.LastInitializedName || SkeletonType != MappedBonePairs.LastInitializedSkeleton)
|
||||
{
|
||||
|
||||
// Trigger a full re-build if our asset changed
|
||||
if (MappedBonePairs.bInitialized && (OwningAsset->GetFName() != MappedBonePairs.LastInitializedName || SkeletonType != MappedBonePairs.LastInitializedSkeleton))
|
||||
{
|
||||
MappedBonePairs.ClearMapping();
|
||||
}
|
||||
|
||||
MappedBonePairs.LastInitializedName = OwningAsset->GetFName();
|
||||
MappedBonePairs.LastInitializedSkeleton = SkeletonType;
|
||||
MappedBonePairs.bInitialized = false;
|
||||
|
||||
if (AssetSkeleton)
|
||||
{
|
||||
// If our bone pairs are empty, then setup our sane defaults
|
||||
if (!MappedBonePairs.BonePairs.Num())
|
||||
{
|
||||
|
||||
MappedBonePairs.ConstructDefaultMappings(SkeletonType, bSkipRootBone);
|
||||
}
|
||||
|
||||
// Construct a reverse map of our joints
|
||||
MappedBonePairs.ConstructReverseMapping();
|
||||
|
||||
TArray<FTransform> RefBones = AssetSkeleton->GetReferenceSkeleton().GetRefBonePose();
|
||||
TArray<FMeshBoneInfo> RefBonesInfo = AssetSkeleton->GetReferenceSkeleton().GetRefBoneInfo();
|
||||
|
||||
for (FBPOpenXRSkeletalPair& BonePair : MappedBonePairs.BonePairs)
|
||||
{
|
||||
// Fill in the bone name for the reference
|
||||
BonePair.ReferenceToConstruct.BoneName = BonePair.BoneToTarget;
|
||||
|
||||
// Init the reference
|
||||
BonePair.ReferenceToConstruct.Initialize(AssetSkeleton);
|
||||
|
||||
BonePair.ReferenceToConstruct.CachedCompactPoseIndex = BonePair.ReferenceToConstruct.GetCompactPoseIndex(RequiredBones);
|
||||
|
||||
if ((BonePair.ReferenceToConstruct.CachedCompactPoseIndex != INDEX_NONE))
|
||||
{
|
||||
// Get our parent bones index
|
||||
BonePair.ParentReference = RequiredBones.GetParentBoneIndex(BonePair.ReferenceToConstruct.CachedCompactPoseIndex);
|
||||
}
|
||||
}
|
||||
|
||||
MappedBonePairs.bInitialized = true;
|
||||
|
||||
if (SkeletonType == EVROpenXRSkeletonType::OXR_SkeletonType_OpenVRDefault_Left || SkeletonType == EVROpenXRSkeletonType::OXR_SkeletonType_OpenVRDefault_Right)
|
||||
{
|
||||
// We hard code this for now because I don't like their wrist being a different transform
|
||||
MappedBonePairs.AdjustmentQuat = FRotator(0.f, 90.f, 180.f).Quaternion(); // Current one is incorrect without wrist
|
||||
// Maybe do it in relative space?
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateSkeletalAdjustment(AssetSkeleton);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::CalculateSkeletalAdjustment(USkeleton* AssetSkeleton)
|
||||
{
|
||||
|
||||
TArray<FTransform> RefBones = AssetSkeleton->GetReferenceSkeleton().GetRefBonePose();
|
||||
TArray<FMeshBoneInfo> RefBonesInfo = AssetSkeleton->GetReferenceSkeleton().GetRefBoneInfo();
|
||||
|
||||
if (!MappedBonePairs.bInitialized || MappedBonePairs.BonePairs.Num() < 4 || !RefBones.Num())
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("Empty or incorrect mapping or skeleton data when calculating skeletal adjustment!"));
|
||||
return;
|
||||
}
|
||||
|
||||
FBPOpenXRSkeletalPair KnuckleIndexPair = MappedBonePairs.BonePairs[MappedBonePairs.ReverseBonePairMap[(int8)EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT]];
|
||||
FBPOpenXRSkeletalPair KnuckleMiddlePair = MappedBonePairs.BonePairs[MappedBonePairs.ReverseBonePairMap[(int8)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT]];
|
||||
FBPOpenXRSkeletalPair KnuckleRingPair = MappedBonePairs.BonePairs[MappedBonePairs.ReverseBonePairMap[(int8)EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT]];
|
||||
FBPOpenXRSkeletalPair KnucklePinkyPair = MappedBonePairs.BonePairs[MappedBonePairs.ReverseBonePairMap[(int8)EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT]];
|
||||
|
||||
FBPOpenXRSkeletalPair WristPair = MappedBonePairs.BonePairs[MappedBonePairs.ReverseBonePairMap[(int8)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT]];
|
||||
|
||||
FVector KnuckleAverage = GetRefBoneInCS(RefBones, RefBonesInfo, KnuckleIndexPair.ReferenceToConstruct.BoneIndex).GetTranslation();
|
||||
KnuckleAverage += GetRefBoneInCS(RefBones, RefBonesInfo, KnuckleMiddlePair.ReferenceToConstruct.BoneIndex).GetTranslation();
|
||||
KnuckleAverage += GetRefBoneInCS(RefBones, RefBonesInfo, KnuckleRingPair.ReferenceToConstruct.BoneIndex).GetTranslation();
|
||||
KnuckleAverage += GetRefBoneInCS(RefBones, RefBonesInfo, KnucklePinkyPair.ReferenceToConstruct.BoneIndex).GetTranslation();
|
||||
|
||||
// Get our average across the knuckles
|
||||
KnuckleAverage /= 4.f;
|
||||
|
||||
// Obtain the UE4 wrist Side & Forward directions from first animation frame and place in cache
|
||||
FTransform WristTransform_UE = GetRefBoneInCS(RefBones, RefBonesInfo, WristPair.ReferenceToConstruct.BoneIndex);
|
||||
FVector ToKnuckleAverage_UE = KnuckleAverage - WristTransform_UE.GetTranslation();
|
||||
ToKnuckleAverage_UE.Normalize();
|
||||
|
||||
|
||||
WristForwardLS_UE = WristTransform_UE.GetRotation().UnrotateVector(ToKnuckleAverage_UE);
|
||||
SetVectorToMaxElement(WristForwardLS_UE);
|
||||
WristSideDirectionLS = FVector::CrossProduct(WristForwardLS_UE, FVector::RightVector);
|
||||
SetVectorToMaxElement(WristSideDirectionLS);
|
||||
|
||||
CalculateOpenXRAdjustment();
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::CalculateOpenXRAdjustment()
|
||||
{
|
||||
// Base implementation is like valves
|
||||
|
||||
// Forward direction
|
||||
static FVector OpenXRForwardDirection = FVector(1.0f, 0.f, 0.f);
|
||||
|
||||
// Side direction
|
||||
// Do I need to flip this for left hand?
|
||||
|
||||
bool bUseLeftHandOffsets = false;
|
||||
if ((!bIsMirroringHand && MappedBonePairs.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left) ||
|
||||
(bIsMirroringHand && MappedBonePairs.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Right))
|
||||
{
|
||||
bUseLeftHandOffsets = true;
|
||||
}
|
||||
|
||||
//static FVector OpenXRSideDirection = FVector(0.f, 1.f, 0.f);
|
||||
FVector OpenXRSideDirection = bUseLeftHandOffsets ? FVector(0.f, -1.f, 0.f) : FVector(0.f, 1.f, 0.f);
|
||||
|
||||
// Align forward vectors, openXR once in engine is X+ forward
|
||||
FQuat AlignmentRot = FQuat::FindBetweenNormals(WristForwardLS_UE, OpenXRForwardDirection);
|
||||
|
||||
// Rotate about the aligned forward direction to make the side directions align
|
||||
FVector WristSideDirectionMS_UE = AlignmentRot * WristSideDirectionLS;
|
||||
|
||||
// Rotate around, should the Side direction flip for openXR if its the left hand?
|
||||
FQuat TwistRotation = CalcRotationAboutAxis(WristSideDirectionMS_UE, OpenXRSideDirection, OpenXRForwardDirection);
|
||||
|
||||
FRotator Difference = (TwistRotation * AlignmentRot).Rotator();
|
||||
|
||||
MappedBonePairs.AdjustmentQuat = (TwistRotation * AlignmentRot).GetNormalized();
|
||||
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::ConvertHandTransformsSpace(TArray<FTransform>& OutTransforms, const TArray<FTransform>& WorldTransforms, FTransform AddTrans, bool bMirrorLeftRight, bool bMergeMissingUE4Bones)
|
||||
{
|
||||
// Fail if the count is too low
|
||||
if (WorldTransforms.Num() < EHandKeypointCount)
|
||||
return;
|
||||
|
||||
if (OutTransforms.Num() < WorldTransforms.Num())
|
||||
{
|
||||
OutTransforms.Empty(WorldTransforms.Num());
|
||||
OutTransforms.AddUninitialized(WorldTransforms.Num());
|
||||
}
|
||||
|
||||
TArray<FTransform> TempWorldTransforms = WorldTransforms;
|
||||
|
||||
// Ensure add trans is normalized
|
||||
AddTrans.NormalizeRotation();
|
||||
|
||||
// Bone/Parent map
|
||||
int32 BoneParents[26] =
|
||||
{
|
||||
// Manually build the parent hierarchy starting at the wrist which has no parent (-1)
|
||||
1, // Palm -> Wrist
|
||||
-1, // Wrist -> None
|
||||
1, // ThumbMetacarpal -> Wrist
|
||||
2, // ThumbProximal -> ThumbMetacarpal
|
||||
3, // ThumbDistal -> ThumbProximal
|
||||
4, // ThumbTip -> ThumbDistal
|
||||
|
||||
1, // IndexMetacarpal -> Wrist
|
||||
6, // IndexProximal -> IndexMetacarpal
|
||||
7, // IndexIntermediate -> IndexProximal
|
||||
8, // IndexDistal -> IndexIntermediate
|
||||
9, // IndexTip -> IndexDistal
|
||||
|
||||
1, // MiddleMetacarpal -> Wrist
|
||||
11, // MiddleProximal -> MiddleMetacarpal
|
||||
12, // MiddleIntermediate -> MiddleProximal
|
||||
13, // MiddleDistal -> MiddleIntermediate
|
||||
14, // MiddleTip -> MiddleDistal
|
||||
|
||||
1, // RingMetacarpal -> Wrist
|
||||
16, // RingProximal -> RingMetacarpal
|
||||
17, // RingIntermediate -> RingProximal
|
||||
18, // RingDistal -> RingIntermediate
|
||||
19, // RingTip -> RingDistal
|
||||
|
||||
1, // LittleMetacarpal -> Wrist
|
||||
21, // LittleProximal -> LittleMetacarpal
|
||||
22, // LittleIntermediate -> LittleProximal
|
||||
23, // LittleDistal -> LittleIntermediate
|
||||
24, // LittleTip -> LittleDistal
|
||||
};
|
||||
|
||||
bool bUseAutoCalculatedRetarget = AddTrans.Equals(FTransform::Identity);
|
||||
|
||||
// Convert transforms to parent space
|
||||
// The hand tracking transforms are in world space.
|
||||
|
||||
for (int32 Index = 0; Index < EHandKeypointCount; ++Index)
|
||||
{
|
||||
if (TempWorldTransforms[Index].ContainsNaN() || TempWorldTransforms[Index].Equals(FTransform::Identity))
|
||||
{
|
||||
OutTransforms[Index] = FTransform::Identity;
|
||||
//continue;
|
||||
}
|
||||
|
||||
// Ensure normalization
|
||||
TempWorldTransforms[Index].NormalizeRotation();
|
||||
|
||||
if (bMirrorLeftRight)
|
||||
{
|
||||
TempWorldTransforms[Index].Mirror(EAxis::Y, EAxis::Y);
|
||||
}
|
||||
|
||||
if (bUseAutoCalculatedRetarget)
|
||||
{
|
||||
TempWorldTransforms[Index].ConcatenateRotation(MappedBonePairs.AdjustmentQuat);
|
||||
//WorldTransforms[Index].ConcatenateRotation(MappedBonePairs.BonePairs[0].RetargetRot);
|
||||
}
|
||||
else
|
||||
{
|
||||
TempWorldTransforms[Index].ConcatenateRotation(AddTrans.GetRotation());
|
||||
}
|
||||
}
|
||||
|
||||
// Make this into a single loop, their structure always has children after parent
|
||||
for (int32 Index = 0; Index < EHandKeypointCount; ++Index)
|
||||
{
|
||||
FTransform& BoneTransform = TempWorldTransforms[Index];
|
||||
//BoneTransform.NormalizeRotation();
|
||||
|
||||
int32 ParentIndex = BoneParents[Index];
|
||||
int32 ParentParent = -1;
|
||||
|
||||
// Thumb keeps the metacarpal intact, we don't skip it
|
||||
if (bMergeMissingUE4Bones)
|
||||
{
|
||||
if (Index != (int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT && ParentIndex > 0)
|
||||
{
|
||||
ParentParent = BoneParents[ParentIndex];
|
||||
}
|
||||
}
|
||||
|
||||
if (ParentIndex < 0)
|
||||
{
|
||||
// We are at the root, so use it.
|
||||
OutTransforms[Index] = BoneTransform;
|
||||
}
|
||||
else
|
||||
{
|
||||
FTransform ParentTransform = FTransform::Identity;
|
||||
|
||||
// Merging missing metacarpal bone into the transform
|
||||
if (bMergeMissingUE4Bones && ParentParent == 1) // Wrist
|
||||
{
|
||||
ParentTransform = TempWorldTransforms[ParentParent];
|
||||
}
|
||||
else
|
||||
{
|
||||
ParentTransform = TempWorldTransforms[ParentIndex];
|
||||
}
|
||||
|
||||
//ParentTransform.NormalizeRotation();
|
||||
OutTransforms[Index] = BoneTransform.GetRelativeTransform(ParentTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FAnimNode_ApplyOpenXRHandPose::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
|
||||
{
|
||||
if (!MappedBonePairs.bInitialized)
|
||||
return;
|
||||
|
||||
|
||||
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
|
||||
|
||||
UObject* OwningAsset = BoneContainer.GetAsset();
|
||||
if (!OwningAsset)
|
||||
return;
|
||||
|
||||
// Trigger a full re-build if our asset or target skeleton changed, do it up here before finding the correct hand
|
||||
if ((OwningAsset->GetFName() != MappedBonePairs.LastInitializedName || SkeletonType != MappedBonePairs.LastInitializedSkeleton))
|
||||
{
|
||||
InitializeBoneReferences(BoneContainer);
|
||||
}
|
||||
|
||||
|
||||
/*const */FBPOpenXRActionSkeletalData *StoredActionInfoPtr = nullptr;
|
||||
if (bIsOpenInputAnimationInstance)
|
||||
{
|
||||
/*const*/ FOpenXRAnimInstanceProxy* OpenXRAnimInstance = (FOpenXRAnimInstanceProxy*)Output.AnimInstanceProxy;
|
||||
if (OpenXRAnimInstance->HandSkeletalActionData.Num())
|
||||
{
|
||||
for (int i = 0; i <OpenXRAnimInstance->HandSkeletalActionData.Num(); ++i)
|
||||
{
|
||||
EVRSkeletalHandIndex TargetHand = OpenXRAnimInstance->HandSkeletalActionData[i].TargetHand;
|
||||
|
||||
if (OpenXRAnimInstance->HandSkeletalActionData[i].bMirrorLeftRight)
|
||||
{
|
||||
TargetHand = (TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left) ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
}
|
||||
|
||||
if (TargetHand == MappedBonePairs.TargetHand)
|
||||
{
|
||||
StoredActionInfoPtr = &OpenXRAnimInstance->HandSkeletalActionData[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we have an empty hand pose but have a passed in custom one then use that
|
||||
if (StoredActionInfoPtr == nullptr || !StoredActionInfoPtr->SkeletalTransforms.Num())
|
||||
{
|
||||
StoredActionInfoPtr = &OptionalStoredActionInfo;
|
||||
}
|
||||
|
||||
if (!StoredActionInfoPtr->bHasValidData)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//MappedBonePairs.AdjustmentQuat = WristAdjustment;
|
||||
|
||||
// Currently not blending correctly
|
||||
const float BlendWeight = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
|
||||
uint8 BoneTransIndex = 0;
|
||||
uint8 NumBones = StoredActionInfoPtr ? StoredActionInfoPtr->SkeletalTransforms.Num() : 0;
|
||||
|
||||
if (NumBones < 1)
|
||||
{
|
||||
// Early out, we don't have a valid data to work with
|
||||
return;
|
||||
}
|
||||
|
||||
FTransform trans = FTransform::Identity;
|
||||
OutBoneTransforms.Reserve(MappedBonePairs.BonePairs.Num());
|
||||
TArray<FBoneTransform> TransBones;
|
||||
FTransform AdditionTransform = StoredActionInfoPtr->AdditionTransform;
|
||||
|
||||
FTransform TempTrans = FTransform::Identity;
|
||||
FTransform ParentTrans = FTransform::Identity;
|
||||
FTransform * ParentTransPtr = nullptr;
|
||||
|
||||
//AdditionTransform.SetRotation(MappedBonePairs.AdjustmentQuat);
|
||||
|
||||
TArray<FTransform> HandTransforms;
|
||||
ConvertHandTransformsSpace(HandTransforms, StoredActionInfoPtr->SkeletalTransforms, AdditionTransform, StoredActionInfoPtr->bMirrorLeftRight, MappedBonePairs.bMergeMissingBonesUE4);
|
||||
|
||||
for (const FBPOpenXRSkeletalPair& BonePair : MappedBonePairs.BonePairs)
|
||||
{
|
||||
BoneTransIndex = (int8)BonePair.OpenXRBone;
|
||||
ParentTrans = FTransform::Identity;
|
||||
|
||||
if (bSkipRootBone && BonePair.OpenXRBone == EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT)
|
||||
continue;
|
||||
|
||||
if (BoneTransIndex >= NumBones || BonePair.ReferenceToConstruct.CachedCompactPoseIndex == INDEX_NONE)
|
||||
continue;
|
||||
|
||||
if (!BonePair.ReferenceToConstruct.IsValidToEvaluate(BoneContainer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
trans = Output.Pose.GetComponentSpaceTransform(BonePair.ReferenceToConstruct.CachedCompactPoseIndex);
|
||||
|
||||
if (BonePair.ParentReference != INDEX_NONE)
|
||||
{
|
||||
ParentTrans = Output.Pose.GetComponentSpaceTransform(BonePair.ParentReference);
|
||||
ParentTrans.SetScale3D(FVector(1.f));
|
||||
}
|
||||
|
||||
EXRHandJointType CurrentBone = (EXRHandJointType)BoneTransIndex;
|
||||
TempTrans = (HandTransforms[BoneTransIndex]);
|
||||
//TempTrans.ConcatenateRotation(BonePair.RetargetRot);
|
||||
|
||||
/*if (StoredActionInfoPtr->bMirrorHand)
|
||||
{
|
||||
FMatrix M = TempTrans.ToMatrixWithScale();
|
||||
M.Mirror(EAxis::Z, EAxis::X);
|
||||
M.Mirror(EAxis::X, EAxis::Z);
|
||||
TempTrans.SetFromMatrix(M);
|
||||
}*/
|
||||
|
||||
TempTrans = TempTrans * ParentTrans;
|
||||
|
||||
if (StoredActionInfoPtr->bAllowDeformingMesh || bOnlyApplyWristTransform)
|
||||
trans.SetTranslation(TempTrans.GetTranslation());
|
||||
|
||||
trans.SetRotation(TempTrans.GetRotation());
|
||||
|
||||
TransBones.Add(FBoneTransform(BonePair.ReferenceToConstruct.CachedCompactPoseIndex, trans));
|
||||
|
||||
// Need to do it per bone so future bones are correct
|
||||
// Only if in parent space though, can do it all at the end in component space
|
||||
if (TransBones.Num())
|
||||
{
|
||||
Output.Pose.LocalBlendCSBoneTransforms(TransBones, BlendWeight);
|
||||
TransBones.Reset();
|
||||
}
|
||||
|
||||
if (bOnlyApplyWristTransform && CurrentBone == EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT)
|
||||
{
|
||||
break; // Early out of the loop, we only wanted to apply the wrist
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool FAnimNode_ApplyOpenXRHandPose::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
|
||||
{
|
||||
return(/*MappedBonePairs.bInitialized && */MappedBonePairs.BonePairs.Num() > 0);
|
||||
}
|
||||
@@ -0,0 +1,595 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "OpenXRExpansionFunctionLibrary.h"
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(OpenXRExpansionFunctionLibrary)
|
||||
|
||||
//#include "EngineMinimal.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include <openxr/openxr.h>
|
||||
#include "CoreMinimal.h"
|
||||
#include "IXRTrackingSystem.h"
|
||||
|
||||
//General Log
|
||||
DEFINE_LOG_CATEGORY(OpenXRExpansionFunctionLibraryLog);
|
||||
|
||||
UOpenXRExpansionFunctionLibrary::UOpenXRExpansionFunctionLibrary(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
UOpenXRExpansionFunctionLibrary::~UOpenXRExpansionFunctionLibrary()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void UOpenXRExpansionFunctionLibrary::GetXRMotionControllerType(FString& TrackingSystemName, EBPOpenXRControllerDeviceType& DeviceType, EBPXRResultSwitch& Result)
|
||||
{
|
||||
#if defined(OPENXR_SUPPORTED)
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_UnknownController;
|
||||
Result = EBPXRResultSwitch::OnFailed;
|
||||
|
||||
if (FOpenXRHMD* pOpenXRHMD = GetOpenXRHMD())
|
||||
{
|
||||
XrInstance XRInstance = pOpenXRHMD->GetInstance();
|
||||
XrSystemId XRSysID = pOpenXRHMD->GetSystem();
|
||||
|
||||
if (XRSysID && XRInstance)
|
||||
{
|
||||
XrSystemProperties systemProperties{ XR_TYPE_SYSTEM_PROPERTIES };
|
||||
systemProperties.next = nullptr;
|
||||
|
||||
if (xrGetSystemProperties(XRInstance, XRSysID, &systemProperties) == XR_SUCCESS)
|
||||
{
|
||||
XrSession XRSesh = pOpenXRHMD->GetSession();
|
||||
|
||||
if (XRSesh)
|
||||
{
|
||||
XrPath myPath;
|
||||
XrResult PathResult = xrStringToPath(XRInstance, "/user/hand/left", &myPath);
|
||||
XrInteractionProfileState interactionProfile{ XR_TYPE_INTERACTION_PROFILE_STATE };
|
||||
interactionProfile.next = nullptr;
|
||||
|
||||
XrResult QueryResult = xrGetCurrentInteractionProfile(XRSesh, myPath, &interactionProfile);
|
||||
if (QueryResult == XR_SUCCESS)
|
||||
{
|
||||
char myPathy[XR_MAX_SYSTEM_NAME_SIZE];
|
||||
uint32_t outputsize;
|
||||
xrPathToString(XRInstance, interactionProfile.interactionProfile, XR_MAX_SYSTEM_NAME_SIZE, &outputsize, myPathy);
|
||||
|
||||
if (interactionProfile.interactionProfile == XR_NULL_PATH || outputsize < 1)
|
||||
return;
|
||||
|
||||
FString InteractionName(ANSI_TO_TCHAR(myPathy));
|
||||
if (InteractionName.Len() < 1)
|
||||
return;
|
||||
|
||||
/*
|
||||
* Interaction profile paths [6.4]
|
||||
An interaction profile identifies a collection of buttons and
|
||||
other input sources, and is of the form:
|
||||
/interaction_profiles/<vendor_name>/<type_name>
|
||||
Paths supported in the core 1.0 release
|
||||
/interaction_profiles/khr/simple_control
|
||||
/interaction_profiles/khr/simple_controller
|
||||
/interaction_profiles/google/daydream_controller
|
||||
/interaction_profiles/htc/vive_controller
|
||||
/interaction_profiles/htc/vive_pro
|
||||
/interaction_profiles/microsoft/motion_controller
|
||||
/interaction_profiles/microsoft/xbox_controller
|
||||
/interaction_profiles/oculus/go_controller
|
||||
/interaction_profiles/oculus/touch_controller
|
||||
/interaction_profiles/valve/index_controller
|
||||
*/
|
||||
|
||||
// Not working currently?
|
||||
/*XrInputSourceLocalizedNameGetInfo InputSourceInfo{ XR_TYPE_INPUT_SOURCE_LOCALIZED_NAME_GET_INFO };
|
||||
InputSourceInfo.next = nullptr;
|
||||
InputSourceInfo.whichComponents = XR_INPUT_SOURCE_LOCALIZED_NAME_INTERACTION_PROFILE_BIT;
|
||||
InputSourceInfo.sourcePath = interactionProfile.interactionProfile;
|
||||
|
||||
char buffer[XR_MAX_SYSTEM_NAME_SIZE];
|
||||
uint32_t usedBufferCount = 0;
|
||||
if (xrGetInputSourceLocalizedName(XRSesh, &InputSourceInfo, XR_MAX_SYSTEM_NAME_SIZE, &usedBufferCount, (char*)&buffer) == XR_SUCCESS)
|
||||
{
|
||||
int g = 0;
|
||||
}*/
|
||||
|
||||
|
||||
if (InteractionName.Find("touch_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_OculusTouchController;
|
||||
}
|
||||
else if (InteractionName.Contains("index_controller", ESearchCase::IgnoreCase))
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_ValveIndexController;
|
||||
}
|
||||
else if (InteractionName.Find("vive_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_ViveController;
|
||||
}
|
||||
else if (InteractionName.Find("vive_pro", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_ViveProController;
|
||||
}
|
||||
else if (InteractionName.Find("simple_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_SimpleController;
|
||||
}
|
||||
else if (InteractionName.Find("daydream_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_DaydreamController;
|
||||
}
|
||||
else if (InteractionName.Find("motion_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_MicrosoftMotionController;
|
||||
}
|
||||
else if (InteractionName.Find("xbox_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_MicrosoftXboxController;
|
||||
}
|
||||
else if (InteractionName.Find("go_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_OculusGoController;
|
||||
}
|
||||
else if (InteractionName.Find("neo3_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_PicoNeo3Controller;
|
||||
}
|
||||
else if (InteractionName.Find("mixed_reality_controller", ESearchCase::IgnoreCase) != INDEX_NONE)
|
||||
{
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_WMRController;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(OpenXRExpansionFunctionLibraryLog, Warning, TEXT("UNKNOWN OpenXR Interaction profile detected!!!: %s"), *InteractionName);
|
||||
DeviceType = EBPOpenXRControllerDeviceType::DT_UnknownController;
|
||||
}
|
||||
|
||||
Result = EBPXRResultSwitch::OnSucceeded;
|
||||
}
|
||||
|
||||
TrackingSystemName = FString(ANSI_TO_TCHAR(systemProperties.systemName));// , XR_MAX_SYSTEM_NAME_SIZE);
|
||||
//VendorID = systemProperties.vendorId;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
TrackingSystemName.Empty();
|
||||
return;
|
||||
}
|
||||
|
||||
bool UOpenXRExpansionFunctionLibrary::GetOpenXRHandPose(FBPOpenXRActionSkeletalData& HandPoseContainer, UOpenXRHandPoseComponent* HandPoseComponent, bool bGetMockUpPose)
|
||||
{
|
||||
FXRHandTrackingState HandTrackingData;
|
||||
FXRMotionControllerState MotionControllerData;
|
||||
|
||||
if (bGetMockUpPose)
|
||||
{
|
||||
// #TODO 5.7 TEST THIS
|
||||
UHeadMountedDisplayFunctionLibrary::GetMotionControllerState((UObject*)HandPoseComponent, EXRSpaceType::UnrealWorldSpace, HandPoseContainer.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left ? EControllerHand::Left : EControllerHand::Right, HandPoseContainer.PoseType, MotionControllerData);
|
||||
GetMockUpControllerData(HandTrackingData,MotionControllerData, HandPoseContainer);
|
||||
return true;
|
||||
}
|
||||
|
||||
UHeadMountedDisplayFunctionLibrary::GetHandTrackingState((UObject*)HandPoseComponent, EXRSpaceType::UnrealWorldSpace, HandPoseContainer.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left ? EControllerHand::Left : EControllerHand::Right, HandTrackingData);
|
||||
|
||||
if (HandTrackingData.bValid)
|
||||
{
|
||||
HandPoseContainer.SkeletalTransforms.Empty(HandTrackingData.HandKeyLocations.Num());
|
||||
FTransform ParentTrans = FTransform::Identity;
|
||||
|
||||
|
||||
// #TODO: 5.7 Preview!!
|
||||
// Might need to restore all of this, have to test with vive
|
||||
/*if (MotionControllerData.DeviceVisualType == EXRVisualType::Controller)
|
||||
{
|
||||
ParentTrans = FTransform(MotionControllerData.GripRotation, MotionControllerData.GripPosition, FVector(1.f));
|
||||
}
|
||||
else // EXRVisualType::Hand visual type*/
|
||||
{
|
||||
ParentTrans = FTransform(HandTrackingData.HandKeyRotations[(uint8)EHandKeypoint::Palm], HandTrackingData.HandKeyLocations[(uint8)EHandKeypoint::Palm], FVector(1.f));
|
||||
}
|
||||
|
||||
for (int i = 0; i < HandTrackingData.HandKeyLocations.Num(); ++i)
|
||||
{
|
||||
// Convert to component space, we convert then to parent space later when applying it
|
||||
HandPoseContainer.SkeletalTransforms.Add(FTransform(HandTrackingData.HandKeyRotations[i].GetNormalized(), HandTrackingData.HandKeyLocations[i], FVector(1.f)).GetRelativeTransform(ParentTrans));
|
||||
}
|
||||
|
||||
//if (bGetCurlValues)
|
||||
{
|
||||
GetFingerCurlValues(HandPoseContainer.SkeletalTransforms, HandPoseContainer.FingerCurls);
|
||||
}
|
||||
|
||||
HandPoseContainer.bHasValidData = (HandPoseContainer.SkeletalTransforms.Num() == EHandKeypointCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
HandPoseContainer.bHasValidData = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
void UOpenXRExpansionFunctionLibrary::GetFingerCurlValues(TArray<FTransform>& TransformArray, TArray<float>& CurlArray)
|
||||
{
|
||||
// Fail if the count is too low
|
||||
if (TransformArray.Num() < EHandKeypointCount)
|
||||
return;
|
||||
|
||||
if (CurlArray.Num() < 5)
|
||||
{
|
||||
CurlArray.AddZeroed(5);
|
||||
}
|
||||
|
||||
CurlArray[0] = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::ThumbMetacarpal);
|
||||
CurlArray[1] = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::IndexProximal);
|
||||
CurlArray[2] = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::MiddleProximal);
|
||||
CurlArray[3] = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::RingProximal);
|
||||
CurlArray[4] = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::LittleProximal);
|
||||
}
|
||||
|
||||
bool UOpenXRExpansionFunctionLibrary::GetOpenXRFingerCurlValuesForHand(
|
||||
UObject* WorldContextObject,
|
||||
EControllerHand TargetHand,
|
||||
float& ThumbCurl,
|
||||
float& IndexCurl,
|
||||
float& MiddleCurl,
|
||||
float& RingCurl,
|
||||
float& PinkyCurl)
|
||||
{
|
||||
FXRHandTrackingState HandTrackingData;
|
||||
UHeadMountedDisplayFunctionLibrary::GetHandTrackingState(WorldContextObject, EXRSpaceType::UnrealWorldSpace, TargetHand, HandTrackingData);
|
||||
|
||||
// Fail if the count is too low
|
||||
if (HandTrackingData.HandKeyLocations.Num() < EHandKeypointCount)
|
||||
return false;
|
||||
|
||||
FTransform ParentTrans = FTransform::Identity;
|
||||
|
||||
// #TODO: 5.7
|
||||
// TEST THIS and restore if we need too
|
||||
/*if (MotionControllerData.DeviceVisualType == EXRVisualType::Controller)
|
||||
{
|
||||
ParentTrans = FTransform(MotionControllerData.GripRotation, MotionControllerData.GripPosition, FVector(1.f));
|
||||
}
|
||||
else // EXRVisualType::Hand visual type*/
|
||||
{
|
||||
ParentTrans = FTransform(HandTrackingData.HandKeyRotations[(uint8)EHandKeypoint::Palm], HandTrackingData.HandKeyLocations[(uint8)EHandKeypoint::Palm], FVector(1.f));
|
||||
}
|
||||
|
||||
TArray<FTransform> TransformArray;
|
||||
TransformArray.AddUninitialized(HandTrackingData.HandKeyLocations.Num());
|
||||
|
||||
for (int i = 0; i < HandTrackingData.HandKeyLocations.Num(); ++i)
|
||||
{
|
||||
// Convert to component space, we convert then to parent space later when applying it
|
||||
TransformArray[i] = FTransform(HandTrackingData.HandKeyRotations[i].GetNormalized(), HandTrackingData.HandKeyLocations[i], FVector(1.f)).GetRelativeTransform(ParentTrans);
|
||||
}
|
||||
|
||||
ThumbCurl = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::ThumbMetacarpal);
|
||||
IndexCurl = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::IndexProximal);
|
||||
MiddleCurl = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::MiddleProximal);
|
||||
RingCurl = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::RingProximal);
|
||||
PinkyCurl = GetCurlValueForBoneRoot(TransformArray, EHandKeypoint::LittleProximal);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float UOpenXRExpansionFunctionLibrary::GetCurlValueForBoneRoot(TArray<FTransform>& TransformArray, EHandKeypoint RootBone)
|
||||
{
|
||||
float Angle1 = 0.0f;
|
||||
float Angle2 = 0.0f;
|
||||
float Angle1Curl = 0.0f;
|
||||
float Angle2Curl = 0.0f;
|
||||
|
||||
if (RootBone == EHandKeypoint::ThumbMetacarpal)
|
||||
{
|
||||
FVector Prox = TransformArray[(uint8)RootBone].GetRotation().GetForwardVector();
|
||||
FVector Inter = TransformArray[(uint8)RootBone + 1].GetRotation().GetForwardVector();
|
||||
FVector Distal = TransformArray[(uint8)RootBone + 2].GetRotation().GetForwardVector();
|
||||
|
||||
Prox = FVector::VectorPlaneProject(Prox, FVector::UpVector);
|
||||
Inter = FVector::VectorPlaneProject(Inter, FVector::UpVector);
|
||||
Distal = FVector::VectorPlaneProject(Distal, FVector::UpVector);
|
||||
|
||||
Angle1 = FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(Inter, Distal)));
|
||||
Angle2 = FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(Prox, Inter)));
|
||||
|
||||
Angle1Curl = (Angle1 - 10.0f) / 64.0f;
|
||||
Angle2Curl = (Angle2 - 20.0f) / 42.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
FVector Prox = TransformArray[(uint8)RootBone].GetRotation().GetForwardVector();
|
||||
FVector Inter = TransformArray[(uint8)RootBone + 1].GetRotation().GetForwardVector();
|
||||
FVector Distal = TransformArray[(uint8)RootBone + 2].GetRotation().GetForwardVector();
|
||||
|
||||
|
||||
// We don't use the Y (splay) value, only X and Z plane
|
||||
|
||||
Prox = FVector::VectorPlaneProject(Prox, FVector::RightVector);
|
||||
Inter = FVector::VectorPlaneProject(Inter, FVector::RightVector);
|
||||
Distal = FVector::VectorPlaneProject(Distal, FVector::RightVector);
|
||||
|
||||
Angle1 = FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(Inter, Distal)));
|
||||
Angle2 = FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(Prox, Inter)));
|
||||
|
||||
Angle1Curl = (Angle1 - 10.0f) / 60.0f;
|
||||
Angle2Curl = (Angle2 - 10.0f) / 100.0f;
|
||||
}
|
||||
|
||||
// Can lower number of variables by doing these
|
||||
|
||||
float FinalAngleAvg = FMath::Clamp((Angle1Curl + Angle2Curl) / 2.0f, 0.0f, 1.0f);
|
||||
|
||||
//GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, FString::Printf(TEXT("Finger Curl %f"), IndexCurl));
|
||||
return FinalAngleAvg;
|
||||
|
||||
}
|
||||
|
||||
void UOpenXRExpansionFunctionLibrary::ConvertHandTransformsSpaceAndBack(TArray<FTransform>& OutTransforms, const TArray<FTransform>& WorldTransforms)
|
||||
{
|
||||
// Fail if the count is too low
|
||||
if (WorldTransforms.Num() < EHandKeypointCount)
|
||||
return;
|
||||
|
||||
if (OutTransforms.Num() < WorldTransforms.Num())
|
||||
{
|
||||
OutTransforms.Empty(WorldTransforms.Num());
|
||||
OutTransforms.AddUninitialized(WorldTransforms.Num());
|
||||
}
|
||||
|
||||
// Bone/Parent map
|
||||
int32 BoneParents[26] =
|
||||
{
|
||||
// Manually build the parent hierarchy starting at the wrist which has no parent (-1)
|
||||
1, // Palm -> Wrist
|
||||
-1, // Wrist -> None
|
||||
1, // ThumbMetacarpal -> Wrist
|
||||
2, // ThumbProximal -> ThumbMetacarpal
|
||||
3, // ThumbDistal -> ThumbProximal
|
||||
4, // ThumbTip -> ThumbDistal
|
||||
|
||||
1, // IndexMetacarpal -> Wrist
|
||||
6, // IndexProximal -> IndexMetacarpal
|
||||
7, // IndexIntermediate -> IndexProximal
|
||||
8, // IndexDistal -> IndexIntermediate
|
||||
9, // IndexTip -> IndexDistal
|
||||
|
||||
1, // MiddleMetacarpal -> Wrist
|
||||
11, // MiddleProximal -> MiddleMetacarpal
|
||||
12, // MiddleIntermediate -> MiddleProximal
|
||||
13, // MiddleDistal -> MiddleIntermediate
|
||||
14, // MiddleTip -> MiddleDistal
|
||||
|
||||
1, // RingMetacarpal -> Wrist
|
||||
16, // RingProximal -> RingMetacarpal
|
||||
17, // RingIntermediate -> RingProximal
|
||||
18, // RingDistal -> RingIntermediate
|
||||
19, // RingTip -> RingDistal
|
||||
|
||||
1, // LittleMetacarpal -> Wrist
|
||||
21, // LittleProximal -> LittleMetacarpal
|
||||
22, // LittleIntermediate -> LittleProximal
|
||||
23, // LittleDistal -> LittleIntermediate
|
||||
24, // LittleTip -> LittleDistal
|
||||
};
|
||||
|
||||
// Convert transforms to parent space
|
||||
// The hand tracking transforms are in world space.
|
||||
for (int32 Index = 0; Index < EHandKeypointCount; ++Index)
|
||||
{
|
||||
FTransform BoneTransform = WorldTransforms[Index];
|
||||
BoneTransform.NormalizeRotation();
|
||||
int32 ParentIndex = BoneParents[Index];
|
||||
int32 ParentParent = -1;
|
||||
|
||||
if (ParentIndex > 0)
|
||||
{
|
||||
ParentParent = BoneParents[ParentIndex];
|
||||
}
|
||||
|
||||
if (ParentIndex < 0)
|
||||
{
|
||||
// We are at the root, so use it.
|
||||
OutTransforms[Index] = BoneTransform;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
FTransform ParentTransform = FTransform::Identity;
|
||||
|
||||
// Merging missing metacarpal bone into the transform
|
||||
if (ParentParent == 1) // Wrist
|
||||
{
|
||||
ParentTransform = WorldTransforms[ParentParent];
|
||||
}
|
||||
else
|
||||
{
|
||||
ParentTransform = WorldTransforms[ParentIndex];
|
||||
}
|
||||
|
||||
ParentTransform.NormalizeRotation();
|
||||
OutTransforms[Index] = BoneTransform.GetRelativeTransform(ParentTransform);
|
||||
}
|
||||
}
|
||||
|
||||
// Check on the easy component space conversion first
|
||||
{
|
||||
for (int32 Index = 0; Index < EHandKeypointCount; ++Index)
|
||||
{
|
||||
const FTransform& BoneTransform = WorldTransforms[Index];
|
||||
int32 ParentIndex = BoneParents[Index];
|
||||
int32 ParentParent = -1;
|
||||
|
||||
if (ParentIndex > 0)
|
||||
{
|
||||
ParentParent = BoneParents[ParentIndex];
|
||||
}
|
||||
|
||||
if (ParentIndex > 0)
|
||||
{
|
||||
if (ParentParent == 1)
|
||||
{
|
||||
OutTransforms[Index] = OutTransforms[Index] * OutTransforms[ParentParent];
|
||||
}
|
||||
else
|
||||
{
|
||||
OutTransforms[Index] = OutTransforms[Index] * OutTransforms[ParentIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UOpenXRExpansionFunctionLibrary::GetMockUpControllerData(FXRHandTrackingState& HandTrackingData, FXRMotionControllerState& MotionControllerData, FBPOpenXRActionSkeletalData& SkeletalMappingData, bool bOpenHand)
|
||||
{
|
||||
|
||||
|
||||
TArray<FQuat> HandRotationsClosed = {
|
||||
// Closed palm
|
||||
FQuat(-6.9388939039072284e-18f,-2.7755575615628914e-17f,-5.5511151231257827e-17f,1.0000000181623150),
|
||||
FQuat(0.0010158333104005046f,-0.031842494413126823f,0.0082646248419453450f,-0.99945823120983279),
|
||||
FQuat(0.49284713488980170f,-0.22607130273287540f,-0.44054329019960731f,0.71548243409346490),
|
||||
FQuat(-0.60572821120045273f,-0.017497510794223320f,0.10943807503774633f,-0.78791529705201735),
|
||||
FQuat(-0.61281359708005512f,-0.23245447006924613f,-0.058766632856478873f,-0.75297472319193537),
|
||||
FQuat(-0.61281359708005512f,-0.23245447006924613f,-0.058766632856478873f,-0.75297472319193537),
|
||||
FQuat(-0.11514346379358367f,-0.029229397612833233f,-0.076351329575539195f,0.98997885626789228),
|
||||
FQuat(0.079333339113826437f,-0.72590009974051883f,0.050346047334316274f,-0.68135202233808378),
|
||||
FQuat(0.0032539550806410245f,-0.97123336736010268f,0.098921247251489333f,0.21658665949113542),
|
||||
FQuat(-0.064585069112672477f,-0.57963374972897053f,0.075445998290538954f,0.80880246209406348),
|
||||
FQuat(0.064585069112672477f,0.57963374972897053f,-0.075445998290538954f,-0.80880246209406348),
|
||||
FQuat(-7.7702472130181111e-08f,9.8656527815210726e-08f,1.3838491007001075e-06f,1.0000000181613493),
|
||||
FQuat(0.085300231549708214f,-0.74048187833139134f,0.058532016219761618f,-0.66406663653752407),
|
||||
FQuat(0.011595964719175678f,-0.98786834549923641f,0.099110835214894707f,0.11899052159928070),
|
||||
FQuat(-0.063530326287074640f,-0.56012988021281451f,0.076145543493668810f,0.82244775363868539),
|
||||
FQuat(0.030477923994508188f,0.55662337489051250f,-0.098559802475379960f,-0.82433459003921772),
|
||||
FQuat(-0.025910339872061101f,0.052311401725670628f,0.042953782692297438f,0.99737013210455761),
|
||||
FQuat(0.11635892750396379f,-0.74717191584145570f,-0.026909776929005647f,-0.65381238012001353),
|
||||
FQuat(0.098078041656806447f,-0.98532297068866348f,0.071135591008198620f,0.12024601945419003),
|
||||
FQuat(0.0028091467060491482f,-0.52817558741956572f,0.11864668261714340f,0.84080060571895254),
|
||||
FQuat(-0.0028091467060491482f,0.52817558741956572f,-0.11864668261714340f,-0.84080060571895254),
|
||||
FQuat(-0.11913260527111892f,0.10934177100849747f,0.11664955310670821f,0.97992077106196507),
|
||||
FQuat(-0.18696185363314571f,0.78123174637415782f,0.043590203318890380f,0.59398834520762267),
|
||||
FQuat(0.15903913486884827f,-0.97287570092949460f,0.091728860868847406f,0.14073122087670015),
|
||||
FQuat(0.035141532005084519f,-0.48251853052338572f,0.18910886397987722f,0.85450501128943579),
|
||||
FQuat(0.035141532005084519f,-0.48251853052338572f,0.18910886397987722f,0.85450501128943579)
|
||||
};
|
||||
TArray<FQuat> HandRotationsOpen = {
|
||||
// Open Hand
|
||||
FQuat(0.167000905f,-0.670308471f,0.304047525f,-0.656011939f),
|
||||
FQuat(-0.129862994f,0.736467659f,-0.315623045f,0.584065497f),
|
||||
FQuat(-0.030090153f,0.121532254f,-0.840178490f,0.527659237f),
|
||||
FQuat(-0.126470163f,-0.262596279f,0.816956878f,-0.497623593f),
|
||||
FQuat(-0.102322638f,-0.249194950f,0.821705163f,-0.502227187f),
|
||||
FQuat(-0.102322638f,-0.249194950f,0.821705163f,-0.502227187f),
|
||||
FQuat(-0.277370781f,0.686735749f,-0.258646101f,0.620130479f),
|
||||
FQuat(0.193366051f,-0.808131576f,0.260262072f,-0.491728455f),
|
||||
FQuat(0.145547777f,-0.854364336f,0.317562312f,-0.384749293f),
|
||||
FQuat(0.107193023f,-0.879853010f,0.321882188f,-0.332806766f),
|
||||
FQuat(0.107193023f,-0.879853010f,0.321882188f,-0.332806766f),
|
||||
FQuat(0.166999936f,-0.670307159f,0.304047883f,-0.656013489f),
|
||||
FQuat(0.206125781f,-0.815250278f,0.203173012f,-0.501596987f),
|
||||
FQuat(0.164493740f,-0.890369833f,0.257293820f,-0.337613612f),
|
||||
FQuat(0.114019498f,-0.937856555f,0.283619940f,-0.164267495f),
|
||||
FQuat(0.107336335f,-0.925720870f,0.321023613f,-0.168710276f),
|
||||
FQuat(0.156629071f,-0.719596088f,0.210793152f,-0.642817795f),
|
||||
FQuat(0.194258988f,-0.858762920f,0.127883837f,-0.456546605f),
|
||||
FQuat(0.166189745f,-0.930981100f,0.161785051f,-0.281922638f),
|
||||
FQuat(0.119936436f,-0.970744252f,0.189072192f,-0.086731322f),
|
||||
FQuat(0.119936436f,-0.970744252f,0.189072192f,-0.086731322f),
|
||||
FQuat(0.160288095f,-0.812664807f,0.100923792f,-0.551087677f),
|
||||
FQuat(0.207311243f,-0.870556056f,0.056644741f,-0.442656904f),
|
||||
FQuat(0.191506147f,-0.944826961f,0.096772499f,-0.247511998f),
|
||||
FQuat(0.116890728f,-0.981477261f,0.138804480f,-0.061412390f),
|
||||
FQuat(0.116890728f,-0.981477261f,0.138804480f,-0.061412390f)
|
||||
};
|
||||
|
||||
HandTrackingData.HandKeyRotations = /*SkeletalMappingData.TargetHand != EVRSkeletalHandIndex::EActionHandIndex_Left ? HandRotationsOpen :*/ HandRotationsClosed;
|
||||
|
||||
TArray<FVector> HandPositionsClosed = {
|
||||
// Closed palm - Left
|
||||
FVector(0.0000000000000000f,0.0000000000000000f,0.0000000000000000f),
|
||||
FVector(-2.8690212431406792f,0.70708009295073815f,-0.47404338536985718f),
|
||||
FVector(-1.1322360817697272f,-2.1125772981974671f,-1.2278703475596775f),
|
||||
FVector(0.92697682070144727f,-5.5601677377459957f,-1.6753327187355360f),
|
||||
FVector(4.0987554778339428f,-6.0520138168462640f,-2.1960898756852747f),
|
||||
FVector(5.5854053809842918f,-5.4247506634349065f,-2.6631245417791525f),
|
||||
FVector(-1.6026417502203387f,-1.4646945203797794f,-0.17057236434820122f),
|
||||
FVector(5.7352432311721007f,-2.5389617545260998f,0.39061644722637634f),
|
||||
FVector(5.4801464829170561f,-3.3344912297783416f,-3.8566611419550343f),
|
||||
FVector(2.9179605371815693f,-3.2311985822561073f,-2.6652727318443148f),
|
||||
FVector(3.2708935578922342f,-3.0117453368521279f,-1.6311186720587312f),
|
||||
FVector(-1.1935619377191149f,-1.8034793735494103e-05f,1.4147048846974153e-06f),
|
||||
FVector(5.9028526610092893f,1.3513666817788206e-05f,-4.3170989212359956e-06f),
|
||||
FVector(5.4567759872551527f,-0.87968929643487392f,-4.1965100581882382f),
|
||||
FVector(2.2252652348065158f,-0.87742006725177069f,-3.4067970851427791f),
|
||||
FVector(2.6916877869696085f,-0.62360084690574125f,-2.2285708116727738f),
|
||||
FVector(-1.1796822503165614f,1.3653411443775685f,-0.17694011615865479f),
|
||||
FVector(5.3502831208188670f,1.9121382570769896f,-0.87930289382919313f),
|
||||
FVector(4.8743654830862742f,1.3526757302541959f,-4.8457258101076217f),
|
||||
FVector(2.1622015314362244f,0.85068796311660544f,-4.1307752690132205f),
|
||||
FVector(2.6021369184528194f,1.0596020074600654f,-3.1860412064934174f),
|
||||
FVector(-1.2905361603753163f,2.6108535683555365f,-0.46423293549223010f),
|
||||
FVector(4.6820094577722964f,3.8858425146699327f,-1.9880098921962746f),
|
||||
FVector(4.0115118130532306f,3.1678700881616777f,-4.8092930847360869f),
|
||||
FVector(2.3757993445967389f,2.6579252395479291f,-4.2645319235961239f),
|
||||
FVector(2.7329133227289351f,2.8811366857469527f,-3.6179750674182261f)
|
||||
};
|
||||
|
||||
// Open Hand
|
||||
TArray<FVector> HandPositionsOpen = {
|
||||
FVector(-1014.001f,-478.278f,212.902f),
|
||||
FVector(-1013.516f,-476.006f,214.688f),
|
||||
FVector(-1016.362f,-479.642f,215.119f),
|
||||
FVector(-1018.145f,-483.254f,214.805f),
|
||||
FVector(-1019.682f,-485.682f,213.284f),
|
||||
FVector(-1020.480f,-486.982f,212.581f),
|
||||
FVector(-1014.360f,-478.927f,215.169f),
|
||||
FVector(-1014.932f,-484.146f,209.902f),
|
||||
FVector(-1016.872f,-486.643f,206.852f),
|
||||
FVector(-1018.771f,-488.058f,205.231f),
|
||||
FVector(-1019.613f,-488.507f,204.655f),
|
||||
FVector(-1013.901f,-477.534f,213.831f),
|
||||
FVector(-1014.494f,-481.954f,208.310f),
|
||||
FVector(-1016.269f,-484.282f,205.146f),
|
||||
FVector(-1018.657f,-485.834f,203.427f),
|
||||
FVector(-1019.846f,-486.231f,203.113f),
|
||||
FVector(-1013.816f,-476.436f,213.006f),
|
||||
FVector(-1014.637f,-479.707f,207.344f),
|
||||
FVector(-1016.703f,-481.540f,204.355f),
|
||||
FVector(-1018.962f,-482.692f,203.000f),
|
||||
FVector(-1019.978f,-482.975f,202.870f),
|
||||
FVector(-1013.845f,-475.325f,212.363f),
|
||||
FVector(-1015.993f,-477.665f,206.928f),
|
||||
FVector(-1017.571f,-478.907f,204.670f),
|
||||
FVector(-1019.033f,-479.652f,203.887f),
|
||||
FVector(-1019.778f,-479.842f,203.819f)
|
||||
};
|
||||
|
||||
HandTrackingData.HandKeyLocations = /*SkeletalMappingData.TargetHand != EVRSkeletalHandIndex::EActionHandIndex_Left ? HandPositionsOpen : */HandPositionsClosed;
|
||||
|
||||
/*if (SkeletalMappingData.TargetHand != EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
MotionControllerData.GripPosition = FVector(-1018.305f, -478.019f, 209.872f);
|
||||
MotionControllerData.GripRotation = FQuat(-0.116352126f, 0.039430488f, -0.757644236f, 0.641001403f);
|
||||
}
|
||||
else
|
||||
{
|
||||
MotionControllerData.GripPosition = FVector(-1202.619f, -521.077f, 283.076f);
|
||||
MotionControllerData.GripRotation = FQuat(0.040843058f, 0.116659224f, 0.980030060f, -0.155767411f);
|
||||
}*/
|
||||
|
||||
HandTrackingData.DeviceName = TEXT("OpenXR");
|
||||
|
||||
SkeletalMappingData.SkeletalTransforms.Empty(SkeletalMappingData.SkeletalTransforms.Num());
|
||||
FTransform ParentTrans = FTransform(MotionControllerData.GripUnrealSpaceRotation, MotionControllerData.GripUnrealSpaceLocation, FVector(1.f));
|
||||
for (int i = 0; i < HandTrackingData.HandKeyLocations.Num(); i++)
|
||||
{
|
||||
SkeletalMappingData.SkeletalTransforms.Add(FTransform(HandTrackingData.HandKeyRotations[i], HandTrackingData.HandKeyLocations[i], FVector(1.f)).GetRelativeTransform(ParentTrans));
|
||||
}
|
||||
|
||||
SkeletalMappingData.bHasValidData = (SkeletalMappingData.SkeletalTransforms.Num() == EHandKeypointCount);
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "OpenXRExpansionPlugin.h"
|
||||
#include "OpenXRExpansionFunctionLibrary.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FXRExpansionPluginModule"
|
||||
|
||||
void FOpenXRExpansionPluginModule::StartupModule()
|
||||
{
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||
//LoadOpenVRModule();
|
||||
}
|
||||
|
||||
void FOpenXRExpansionPluginModule::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.
|
||||
// UnloadOpenVRModule();
|
||||
}
|
||||
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FOpenXRExpansionPluginModule, OpenXRExpansionPlugin)
|
||||
@@ -0,0 +1,895 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "OpenXRHandPoseComponent.h"
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(OpenXRHandPoseComponent)
|
||||
|
||||
#include "Net/UnrealNetwork.h"
|
||||
#include "MotionControllerComponent.h"
|
||||
#include "OpenXRExpansionFunctionLibrary.h"
|
||||
#include "Engine/NetSerialization.h"
|
||||
#include "Net/Core/PushModel/PushModel.h"
|
||||
|
||||
#include "XRMotionControllerBase.h" // for GetHandEnumForSourceName()
|
||||
//#include "EngineMinimal.h"
|
||||
|
||||
UOpenXRHandPoseComponent::UOpenXRHandPoseComponent(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
|
||||
ReplicationRateForSkeletalAnimations = 10.f;
|
||||
bReplicateSkeletalData = false;
|
||||
bSmoothReplicatedSkeletalData = true;
|
||||
SkeletalNetUpdateCount = 0.f;
|
||||
bDetectGestures = true;
|
||||
SetIsReplicatedByDefault(true);
|
||||
bGetMockUpPoseForDebugging = false;
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
|
||||
{
|
||||
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
||||
|
||||
FDoRepLifetimeParams SkipOwnerParams;
|
||||
SkipOwnerParams.Condition = COND_SkipOwner;
|
||||
SkipOwnerParams.bIsPushBased = true;
|
||||
|
||||
// Skipping the owner with this as the owner will use the controllers location directly
|
||||
DOREPLIFETIME_WITH_PARAMS_FAST(UOpenXRHandPoseComponent, LeftHandRep, SkipOwnerParams);
|
||||
DOREPLIFETIME_WITH_PARAMS_FAST(UOpenXRHandPoseComponent, RightHandRep, SkipOwnerParams);
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::Server_SendSkeletalTransforms_Implementation(const FBPXRSkeletalRepContainer& SkeletalInfo)
|
||||
{
|
||||
for (int i = 0; i < HandSkeletalActions.Num(); i++)
|
||||
{
|
||||
if (HandSkeletalActions[i].TargetHand == SkeletalInfo.TargetHand)
|
||||
{
|
||||
if (SkeletalInfo.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
LeftHandRepManager.PreCopyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
|
||||
FBPXRSkeletalRepContainer::CopyReplicatedTo(SkeletalInfo, HandSkeletalActions[i]);
|
||||
LeftHandRep = SkeletalInfo;
|
||||
#if WITH_PUSH_MODEL
|
||||
MARK_PROPERTY_DIRTY_FROM_NAME(UOpenXRHandPoseComponent, LeftHandRep, this);
|
||||
#endif
|
||||
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
LeftHandRepManager.NotifyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
RightHandRepManager.PreCopyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
|
||||
FBPXRSkeletalRepContainer::CopyReplicatedTo(SkeletalInfo, HandSkeletalActions[i]);
|
||||
RightHandRep = SkeletalInfo;
|
||||
#if WITH_PUSH_MODEL
|
||||
MARK_PROPERTY_DIRTY_FROM_NAME(UOpenXRHandPoseComponent, RightHandRep, this);
|
||||
#endif
|
||||
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
RightHandRepManager.NotifyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UOpenXRHandPoseComponent::Server_SendSkeletalTransforms_Validate(const FBPXRSkeletalRepContainer& SkeletalInfo)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void FOpenXRAnimInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
|
||||
{
|
||||
Super::PreUpdate(InAnimInstance, DeltaSeconds);
|
||||
|
||||
if (UOpenXRAnimInstance* OwningInstance = Cast<UOpenXRAnimInstance>(InAnimInstance))
|
||||
{
|
||||
if (OwningInstance->OwningPoseComp)
|
||||
{
|
||||
if (HandSkeletalActionData.Num() != OwningInstance->OwningPoseComp->HandSkeletalActions.Num())
|
||||
{
|
||||
HandSkeletalActionData.Empty(OwningInstance->OwningPoseComp->HandSkeletalActions.Num());
|
||||
|
||||
for(FBPOpenXRActionSkeletalData& actionInfo : OwningInstance->OwningPoseComp->HandSkeletalActions)
|
||||
{
|
||||
HandSkeletalActionData.Add(actionInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < OwningInstance->OwningPoseComp->HandSkeletalActions.Num(); ++i)
|
||||
{
|
||||
HandSkeletalActionData[i] = OwningInstance->OwningPoseComp->HandSkeletalActions[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FOpenXRAnimInstanceProxy::FOpenXRAnimInstanceProxy(UAnimInstance* InAnimInstance)
|
||||
: FAnimInstanceProxy(InAnimInstance)
|
||||
{
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::BeginPlay()
|
||||
{
|
||||
/*if (UMotionControllerComponent * MotionParent = Cast<UMotionControllerComponent>(GetAttachParent()))
|
||||
{
|
||||
EControllerHand HandType;
|
||||
if (!FXRMotionControllerBase::GetHandEnumForSourceName(MotionParent->MotionSource, HandType))
|
||||
{
|
||||
HandType = EControllerHand::Left;
|
||||
}
|
||||
|
||||
for (int i = 0; i < HandSkeletalActions.Num(); i++)
|
||||
{
|
||||
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand)
|
||||
HandSkeletalActions[i].SkeletalData.TargetHand = EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
else
|
||||
HandSkeletalActions[i].SkeletalData.TargetHand = EVRSkeletalHandIndex::EActionHandIndex_Right;
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
|
||||
{
|
||||
if (!IsLocallyControlled())
|
||||
{
|
||||
if (bReplicateSkeletalData)
|
||||
{
|
||||
// Handle bone lerping here if we are replicating
|
||||
for (FBPOpenXRActionSkeletalData& actionInfo : HandSkeletalActions)
|
||||
{
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
if (actionInfo.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
LeftHandRepManager.UpdateManager(DeltaTime, actionInfo, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
RightHandRepManager.UpdateManager(DeltaTime, actionInfo, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else // Get data and process
|
||||
{
|
||||
bool bGetCompressedTransforms = false;
|
||||
if (bReplicateSkeletalData && HandSkeletalActions.Num() > 0)
|
||||
{
|
||||
SkeletalNetUpdateCount += DeltaTime;
|
||||
if (SkeletalNetUpdateCount >= (1.0f / ReplicationRateForSkeletalAnimations))
|
||||
{
|
||||
SkeletalNetUpdateCount = 0.0f;
|
||||
bGetCompressedTransforms = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (FBPOpenXRActionSkeletalData& actionInfo : HandSkeletalActions)
|
||||
{
|
||||
if (UOpenXRExpansionFunctionLibrary::GetOpenXRHandPose(actionInfo, this, bGetMockUpPoseForDebugging))
|
||||
{
|
||||
if (bGetCompressedTransforms)
|
||||
{
|
||||
if (GetNetMode() == NM_Client)
|
||||
{
|
||||
if (actionInfo.bHasValidData)
|
||||
{
|
||||
FBPXRSkeletalRepContainer ContainerSend;
|
||||
ContainerSend.CopyForReplication(actionInfo);
|
||||
Server_SendSkeletalTransforms(ContainerSend);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (actionInfo.bHasValidData)
|
||||
{
|
||||
if (actionInfo.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
LeftHandRep.CopyForReplication(actionInfo);
|
||||
else
|
||||
RightHandRep.CopyForReplication(actionInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bDetectGestures && actionInfo.bHasValidData && actionInfo.SkeletalTransforms.Num() > 0 && GesturesDB != nullptr && GesturesDB->Gestures.Num() > 0)
|
||||
{
|
||||
DetectCurrentPose(actionInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
}
|
||||
|
||||
bool UOpenXRHandPoseComponent::SaveCurrentPose(FName RecordingName, EVRSkeletalHandIndex HandToSave)
|
||||
{
|
||||
|
||||
if (!HandSkeletalActions.Num())
|
||||
return false;
|
||||
|
||||
// Default to the first hand element so that single length arrays work as is.
|
||||
FBPOpenXRActionSkeletalData* HandSkeletalAction = nullptr;
|
||||
|
||||
// Now check for the specific passed in hand if this is a multi hand
|
||||
for (int i = 0; i < HandSkeletalActions.Num(); ++i)
|
||||
{
|
||||
if (HandSkeletalActions[i].TargetHand == HandToSave)
|
||||
{
|
||||
HandSkeletalAction = &HandSkeletalActions[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!HandSkeletalAction || !HandSkeletalAction->bHasValidData || HandSkeletalAction->SkeletalTransforms.Num() < EHandKeypointCount)
|
||||
return false;
|
||||
|
||||
if (GesturesDB)
|
||||
{
|
||||
FOpenXRGesture NewGesture;
|
||||
|
||||
int32 FingerMap[5] =
|
||||
{
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT
|
||||
};
|
||||
|
||||
FVector WristLoc = FVector::ZeroVector;
|
||||
|
||||
if (HandToSave == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
WristLoc = HandSkeletalAction->SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation().MirrorByVector(FVector::RightVector);
|
||||
}
|
||||
else
|
||||
{
|
||||
WristLoc = HandSkeletalAction->SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation();
|
||||
}
|
||||
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
if (HandToSave == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
NewGesture.FingerValues[i] = FOpenXRGestureFingerPosition(HandSkeletalAction->SkeletalTransforms[FingerMap[i]].GetLocation().MirrorByVector(FVector::RightVector) - WristLoc, (EXRHandJointType)FingerMap[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
NewGesture.FingerValues[i] = FOpenXRGestureFingerPosition(HandSkeletalAction->SkeletalTransforms[FingerMap[i]].GetLocation() - WristLoc, (EXRHandJointType)FingerMap[i]);
|
||||
}
|
||||
}
|
||||
|
||||
NewGesture.Name = RecordingName;
|
||||
GesturesDB->Gestures.Add(NewGesture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool UOpenXRHandPoseComponent::K2_DetectCurrentPose(UPARAM(ref) FBPOpenXRActionSkeletalData& SkeletalAction, FOpenXRGesture & GestureOut)
|
||||
{
|
||||
if (!GesturesDB || GesturesDB->Gestures.Num() < 1)
|
||||
return false;
|
||||
|
||||
int32 FingerMap[5] =
|
||||
{
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT
|
||||
};
|
||||
|
||||
FVector WristLoc = FVector::ZeroVector;
|
||||
|
||||
if (SkeletalAction.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
WristLoc = SkeletalAction.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation().MirrorByVector(FVector::RightVector);
|
||||
}
|
||||
else
|
||||
{
|
||||
WristLoc = SkeletalAction.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation();
|
||||
}
|
||||
|
||||
// Early fill in an array to keep from performing math for each gesture
|
||||
TArray<FVector> CurrentTips;
|
||||
CurrentTips.AddUninitialized(5);
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
if (SkeletalAction.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
CurrentTips[i] = SkeletalAction.SkeletalTransforms[FingerMap[i]].GetLocation().MirrorByVector(FVector::RightVector) - WristLoc;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentTips[i] = SkeletalAction.SkeletalTransforms[FingerMap[i]].GetLocation() - WristLoc;
|
||||
}
|
||||
}
|
||||
|
||||
for (const FOpenXRGesture& Gesture : GesturesDB->Gestures)
|
||||
{
|
||||
// If not enough indexs to match curl values, or if this gesture requires finger splay and the controller can't do it
|
||||
if (Gesture.FingerValues.Num() < 5 || SkeletalAction.SkeletalTransforms.Num() < EHandKeypointCount)
|
||||
continue;
|
||||
|
||||
bool bDetectedPose = true;
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
FVector GestureV = Gesture.FingerValues[i].Value;
|
||||
FVector CurrentV = CurrentTips[i];
|
||||
FVector Difference = GestureV - CurrentV;
|
||||
|
||||
if (!Gesture.FingerValues[i].Value.Equals(CurrentTips[i], Gesture.FingerValues[i].Threshold))
|
||||
{
|
||||
bDetectedPose = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (bDetectedPose)
|
||||
{
|
||||
GestureOut = Gesture;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UOpenXRHandPoseComponent::DetectCurrentPose(FBPOpenXRActionSkeletalData &SkeletalAction)
|
||||
{
|
||||
if (!GesturesDB || GesturesDB->Gestures.Num() < 1 || SkeletalAction.SkeletalTransforms.Num() < EHandKeypointCount)
|
||||
return false;
|
||||
|
||||
FTransform BoneTransform = FTransform::Identity;
|
||||
|
||||
int32 FingerMap[5] =
|
||||
{
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT,
|
||||
(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT
|
||||
};
|
||||
|
||||
FVector WristLoc = FVector::ZeroVector;
|
||||
|
||||
if (SkeletalAction.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
WristLoc = SkeletalAction.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation().MirrorByVector(FVector::RightVector);
|
||||
}
|
||||
else
|
||||
{
|
||||
WristLoc = SkeletalAction.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT].GetLocation();
|
||||
}
|
||||
|
||||
// Early fill in an array to keep from performing math for each gesture
|
||||
TArray<FVector> CurrentTips;
|
||||
CurrentTips.AddUninitialized(5);
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
if (SkeletalAction.TargetHand == EVRSkeletalHandIndex::EActionHandIndex_Left)
|
||||
{
|
||||
CurrentTips[i] = SkeletalAction.SkeletalTransforms[FingerMap[i]].GetLocation().MirrorByVector(FVector::RightVector) - WristLoc;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentTips[i] = SkeletalAction.SkeletalTransforms[FingerMap[i]].GetLocation() - WristLoc;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto GestureIterator = GesturesDB->Gestures.CreateConstIterator(); GestureIterator; ++GestureIterator)
|
||||
{
|
||||
const FOpenXRGesture &Gesture = *GestureIterator;
|
||||
|
||||
// If not enough indexs to match curl values, or if this gesture requires finger splay and the controller can't do it
|
||||
if (Gesture.FingerValues.Num() < 5 || SkeletalAction.SkeletalTransforms.Num() < EHandKeypointCount)
|
||||
continue;
|
||||
|
||||
bool bDetectedPose = true;
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
if (Gesture.FingerValues[i].Threshold <= 0.0f)
|
||||
continue;
|
||||
|
||||
if (!Gesture.FingerValues[i].Value.Equals(CurrentTips[i], Gesture.FingerValues[i].Threshold))
|
||||
{
|
||||
bDetectedPose = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (bDetectedPose)
|
||||
{
|
||||
if (SkeletalAction.LastHandGesture != Gesture.Name)
|
||||
{
|
||||
if (SkeletalAction.LastHandGesture != NAME_None)
|
||||
OnGestureEnded.Broadcast(SkeletalAction.LastHandGesture, SkeletalAction.LastHandGestureIndex, SkeletalAction.TargetHand);
|
||||
|
||||
SkeletalAction.LastHandGesture = Gesture.Name;
|
||||
SkeletalAction.LastHandGestureIndex = GestureIterator.GetIndex();
|
||||
OnNewGestureDetected.Broadcast(SkeletalAction.LastHandGesture, SkeletalAction.LastHandGestureIndex, SkeletalAction.TargetHand);
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false; // Same gesture
|
||||
}
|
||||
}
|
||||
|
||||
if (SkeletalAction.LastHandGesture != NAME_None)
|
||||
{
|
||||
OnGestureEnded.Broadcast(SkeletalAction.LastHandGesture, SkeletalAction.LastHandGestureIndex, SkeletalAction.TargetHand);
|
||||
SkeletalAction.LastHandGesture = NAME_None;
|
||||
SkeletalAction.LastHandGestureIndex = INDEX_NONE;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
UOpenXRHandPoseComponent::FTransformLerpManager::FTransformLerpManager()
|
||||
{
|
||||
bReplicatedOnce = false;
|
||||
bLerping = false;
|
||||
UpdateCount = 0.0f;
|
||||
UpdateRate = 0.0f;
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::FTransformLerpManager::PreCopyNewData(FBPOpenXRActionSkeletalData& ActionInfo, int NetUpdateRate, bool bExponentialSmoothing)
|
||||
{
|
||||
if (!bExponentialSmoothing)
|
||||
{
|
||||
if (ActionInfo.SkeletalTransforms.Num())
|
||||
{
|
||||
OldTransforms = ActionInfo.SkeletalTransforms;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::FTransformLerpManager::NotifyNewData(FBPOpenXRActionSkeletalData& ActionInfo, int NetUpdateRate, bool bExponentialSmoothing)
|
||||
{
|
||||
UpdateRate = (1.0f / NetUpdateRate);
|
||||
|
||||
if (bReplicatedOnce)
|
||||
{
|
||||
bLerping = true;
|
||||
UpdateCount = 0.0f;
|
||||
NewTransforms = ActionInfo.SkeletalTransforms;
|
||||
|
||||
ActionInfo.SkeletalTransforms = OldTransforms;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (bExponentialSmoothing)
|
||||
{
|
||||
OldTransforms = ActionInfo.SkeletalTransforms;
|
||||
}
|
||||
|
||||
bReplicatedOnce = true;
|
||||
}
|
||||
}
|
||||
|
||||
void UOpenXRHandPoseComponent::FTransformLerpManager::UpdateManager(float DeltaTime, FBPOpenXRActionSkeletalData& ActionInfo, UOpenXRHandPoseComponent* ParentComp)
|
||||
{
|
||||
if (!ActionInfo.bHasValidData || !OldTransforms.Num())
|
||||
return;
|
||||
|
||||
if (bLerping)
|
||||
{
|
||||
bool bExponentialSmoothing = ParentComp->bUseExponentialSmoothing;
|
||||
float LerpVal = 0.0f;
|
||||
|
||||
if (!bExponentialSmoothing || ParentComp->InterpolationSpeed <= 0.f)
|
||||
{
|
||||
UpdateCount += DeltaTime;
|
||||
|
||||
// Keep LerpVal
|
||||
LerpVal = FMath::Clamp(UpdateCount / UpdateRate, 0.0f, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
LerpVal = FMath::Clamp(DeltaTime * ParentComp->InterpolationSpeed, 0.f, 1.f);
|
||||
}
|
||||
|
||||
if (!bExponentialSmoothing && LerpVal >= 1.0f)
|
||||
{
|
||||
bLerping = false;
|
||||
UpdateCount = 0.0f;
|
||||
ActionInfo.SkeletalTransforms = NewTransforms;
|
||||
}
|
||||
else
|
||||
{
|
||||
int32 BoneCountAdjustment = 6 + (ActionInfo.bEnableUE4HandRepSavings ? 4 : 0);
|
||||
if ((NewTransforms.Num() < (EHandKeypointCount - BoneCountAdjustment)) || (NewTransforms.Num() != ActionInfo.SkeletalTransforms.Num()))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ActionInfo.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_PALM_EXT] = FTransform::Identity;
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
//BlendBone((uint8)EVROpenXRBones::eBone_Thumb3, ActionInfo, LerpVal); // Technically can be projected instead of blended
|
||||
|
||||
if (!ActionInfo.bEnableUE4HandRepSavings)
|
||||
{
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_METACARPAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
}
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
//BlendBone((uint8)EVROpenXRBones::eBone_IndexFinger4, ActionInfo, LerpVal); // Technically can be projected instead of blended
|
||||
|
||||
if (!ActionInfo.bEnableUE4HandRepSavings)
|
||||
{
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
}
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
//BlendBone((uint8)EVROpenXRBones::eBone_IndexFinger4, ActionInfo, LerpVal); // Technically can be projected instead of blended
|
||||
|
||||
if (!ActionInfo.bEnableUE4HandRepSavings)
|
||||
{
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_RING_METACARPAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
}
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
//BlendBone((uint8)EVROpenXRBones::eBone_IndexFinger4, ActionInfo, LerpVal); // Technically can be projected instead of blended
|
||||
|
||||
if (!ActionInfo.bEnableUE4HandRepSavings)
|
||||
{
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_METACARPAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
}
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
BlendBone((int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, ActionInfo, LerpVal, bExponentialSmoothing);
|
||||
//BlendBone((uint8)EVROpenXRBones::eBone_IndexFinger4, ActionInfo, LerpVal); // Technically can be projected instead of blended
|
||||
|
||||
// These are copied from the 3rd joints as they use the same transform but a different root
|
||||
// Don't want to waste cpu time blending these
|
||||
//ActionInfo.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Aux_Thumb] = ActionInfo.SkeletalData.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Thumb2];
|
||||
//ActionInfo.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Aux_IndexFinger] = ActionInfo.SkeletalData.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_IndexFinger3];
|
||||
//ActionInfo.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Aux_MiddleFinger] = ActionInfo.SkeletalData.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_MiddleFinger3];
|
||||
//ActionInfo.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Aux_RingFinger] = ActionInfo.SkeletalData.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_RingFinger3];
|
||||
//ActionInfo.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_Aux_PinkyFinger] = ActionInfo.SkeletalData.SkeletalTransforms[(uint8)EVROpenXRBones::eBone_PinkyFinger3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FBPXRSkeletalRepContainer::CopyForReplication(FBPOpenXRActionSkeletalData& Other)
|
||||
{
|
||||
TargetHand = Other.TargetHand;
|
||||
|
||||
if (!Other.bHasValidData)
|
||||
return;
|
||||
|
||||
bAllowDeformingMesh = Other.bAllowDeformingMesh;
|
||||
bEnableUE4HandRepSavings = Other.bEnableUE4HandRepSavings;
|
||||
|
||||
// Instead of doing this, we likely need to lerp but this is for testing
|
||||
//SkeletalTransforms = Other.SkeletalData.SkeletalTransforms;
|
||||
|
||||
if (Other.SkeletalTransforms.Num() < EHandKeypointCount)
|
||||
{
|
||||
SkeletalTransforms.Empty();
|
||||
return;
|
||||
}
|
||||
|
||||
int32 BoneCountAdjustment = 6 + (bEnableUE4HandRepSavings ? 4 : 0);
|
||||
|
||||
if (SkeletalTransforms.Num() != EHandKeypointCount - BoneCountAdjustment)
|
||||
{
|
||||
SkeletalTransforms.Reset(EHandKeypointCount - BoneCountAdjustment); // Minus bones we don't need
|
||||
SkeletalTransforms.AddUninitialized(EHandKeypointCount - BoneCountAdjustment);
|
||||
}
|
||||
|
||||
int32 idx = 0;
|
||||
// Root is always identity
|
||||
//SkeletalTransforms[0] = Other.SkeletalData.SkeletalTransforms[(uint8)EVROpenInputBones::eBone_Root]; // This has no pos right? Need to skip pos on it
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT];
|
||||
|
||||
if (!bEnableUE4HandRepSavings)
|
||||
{
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_METACARPAL_EXT];
|
||||
}
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT];
|
||||
|
||||
if (!bEnableUE4HandRepSavings)
|
||||
{
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT];
|
||||
}
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT];
|
||||
|
||||
if (!bEnableUE4HandRepSavings)
|
||||
{
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_METACARPAL_EXT];
|
||||
}
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT];
|
||||
|
||||
if (!bEnableUE4HandRepSavings)
|
||||
{
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_METACARPAL_EXT];
|
||||
}
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT];
|
||||
SkeletalTransforms[idx++] = Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT];
|
||||
}
|
||||
|
||||
void FBPXRSkeletalRepContainer::CopyReplicatedTo(const FBPXRSkeletalRepContainer& Container, FBPOpenXRActionSkeletalData& Other)
|
||||
{
|
||||
int32 BoneCountAdjustment = 6 + (Container.bEnableUE4HandRepSavings ? 4 : 0);
|
||||
if (Container.SkeletalTransforms.Num() < (EHandKeypointCount - BoneCountAdjustment))
|
||||
{
|
||||
Other.SkeletalTransforms.Empty();
|
||||
Other.bHasValidData = false;
|
||||
return;
|
||||
}
|
||||
|
||||
Other.bAllowDeformingMesh = Container.bAllowDeformingMesh;
|
||||
Other.bEnableUE4HandRepSavings = Container.bEnableUE4HandRepSavings;
|
||||
|
||||
// Instead of doing this, we likely need to lerp but this is for testing
|
||||
//Other.SkeletalData.SkeletalTransforms = Container.SkeletalTransforms;
|
||||
|
||||
if (Other.SkeletalTransforms.Num() != EHandKeypointCount)
|
||||
{
|
||||
Other.SkeletalTransforms.Reset(EHandKeypointCount);
|
||||
Other.SkeletalTransforms.AddUninitialized(EHandKeypointCount);
|
||||
}
|
||||
|
||||
int32 idx = 0;
|
||||
|
||||
// Only fill in the ones that we care about
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_PALM_EXT] = FTransform::Identity; // Always identity
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT] = Container.SkeletalTransforms[idx++];
|
||||
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT] = FTransform::Identity;
|
||||
|
||||
if (!Container.bEnableUE4HandRepSavings)
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_METACARPAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
}
|
||||
else
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_METACARPAL_EXT] = FTransform::Identity;
|
||||
}
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT] = FTransform::Identity;
|
||||
|
||||
if (!Container.bEnableUE4HandRepSavings)
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
}
|
||||
else
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT] = FTransform::Identity;
|
||||
}
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT] = FTransform::Identity;
|
||||
|
||||
if (!Container.bEnableUE4HandRepSavings)
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_METACARPAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
}
|
||||
else
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_METACARPAL_EXT] = FTransform::Identity;
|
||||
}
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT] = FTransform::Identity;
|
||||
|
||||
if (!Container.bEnableUE4HandRepSavings)
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_METACARPAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
}
|
||||
else
|
||||
{
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_METACARPAL_EXT] = FTransform::Identity;
|
||||
}
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT] = Container.SkeletalTransforms[idx++];
|
||||
Other.SkeletalTransforms[(int32)EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT] = FTransform::Identity;
|
||||
|
||||
Other.bHasValidData = true;
|
||||
}
|
||||
|
||||
bool FBPXRSkeletalRepContainer::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
|
||||
{
|
||||
bOutSuccess = true;
|
||||
|
||||
Ar.SerializeBits(&TargetHand, 1);
|
||||
Ar.SerializeBits(&bAllowDeformingMesh, 1);
|
||||
Ar.SerializeBits(&bEnableUE4HandRepSavings, 1);
|
||||
|
||||
int32 BoneCountAdjustment = 6 + (bEnableUE4HandRepSavings ? 4 : 0);
|
||||
uint8 TransformCount = EHandKeypointCount - BoneCountAdjustment;
|
||||
|
||||
bool bHasValidData = SkeletalTransforms.Num() >= TransformCount;
|
||||
Ar.SerializeBits(&bHasValidData, 1);
|
||||
|
||||
//Ar << TransformCount;
|
||||
|
||||
if (Ar.IsLoading())
|
||||
{
|
||||
SkeletalTransforms.Reset(TransformCount);
|
||||
}
|
||||
|
||||
FVector Position = FVector::ZeroVector;
|
||||
FRotator Rot = FRotator::ZeroRotator;
|
||||
|
||||
if (bHasValidData)
|
||||
{
|
||||
for (int i = 0; i < TransformCount; i++)
|
||||
{
|
||||
if (Ar.IsSaving())
|
||||
{
|
||||
if (bAllowDeformingMesh)
|
||||
Position = SkeletalTransforms[i].GetLocation();
|
||||
|
||||
Rot = SkeletalTransforms[i].Rotator();
|
||||
}
|
||||
|
||||
if (bAllowDeformingMesh)
|
||||
bOutSuccess &= SerializePackedVector<10, 11>(Position, Ar);
|
||||
|
||||
Rot.SerializeCompressed(Ar); // Short? 10 bit?
|
||||
|
||||
if (Ar.IsLoading())
|
||||
{
|
||||
if (bAllowDeformingMesh)
|
||||
SkeletalTransforms.Add(FTransform(Rot, Position));
|
||||
else
|
||||
SkeletalTransforms.Add(FTransform(Rot));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bOutSuccess;
|
||||
}
|
||||
|
||||
void UOpenXRAnimInstance::NativeBeginPlay()
|
||||
{
|
||||
Super::NativeBeginPlay();
|
||||
|
||||
AActor* Owner = GetOwningComponent()->GetOwner();
|
||||
UActorComponent* HandPoseComp = nullptr;
|
||||
|
||||
if (Owner)
|
||||
{
|
||||
HandPoseComp = Owner->GetComponentByClass(UOpenXRHandPoseComponent::StaticClass());
|
||||
|
||||
if (!HandPoseComp)
|
||||
{
|
||||
// We are also checking owner->owner in case hand mesh is in a sub actor
|
||||
if (Owner->GetOwner())
|
||||
{
|
||||
HandPoseComp = Owner->GetOwner()->GetComponentByClass(UOpenXRHandPoseComponent::StaticClass());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!HandPoseComp)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UOpenXRHandPoseComponent* HandComp = Cast<UOpenXRHandPoseComponent>(HandPoseComp))
|
||||
{
|
||||
OwningPoseComp = HandComp;
|
||||
}
|
||||
}
|
||||
|
||||
/*void UOpenXRAnimInstance::NativeInitializeAnimation()
|
||||
{
|
||||
Super::NativeInitializeAnimation();
|
||||
|
||||
AActor* Owner = GetOwningComponent()->GetOwner();
|
||||
UActorComponent* HandPoseComp = nullptr;
|
||||
|
||||
if (Owner)
|
||||
{
|
||||
HandPoseComp = Owner->GetComponentByClass(UOpenXRHandPoseComponent::StaticClass());
|
||||
|
||||
if (!HandPoseComp)
|
||||
{
|
||||
// We are also checking owner->owner in case hand mesh is in a sub actor
|
||||
if (Owner->GetOwner())
|
||||
{
|
||||
HandPoseComp = Owner->GetOwner()->GetComponentByClass(UOpenXRHandPoseComponent::StaticClass());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!HandPoseComp)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UOpenXRHandPoseComponent* HandComp = Cast<UOpenXRHandPoseComponent>(HandPoseComp))
|
||||
{
|
||||
OwningPoseComp = HandComp;
|
||||
}
|
||||
}*/
|
||||
|
||||
void UOpenXRAnimInstance::InitializeCustomBoneMapping(UPARAM(ref) FBPOpenXRSkeletalMappingData& SkeletalMappingData)
|
||||
{
|
||||
USkeleton* AssetSkeleton = this->CurrentSkeleton;//RequiredBones.GetSkeletonAsset();
|
||||
|
||||
if (AssetSkeleton)
|
||||
{
|
||||
FBoneContainer& RequiredBones = this->GetRequiredBones();
|
||||
for (FBPOpenXRSkeletalPair& BonePair : SkeletalMappingData.BonePairs)
|
||||
{
|
||||
// Fill in the bone name for the reference
|
||||
BonePair.ReferenceToConstruct.BoneName = BonePair.BoneToTarget;
|
||||
|
||||
// Init the reference
|
||||
BonePair.ReferenceToConstruct.Initialize(AssetSkeleton);
|
||||
BonePair.ReferenceToConstruct.CachedCompactPoseIndex = BonePair.ReferenceToConstruct.GetCompactPoseIndex(RequiredBones);
|
||||
|
||||
if ((BonePair.ReferenceToConstruct.CachedCompactPoseIndex != INDEX_NONE))
|
||||
{
|
||||
// Get our parent bones index
|
||||
BonePair.ParentReference = RequiredBones.GetParentBoneIndex(BonePair.ReferenceToConstruct.CachedCompactPoseIndex);
|
||||
}
|
||||
}
|
||||
|
||||
if (UObject* OwningAsset = RequiredBones.GetAsset())
|
||||
{
|
||||
SkeletalMappingData.LastInitializedName = OwningAsset->GetFName();
|
||||
}
|
||||
|
||||
SkeletalMappingData.bInitialized = true;
|
||||
return;
|
||||
}
|
||||
|
||||
SkeletalMappingData.bInitialized = false;
|
||||
}
|
||||
@@ -0,0 +1,340 @@
|
||||
#include "Serializers/FBPXRSkeletalRepContainerNetSerializer.h"
|
||||
#include "Iris/Serialization/NetSerializerDelegates.h"
|
||||
#include "Iris/Serialization/NetSerializers.h"
|
||||
#include "Iris/Serialization/PackedVectorNetSerializers.h"
|
||||
#include "Iris/ReplicationState/PropertyNetSerializerInfoRegistry.h"
|
||||
#include "Iris/ReplicationState/ReplicationStateDescriptorBuilder.h"
|
||||
|
||||
#include "OpenXRHandPoseComponent.h"
|
||||
|
||||
|
||||
namespace UE::Net
|
||||
{
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Iris serializer for FBPXRSkeletalRepContainer
|
||||
// -----------------------------------------------------------------------------
|
||||
struct FBPXRSkeletalRepContainerNetSerializer
|
||||
{
|
||||
inline static const FVectorNetQuantize100NetSerializerConfig Quantize100SerializerConfig;
|
||||
|
||||
inline static const FNetSerializerConfig* VectorNetQuantizeNetSerializerConfig = &Quantize100SerializerConfig;
|
||||
inline static const FNetSerializer* VectorNetQuantizeNetSerializer;
|
||||
|
||||
class FNetSerializerRegistryDelegates final : private UE::Net::FNetSerializerRegistryDelegates
|
||||
{
|
||||
public:
|
||||
virtual ~FNetSerializerRegistryDelegates();
|
||||
|
||||
void InitNetSerializer()
|
||||
{
|
||||
FBPXRSkeletalRepContainerNetSerializer::VectorNetQuantizeNetSerializer = &UE_NET_GET_SERIALIZER(FVectorNetQuantize100NetSerializer);
|
||||
}
|
||||
|
||||
private:
|
||||
virtual void OnPreFreezeNetSerializerRegistry() override;
|
||||
//virtual void OnPostFreezeNetSerializerRegistry() override;
|
||||
};
|
||||
|
||||
inline static FBPXRSkeletalRepContainerNetSerializer::FNetSerializerRegistryDelegates NetSerializerRegistryDelegates;
|
||||
|
||||
|
||||
/** Version is required. */
|
||||
static constexpr uint32 Version = 0;
|
||||
|
||||
struct alignas(8) FSkeletalTransformQuantizedData
|
||||
{
|
||||
uint64 Position[4]; // We don't need to store double for tracked device positions, but their forwarded serializer uses it
|
||||
uint16 Rotation[3];
|
||||
};
|
||||
|
||||
struct alignas(8) FBPXRSkeletalRepContainerQuantizedData
|
||||
{
|
||||
uint8 TargetHand;
|
||||
uint8 bAllowDeformingMesh;
|
||||
uint8 bEnableUE4HandRepSavings;
|
||||
|
||||
uint16 ElementCount;
|
||||
FSkeletalTransformQuantizedData SkeletalTransforms[EHandKeypointCount];
|
||||
// List of array data, we know the max elements so we can statically set it to that
|
||||
// Technically should be -6 since we dont use some but im going to future proof it a bit here
|
||||
};
|
||||
|
||||
typedef FBPXRSkeletalRepContainer SourceType;
|
||||
typedef FBPXRSkeletalRepContainerQuantizedData QuantizedType;
|
||||
typedef FBPXRSkeletalRepContainerNetSerializerConfig ConfigType;
|
||||
inline static const ConfigType DefaultConfig;
|
||||
|
||||
/** Set to false when a same value delta compression method is undesirable, for example when the serializer only writes a single bit for the state. */
|
||||
static constexpr bool bUseDefaultDelta = true;
|
||||
|
||||
// Not using delta as this struct is sent on a timer and not changed incrementally
|
||||
|
||||
|
||||
static constexpr uint32 ElementSizeBytes = sizeof(FSkeletalTransformQuantizedData);
|
||||
|
||||
// Called to create a "quantized snapshot" of the struct
|
||||
static void Quantize(FNetSerializationContext& Context, const FNetQuantizeArgs& Args)
|
||||
{
|
||||
// Actually do the real quantization step here next instead of just in serialize, will save on memory overall
|
||||
const SourceType& Source = *reinterpret_cast<const SourceType*>(Args.Source);
|
||||
QuantizedType& Target = *reinterpret_cast<QuantizedType*>(Args.Target);
|
||||
|
||||
Target.TargetHand = (uint8)Source.TargetHand;
|
||||
Target.bAllowDeformingMesh = Source.bAllowDeformingMesh ? 1 : 0;
|
||||
Target.bEnableUE4HandRepSavings = Source.bEnableUE4HandRepSavings ? 1 : 0;
|
||||
|
||||
// Free data if non null
|
||||
Target.ElementCount = 0;
|
||||
|
||||
const uint32 Num = Source.SkeletalTransforms.Num();
|
||||
Target.ElementCount = static_cast<uint16>(Num);
|
||||
|
||||
if (Num > 0)
|
||||
{
|
||||
FRotator TargetRot;
|
||||
FVector TargetLoc;
|
||||
for (uint16 i = 0; i < Num; ++i)
|
||||
{
|
||||
TargetRot = Source.SkeletalTransforms[i].Rotator();
|
||||
TargetLoc = Source.SkeletalTransforms[i].GetLocation();
|
||||
|
||||
Target.SkeletalTransforms[i].Rotation[0] = FRotator::CompressAxisToShort(TargetRot.Pitch);
|
||||
Target.SkeletalTransforms[i].Rotation[1] = FRotator::CompressAxisToShort(TargetRot.Yaw);
|
||||
Target.SkeletalTransforms[i].Rotation[2] = FRotator::CompressAxisToShort(TargetRot.Roll);
|
||||
|
||||
const FNetSerializer* Serializer = VectorNetQuantizeNetSerializer;
|
||||
const FNetSerializerConfig* SerializerConfig = VectorNetQuantizeNetSerializerConfig;
|
||||
|
||||
FNetQuantizeArgs MemberArgs = Args;
|
||||
MemberArgs.NetSerializerConfig = NetSerializerConfigParam(SerializerConfig);
|
||||
MemberArgs.Source = NetSerializerValuePointer(&TargetLoc);
|
||||
MemberArgs.Target = NetSerializerValuePointer(&Target.SkeletalTransforms[i].Position[0]);
|
||||
Serializer->Quantize(Context, MemberArgs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called to apply the quantized snapshot back to gameplay memory
|
||||
static void Dequantize(FNetSerializationContext& Context, const FNetDequantizeArgs& Args)
|
||||
{
|
||||
const QuantizedType& Source = *reinterpret_cast<const QuantizedType*>(Args.Source);
|
||||
SourceType& Target = *reinterpret_cast<SourceType*>(Args.Target);
|
||||
|
||||
Target.TargetHand = (EVRSkeletalHandIndex)Source.TargetHand;
|
||||
Target.bAllowDeformingMesh = Source.bAllowDeformingMesh != 0;
|
||||
Target.bEnableUE4HandRepSavings = Source.bEnableUE4HandRepSavings != 0;
|
||||
|
||||
const uint16 Count = Source.ElementCount;
|
||||
Target.SkeletalTransforms.Reset();
|
||||
if (Count > 0)
|
||||
{
|
||||
Target.SkeletalTransforms.AddUninitialized(Count);
|
||||
|
||||
const FSkeletalTransformQuantizedData* Data = Source.SkeletalTransforms;
|
||||
FRotator TargetRot;
|
||||
FVector TargetLoc;
|
||||
for (int i = 0; i < Count; ++i)
|
||||
{
|
||||
TargetRot.Pitch = FRotator::DecompressAxisFromShort(Data[i].Rotation[0]);
|
||||
TargetRot.Yaw = FRotator::DecompressAxisFromShort(Data[i].Rotation[1]);
|
||||
TargetRot.Roll = FRotator::DecompressAxisFromShort(Data[i].Rotation[2]);
|
||||
TargetRot.Normalize();
|
||||
|
||||
const FNetSerializer* Serializer = VectorNetQuantizeNetSerializer;
|
||||
const FNetSerializerConfig* SerializerConfig = VectorNetQuantizeNetSerializerConfig;
|
||||
|
||||
FNetDequantizeArgs MemberArgs = Args;
|
||||
MemberArgs.NetSerializerConfig = NetSerializerConfigParam(SerializerConfig);
|
||||
MemberArgs.Source = NetSerializerValuePointer(&TargetLoc);
|
||||
MemberArgs.Target = NetSerializerValuePointer(&Data[i].Position[0]);
|
||||
Serializer->Dequantize(Context, MemberArgs);
|
||||
|
||||
Target.SkeletalTransforms[i].SetComponents(TargetRot.Quaternion(), TargetLoc, FVector(1.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Serialize into bitstream
|
||||
static void Serialize(FNetSerializationContext& Context, const FNetSerializeArgs& Args)
|
||||
{
|
||||
const QuantizedType& Source = *reinterpret_cast<const QuantizedType*>(Args.Source);
|
||||
FNetBitStreamWriter* Writer = Context.GetBitStreamWriter();
|
||||
|
||||
// write header bytes (small fields) <20> do as bytes for compactness
|
||||
Writer->WriteBits(Source.TargetHand, 8);
|
||||
Writer->WriteBits(Source.bAllowDeformingMesh, 1);
|
||||
Writer->WriteBits(Source.bEnableUE4HandRepSavings, 1);
|
||||
|
||||
int32 BoneCountAdjustment = 6 + (Source.bEnableUE4HandRepSavings != 0 ? 4 : 0);
|
||||
uint8 TransformCount = EHandKeypointCount - BoneCountAdjustment;
|
||||
|
||||
bool bHasValidData = Source.ElementCount >= TransformCount;
|
||||
|
||||
Writer->WriteBits(bHasValidData, 1);
|
||||
|
||||
if (bHasValidData)
|
||||
{
|
||||
// write element count (16 bits)
|
||||
uint32 ElemCount = Source.ElementCount;
|
||||
|
||||
if (ElemCount < 1)
|
||||
{
|
||||
// Write nothing
|
||||
ElemCount = 0;
|
||||
}
|
||||
|
||||
Writer->WriteBits(ElemCount, 16);
|
||||
|
||||
const FSkeletalTransformQuantizedData* Data = Source.SkeletalTransforms;
|
||||
for (uint16 i = 0; i < ElemCount; ++i)
|
||||
{
|
||||
if (Source.bAllowDeformingMesh)
|
||||
{
|
||||
const FNetSerializer* Serializer = VectorNetQuantizeNetSerializer;
|
||||
const FNetSerializerConfig* SerializerConfig = VectorNetQuantizeNetSerializerConfig;
|
||||
|
||||
FNetSerializeArgs MemberArgs = Args;
|
||||
MemberArgs.NetSerializerConfig = NetSerializerConfigParam(SerializerConfig);
|
||||
MemberArgs.Source = NetSerializerValuePointer(&Data[i].Position[0]);
|
||||
Serializer->Serialize(Context, MemberArgs);
|
||||
}
|
||||
|
||||
Writer->WriteBits(Data[i].Rotation[0], 16);
|
||||
Writer->WriteBits(Data[i].Rotation[1], 16);
|
||||
Writer->WriteBits(Data[i].Rotation[2], 16);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Deserialize from bitstream
|
||||
static void Deserialize(FNetSerializationContext& Context, const FNetDeserializeArgs& Args)
|
||||
{
|
||||
QuantizedType& Target = *reinterpret_cast<QuantizedType*>(Args.Target);
|
||||
FNetBitStreamReader* Reader = Context.GetBitStreamReader();
|
||||
|
||||
// write header bytes (small fields) <20> do as bytes for compactness
|
||||
|
||||
Target.TargetHand = Reader->ReadBits(8);
|
||||
Target.bAllowDeformingMesh = Reader->ReadBits(1);
|
||||
Target.bEnableUE4HandRepSavings = Reader->ReadBits(1);
|
||||
|
||||
int32 BoneCountAdjustment = 6 + (Target.bEnableUE4HandRepSavings != 0 ? 4 : 0);
|
||||
uint8 TransformCount = EHandKeypointCount - BoneCountAdjustment;
|
||||
|
||||
bool bHasValidData = Reader->ReadBits(1) != 0;
|
||||
|
||||
if (bHasValidData)
|
||||
{
|
||||
// write element count (16 bits)
|
||||
uint32 ElemCount = Reader->ReadBits(16);
|
||||
|
||||
Target.ElementCount = static_cast<uint16>(ElemCount);
|
||||
|
||||
if (ElemCount > 0)
|
||||
{
|
||||
FSkeletalTransformQuantizedData* Data = Target.SkeletalTransforms;
|
||||
for (uint16 i = 0; i < ElemCount; ++i)
|
||||
{
|
||||
if (Target.bAllowDeformingMesh)
|
||||
{
|
||||
const FNetSerializer* Serializer = VectorNetQuantizeNetSerializer;
|
||||
const FNetSerializerConfig* SerializerConfig = VectorNetQuantizeNetSerializerConfig;
|
||||
|
||||
FNetDeserializeArgs MemberArgs = Args;
|
||||
MemberArgs.NetSerializerConfig = NetSerializerConfigParam(SerializerConfig);
|
||||
MemberArgs.Target = NetSerializerValuePointer(&Data[i].Position[0]);
|
||||
Serializer->Deserialize(Context, MemberArgs);
|
||||
}
|
||||
|
||||
Data[i].Rotation[0] = Reader->ReadBits(16);
|
||||
Data[i].Rotation[1] = Reader->ReadBits(16);
|
||||
Data[i].Rotation[2] = Reader->ReadBits(16);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Compare two instances to see if they differ
|
||||
static bool IsEqual(FNetSerializationContext& Context, const FNetIsEqualArgs& Args)
|
||||
{
|
||||
if (Args.bStateIsQuantized)
|
||||
{
|
||||
const QuantizedType& QuantizedValue0 = *reinterpret_cast<const QuantizedType*>(Args.Source0);
|
||||
const QuantizedType& QuantizedValue1 = *reinterpret_cast<const QuantizedType*>(Args.Source1);
|
||||
return FPlatformMemory::Memcmp(&QuantizedValue0, &QuantizedValue1, sizeof(QuantizedType)) == 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
const SourceType& L = *reinterpret_cast<const SourceType*>(Args.Source0);
|
||||
const SourceType& R = *reinterpret_cast<const SourceType*>(Args.Source1);
|
||||
|
||||
|
||||
if (L.bAllowDeformingMesh != R.bAllowDeformingMesh) return false;
|
||||
if (L.bEnableUE4HandRepSavings != R.bEnableUE4HandRepSavings) return false;
|
||||
if (L.SkeletalTransforms.Num() != R.SkeletalTransforms.Num()) return false;
|
||||
|
||||
// Using L num is valid as we already checked if they are the same count
|
||||
return FPlatformMemory::Memcmp(L.SkeletalTransforms.GetData(), R.SkeletalTransforms.GetData(), sizeof(FTransform) * L.SkeletalTransforms.Num()) == 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void Apply(FNetSerializationContext& Context, const FNetApplyArgs& Args)
|
||||
{
|
||||
const SourceType& Source = *reinterpret_cast<const SourceType*>(Args.Source);
|
||||
SourceType& Target = *reinterpret_cast<SourceType*>(Args.Target);
|
||||
|
||||
Target.bAllowDeformingMesh = Source.bAllowDeformingMesh;
|
||||
Target.bEnableUE4HandRepSavings = Source.bEnableUE4HandRepSavings;
|
||||
Target.TargetHand = Source.TargetHand;
|
||||
|
||||
// Copys it over with new allocations
|
||||
Target.SkeletalTransforms = Source.SkeletalTransforms;
|
||||
}
|
||||
|
||||
static void CloneDynamicState(FNetSerializationContext& Context, const FNetCloneDynamicStateArgs& Args)
|
||||
{
|
||||
const QuantizedType& Source = *reinterpret_cast<QuantizedType*>(Args.Source);
|
||||
QuantizedType& Target = *reinterpret_cast<QuantizedType*>(Args.Target);
|
||||
|
||||
// copy small fields
|
||||
Target.TargetHand = Source.TargetHand;
|
||||
Target.bAllowDeformingMesh = Source.bAllowDeformingMesh;
|
||||
Target.bEnableUE4HandRepSavings = Source.bEnableUE4HandRepSavings;
|
||||
|
||||
// copy elements
|
||||
Target.ElementCount = Source.ElementCount;
|
||||
|
||||
const uint32 Count = Target.ElementCount;
|
||||
if (Count > 0)
|
||||
{
|
||||
const SIZE_T Bytes = SIZE_T(Count) * ElementSizeBytes;
|
||||
FMemory::Memcpy(Target.SkeletalTransforms, Source.SkeletalTransforms, Bytes);
|
||||
}
|
||||
}
|
||||
|
||||
static void FreeDynamicState(FNetSerializationContext& Context, const FNetFreeDynamicStateArgs& Args)
|
||||
{
|
||||
QuantizedType& Target = *reinterpret_cast<QuantizedType*>(Args.Source);
|
||||
Target.ElementCount = 0;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
static const FName PropertyNetSerializerRegistry_NAME_BPXRSkeletalRepContainer("BPXRSkeletalRepContainer");
|
||||
UE_NET_IMPLEMENT_NAMED_STRUCT_NETSERIALIZER_INFO(PropertyNetSerializerRegistry_NAME_BPXRSkeletalRepContainer, FBPXRSkeletalRepContainerNetSerializer);
|
||||
|
||||
FBPXRSkeletalRepContainerNetSerializer::FNetSerializerRegistryDelegates::~FNetSerializerRegistryDelegates()
|
||||
{
|
||||
UE_NET_UNREGISTER_NETSERIALIZER_INFO(PropertyNetSerializerRegistry_NAME_BPXRSkeletalRepContainer);
|
||||
}
|
||||
|
||||
void FBPXRSkeletalRepContainerNetSerializer::FNetSerializerRegistryDelegates::OnPreFreezeNetSerializerRegistry()
|
||||
{
|
||||
InitNetSerializer();
|
||||
UE_NET_REGISTER_NETSERIALIZER_INFO(PropertyNetSerializerRegistry_NAME_BPXRSkeletalRepContainer);
|
||||
}
|
||||
|
||||
UE_NET_IMPLEMENT_SERIALIZER(FBPXRSkeletalRepContainerNetSerializer);
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h"
|
||||
#include "OpenXRExpansionTypes.h"
|
||||
//#include "Skeleton/BodyStateSkeleton.h"
|
||||
//#include "BodyStateAnimInstance.h"
|
||||
|
||||
#include "AnimNode_ApplyOpenXRHandPose.generated.h"
|
||||
|
||||
|
||||
USTRUCT()
|
||||
struct OPENXREXPANSIONPLUGIN_API FAnimNode_ApplyOpenXRHandPose : public FAnimNode_SkeletalControlBase
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
|
||||
FVector WristForwardLS_UE;
|
||||
FVector WristSideDirectionLS;
|
||||
|
||||
// Generally used when not passing in custom bone mappings, defines the auto mapping style
|
||||
UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
|
||||
EVROpenXRSkeletonType SkeletonType;
|
||||
|
||||
// If your hand is part of a full body or arm skeleton and you don't have a proxy bone to retain the position enable this
|
||||
UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
|
||||
bool bSkipRootBone;
|
||||
|
||||
// If you only want to use the wrist transform part of this
|
||||
// This will also automatically add the deform to the wrist as it doesn't make much sense without it
|
||||
UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
|
||||
bool bOnlyApplyWristTransform;
|
||||
|
||||
// Generally used when not passing in custom bone mappings, defines the auto mapping style
|
||||
UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinShownByDefault))
|
||||
FBPOpenXRActionSkeletalData OptionalStoredActionInfo;
|
||||
|
||||
// MappedBonePairs, if you leave it blank then they will auto generate based off of the SkeletonType
|
||||
// Otherwise, fill out yourself.
|
||||
UPROPERTY(EditAnywhere, Category = Skeletal, meta = (PinHiddenByDefault))
|
||||
FBPOpenXRSkeletalMappingData MappedBonePairs;
|
||||
|
||||
bool bIsOpenInputAnimationInstance = false;
|
||||
bool bIsMirroringHand = false;
|
||||
|
||||
void ConvertHandTransformsSpace(TArray<FTransform>& OutTransforms, const TArray<FTransform>& WorldTransforms, FTransform AddTrans, bool bMirrorLeftRight, bool bMergeMissingUE4Bones);
|
||||
|
||||
void CalculateSkeletalAdjustment(USkeleton* AssetSkeleton);
|
||||
void CalculateOpenXRAdjustment();
|
||||
|
||||
FQuat CalcRotationAboutAxis(const FVector& FromDirection, const FVector& ToDirection, const FVector& Axis)
|
||||
{
|
||||
FVector FromDirectionCp = FVector::CrossProduct(Axis, FromDirection);
|
||||
FVector ToDirectionCp = FVector::CrossProduct(Axis, ToDirection);
|
||||
|
||||
return FQuat::FindBetweenVectors(FromDirectionCp, ToDirectionCp);
|
||||
}
|
||||
|
||||
FTransform GetRefBoneInCS(TArray<FTransform>& RefBones, TArray<FMeshBoneInfo>& RefBonesInfo, int32 BoneIndex)
|
||||
{
|
||||
FTransform BoneTransform;
|
||||
|
||||
if (BoneIndex >= 0)
|
||||
{
|
||||
BoneTransform = RefBones[BoneIndex];
|
||||
if (RefBonesInfo[BoneIndex].ParentIndex >= 0)
|
||||
{
|
||||
BoneTransform *= GetRefBoneInCS(RefBones, RefBonesInfo, RefBonesInfo[BoneIndex].ParentIndex);
|
||||
}
|
||||
}
|
||||
|
||||
return BoneTransform;
|
||||
}
|
||||
|
||||
void SetVectorToMaxElement(FVector& vec)
|
||||
{
|
||||
FVector absVal = vec.GetAbs();
|
||||
if (absVal.X > absVal.Y && absVal.X > absVal.Z)
|
||||
{
|
||||
vec = vec.GetSignVector() * FVector(1.0f, 0.f, 0.f);
|
||||
vec.Normalize();
|
||||
}
|
||||
else if (absVal.Y > absVal.X && absVal.Y > absVal.Z)
|
||||
{
|
||||
vec = vec.GetSignVector() * FVector(0.0f, 1.f, 0.f);
|
||||
vec.Normalize();
|
||||
}
|
||||
else if (absVal.Z > absVal.X && absVal.Z > absVal.Y)
|
||||
{
|
||||
vec = vec.GetSignVector() * FVector(0.0f, 0.f, 1.f);
|
||||
vec.Normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
vec.Normalize();
|
||||
}
|
||||
}
|
||||
|
||||
// FAnimNode_SkeletalControlBase interface
|
||||
//virtual void UpdateInternal(const FAnimationUpdateContext& Context) override;
|
||||
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
|
||||
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
|
||||
// End of FAnimNode_SkeletalControlBase interface
|
||||
virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
|
||||
virtual bool NeedsOnInitializeAnimInstance() const override { return true; }
|
||||
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
|
||||
|
||||
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
|
||||
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
|
||||
|
||||
// Constructor
|
||||
FAnimNode_ApplyOpenXRHandPose();
|
||||
|
||||
protected:
|
||||
bool WorldIsGame;
|
||||
AActor* OwningActor;
|
||||
|
||||
private:
|
||||
};
|
||||
@@ -0,0 +1,102 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/ObjectMacros.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "HeadMountedDisplayTypes.h"
|
||||
#if defined(OPENXR_SUPPORTED)
|
||||
#include "OpenXRCore.h"
|
||||
#include "OpenXRHMD.h"
|
||||
#endif
|
||||
#include "OpenXRExpansionTypes.h"
|
||||
#include "HeadMountedDisplayFunctionLibrary.h"
|
||||
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
|
||||
#include "OpenXRExpansionFunctionLibrary.generated.h"
|
||||
|
||||
#if !defined(OPENXR_SUPPORTED)
|
||||
class FOpenXRHMD;
|
||||
#endif
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(OpenXRExpansionFunctionLibraryLog, Log, All);
|
||||
|
||||
// This needs to be updated as the original gets changed, that or hope they make the original blueprint accessible.
|
||||
UENUM(Blueprintable)
|
||||
enum class EBPOpenXRControllerDeviceType : uint8
|
||||
{
|
||||
DT_SimpleController,
|
||||
DT_ValveIndexController,
|
||||
DT_ViveController,
|
||||
DT_ViveProController,
|
||||
//DT_CosmosController,
|
||||
DT_DaydreamController,
|
||||
DT_OculusTouchController,
|
||||
DT_OculusGoController,
|
||||
DT_MicrosoftMotionController,
|
||||
DT_MicrosoftXboxController,
|
||||
DT_PicoNeo3Controller,
|
||||
DT_WMRController,
|
||||
DT_UnknownController
|
||||
};
|
||||
|
||||
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent))
|
||||
class OPENXREXPANSIONPLUGIN_API UOpenXRExpansionFunctionLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
//GENERATED_BODY()
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UOpenXRExpansionFunctionLibrary(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
~UOpenXRExpansionFunctionLibrary();
|
||||
public:
|
||||
|
||||
static FOpenXRHMD* GetOpenXRHMD()
|
||||
{
|
||||
#if defined(OPENXR_SUPPORTED)
|
||||
static FName SystemName(TEXT("OpenXR"));
|
||||
if (GEngine->XRSystem.IsValid() && (GEngine->XRSystem->GetSystemName() == SystemName))
|
||||
{
|
||||
return static_cast<FOpenXRHMD*>(GEngine->XRSystem.Get());
|
||||
}
|
||||
#endif
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (bIgnoreSelf = "true"))
|
||||
static bool GetOpenXRHandPose(FBPOpenXRActionSkeletalData& HandPoseContainer, UOpenXRHandPoseComponent* HandPoseComponent, bool bGetMockUpPose = false);
|
||||
|
||||
//UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (bIgnoreSelf = "true"))
|
||||
static void GetFingerCurlValues(TArray<FTransform>& TransformArray, TArray<float>& CurlArray);
|
||||
|
||||
// Get the estimated curl values from hand tracking
|
||||
// Will return true if it was able to get the curls, false if it could not (hand tracking not enabled or no data for the tracked index)
|
||||
UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (WorldContext = "WorldContextObject"))
|
||||
static bool GetOpenXRFingerCurlValuesForHand(
|
||||
UObject* WorldContextObject,
|
||||
EControllerHand TargetHand,
|
||||
float& ThumbCurl,
|
||||
float& IndexCurl,
|
||||
float& MiddleCurl,
|
||||
float& RingCurl,
|
||||
float& PinkyCurl);
|
||||
|
||||
static float GetCurlValueForBoneRoot(TArray<FTransform>& TransformArray, EHandKeypoint RootBone);
|
||||
|
||||
//UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (bIgnoreSelf = "true"))
|
||||
static void ConvertHandTransformsSpaceAndBack(TArray<FTransform>& OutTransforms, const TArray<FTransform>& WorldTransforms);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (bIgnoreSelf = "true"))
|
||||
static void GetMockUpControllerData(FXRHandTrackingState& HandTrackingData,FXRMotionControllerState& MotionControllerData, FBPOpenXRActionSkeletalData& SkeletalMappingData, bool bOpenHand = false);
|
||||
|
||||
// Get a list of all currently tracked devices and their types, index in the array is their device index
|
||||
// Returns failed if the openXR query failed (no interaction profile yet or openXR is not running)
|
||||
UFUNCTION(BlueprintCallable, Category = "VRExpansionFunctions|OpenXR", meta = (bIgnoreSelf = "true", ExpandEnumAsExecs = "Result"))
|
||||
static void GetXRMotionControllerType(FString& TrackingSystemName, EBPOpenXRControllerDeviceType& DeviceType, EBPXRResultSwitch &Result);
|
||||
};
|
||||
@@ -0,0 +1,18 @@
|
||||
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FOpenXRExpansionPluginModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
FOpenXRExpansionPluginModule()
|
||||
{
|
||||
}
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
@@ -0,0 +1,486 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/ObjectMacros.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "HeadMountedDisplayTypes.h"
|
||||
#include "Animation/BoneReference.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
|
||||
#include "OpenXRExpansionTypes.generated.h"
|
||||
|
||||
// This makes a lot of the blueprint functions cleaner
|
||||
UENUM()
|
||||
enum class EBPXRResultSwitch : uint8
|
||||
{
|
||||
// On Success
|
||||
OnSucceeded,
|
||||
// On Failure
|
||||
OnFailed
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EVRSkeletalHandIndex : uint8
|
||||
{
|
||||
EActionHandIndex_Left = 0,
|
||||
EActionHandIndex_Right
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EXRHandJointType : uint8
|
||||
{
|
||||
OXR_HAND_JOINT_PALM_EXT = 0,
|
||||
OXR_HAND_JOINT_WRIST_EXT = 1,
|
||||
OXR_HAND_JOINT_THUMB_METACARPAL_EXT = 2,
|
||||
OXR_HAND_JOINT_THUMB_PROXIMAL_EXT = 3,
|
||||
OXR_HAND_JOINT_THUMB_DISTAL_EXT = 4,
|
||||
OXR_HAND_JOINT_THUMB_TIP_EXT = 5,
|
||||
OXR_HAND_JOINT_INDEX_METACARPAL_EXT = 6,
|
||||
OXR_HAND_JOINT_INDEX_PROXIMAL_EXT = 7,
|
||||
OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT = 8,
|
||||
OXR_HAND_JOINT_INDEX_DISTAL_EXT = 9,
|
||||
OXR_HAND_JOINT_INDEX_TIP_EXT = 10,
|
||||
OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT = 11,
|
||||
OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT = 12,
|
||||
OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT = 13,
|
||||
OXR_HAND_JOINT_MIDDLE_DISTAL_EXT = 14,
|
||||
OXR_HAND_JOINT_MIDDLE_TIP_EXT = 15,
|
||||
OXR_HAND_JOINT_RING_METACARPAL_EXT = 16,
|
||||
OXR_HAND_JOINT_RING_PROXIMAL_EXT = 17,
|
||||
OXR_HAND_JOINT_RING_INTERMEDIATE_EXT = 18,
|
||||
OXR_HAND_JOINT_RING_DISTAL_EXT = 19,
|
||||
OXR_HAND_JOINT_RING_TIP_EXT = 20,
|
||||
OXR_HAND_JOINT_LITTLE_METACARPAL_EXT = 21,
|
||||
OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT = 22,
|
||||
OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT = 23,
|
||||
OXR_HAND_JOINT_LITTLE_DISTAL_EXT = 24,
|
||||
OXR_HAND_JOINT_LITTLE_TIP_EXT = 25,
|
||||
OXR_HAND_JOINT_MAX_ENUM_EXT = 0xFF
|
||||
};
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EVROpenXRSkeletonType : uint8
|
||||
{
|
||||
// UE4 Skeletal Right hand
|
||||
OXR_SkeletonType_UE4Default_Right,
|
||||
// UE4 Skeletal Left hand
|
||||
OXR_SkeletonType_UE4Default_Left,
|
||||
|
||||
// OpenVR Skeletal Right hand
|
||||
OXR_SkeletonType_OpenVRDefault_Right,
|
||||
|
||||
// OpenVR Skeletal Left hand
|
||||
OXR_SkeletonType_OpenVRDefault_Left,
|
||||
|
||||
// UE5 Skeletal Right hand
|
||||
OXR_SkeletonType_UE5Default_Right,
|
||||
// UE5 Skeletal Left hand
|
||||
OXR_SkeletonType_UE5Default_Left,
|
||||
|
||||
// OpenXR Skeletal Right hand
|
||||
OXR_SkeletonType_OpenXRDefault_Right,
|
||||
// OpenXR Skeletal Left hand
|
||||
OXR_SkeletonType_OpenXRDefault_Left,
|
||||
|
||||
OXR_SkeletonType_Custom
|
||||
};
|
||||
|
||||
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRExpansionFunctions|OpenXR|HandSkeleton")
|
||||
struct OPENXREXPANSIONPLUGIN_API FBPOpenXRActionSkeletalData
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
EVRSkeletalHandIndex TargetHand;
|
||||
|
||||
// Used to select the type of pose to retrieve from OpenXR, default is grip but you will want to use Palm when using the palm source for motion controller
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
EXRControllerPoseType PoseType;
|
||||
|
||||
// A world scale override that will replace the engines current value and force into the tracked data if non zero
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
float WorldScaleOverride;
|
||||
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
bool bAllowDeformingMesh;
|
||||
|
||||
// If true then the bones will be mirrored from left/right, to allow you to swap a hand mesh to the other hand
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
bool bMirrorLeftRight;
|
||||
|
||||
// List of aproximated curls for each finger
|
||||
UPROPERTY(BlueprintReadOnly, NotReplicated, Transient, Category = Default)
|
||||
TArray<float> FingerCurls;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, NotReplicated, Transient, Category = Default)
|
||||
TArray<FTransform> SkeletalTransforms;
|
||||
|
||||
// If true we will assume that the target skeleton does not have the metacarpal bones and we will not replicate them
|
||||
// Only really used for the old UE4 skeleton
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
bool bEnableUE4HandRepSavings;
|
||||
|
||||
//UPROPERTY(BlueprintReadOnly, NotReplicated, Transient, Category = Default)
|
||||
//TArray<FTransform> OldSkeletalTransforms;
|
||||
|
||||
// The rotation required to rotate the finger bones back to X+
|
||||
// The animation node attempts to auto calculate it, if you have a non standard hand you may need to fill
|
||||
// This in by yourself
|
||||
UPROPERTY(EditAnywhere, NotReplicated, BlueprintReadWrite, Category = Default)
|
||||
FTransform AdditionTransform;
|
||||
|
||||
UPROPERTY(NotReplicated, BlueprintReadOnly, Category = Default)
|
||||
bool bHasValidData;
|
||||
|
||||
FName LastHandGesture;
|
||||
int32 LastHandGestureIndex;
|
||||
|
||||
FBPOpenXRActionSkeletalData()
|
||||
{
|
||||
//bGetTransformsInParentSpace = false;
|
||||
AdditionTransform = FTransform::Identity;// FTransform(FRotator(180.f, 0.f, -90.f), FVector::ZeroVector, FVector(1.f));//FTransform(FRotator(0.f, 90.f, 90.f), FVector::ZeroVector, FVector(1.f));
|
||||
WorldScaleOverride = 0.0f;
|
||||
bAllowDeformingMesh = true;
|
||||
bMirrorLeftRight = false;
|
||||
bEnableUE4HandRepSavings = false;
|
||||
TargetHand = EVRSkeletalHandIndex::EActionHandIndex_Right;
|
||||
PoseType = EXRControllerPoseType::Grip;
|
||||
bHasValidData = false;
|
||||
LastHandGestureIndex = INDEX_NONE;
|
||||
LastHandGesture = NAME_None;
|
||||
}
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRExpansionFunctions|SteamVR|HandSkeleton")
|
||||
struct OPENXREXPANSIONPLUGIN_API FBPOpenXRSkeletalPair
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
|
||||
EXRHandJointType OpenXRBone;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
|
||||
FName BoneToTarget;
|
||||
|
||||
FBoneReference ReferenceToConstruct;
|
||||
FCompactPoseBoneIndex ParentReference;
|
||||
FQuat RetargetRot;
|
||||
|
||||
FBPOpenXRSkeletalPair() :
|
||||
ParentReference(INDEX_NONE)
|
||||
{
|
||||
OpenXRBone = EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT;
|
||||
BoneToTarget = NAME_None;
|
||||
RetargetRot = FQuat::Identity;
|
||||
}
|
||||
|
||||
FBPOpenXRSkeletalPair(EXRHandJointType Bone, FString TargetBone) :
|
||||
ParentReference(INDEX_NONE)
|
||||
{
|
||||
OpenXRBone = Bone;
|
||||
BoneToTarget = FName(*TargetBone);
|
||||
ReferenceToConstruct.BoneName = BoneToTarget;
|
||||
RetargetRot = FQuat::Identity;
|
||||
}
|
||||
|
||||
FORCEINLINE bool operator==(const int32& Other) const
|
||||
{
|
||||
return ReferenceToConstruct.CachedCompactPoseIndex.GetInt() == Other;
|
||||
//return ReferenceToConstruct.BoneIndex == Other;
|
||||
}
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRExpansionFunctions|SteamVR|HandSkeleton")
|
||||
struct OPENXREXPANSIONPLUGIN_API FBPOpenXRSkeletalMappingData
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
|
||||
TArray<FBPOpenXRSkeletalPair> BonePairs;
|
||||
|
||||
TArray<int32> ReverseBonePairMap;
|
||||
|
||||
// Merge the transforms of bones that are missing from the OpenVR skeleton to the UE4 one.
|
||||
// This should be always enabled for UE4 skeletons generally.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
|
||||
bool bMergeMissingBonesUE4;
|
||||
|
||||
// The hand data to get, if not using a custom bone mapping then this value will be auto filled
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
|
||||
EVRSkeletalHandIndex TargetHand;
|
||||
|
||||
FQuat AdjustmentQuat;
|
||||
bool bInitialized;
|
||||
|
||||
FName LastInitializedName;
|
||||
EVROpenXRSkeletonType LastInitializedSkeleton;
|
||||
|
||||
void ClearMapping()
|
||||
{
|
||||
bInitialized = false;
|
||||
LastInitializedName = NAME_None;
|
||||
AdjustmentQuat = FQuat::Identity;
|
||||
LastInitializedSkeleton = EVROpenXRSkeletonType::OXR_SkeletonType_Custom;
|
||||
|
||||
BonePairs.Empty();
|
||||
ReverseBonePairMap.Empty();
|
||||
}
|
||||
|
||||
void ConstructReverseMapping()
|
||||
{
|
||||
int32 MaxElements = ((uint8)EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT) + 1;
|
||||
ReverseBonePairMap.Empty(MaxElements);
|
||||
ReverseBonePairMap.AddUninitialized(MaxElements);
|
||||
FMemory::Memset(ReverseBonePairMap.GetData(), 0, MaxElements * sizeof(int32));
|
||||
|
||||
|
||||
for (int i = 0; i < BonePairs.Num(); ++i)
|
||||
{
|
||||
// Just in case someone messed up the mapping file
|
||||
if (i < MaxElements)
|
||||
{
|
||||
ReverseBonePairMap[(uint8)BonePairs[i].OpenXRBone] = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ConstructDefaultMappings(EVROpenXRSkeletonType SkeletonType, bool bSkipRootBone)
|
||||
{
|
||||
switch (SkeletonType)
|
||||
{
|
||||
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_OpenVRDefault_Left:
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_OpenVRDefault_Right:
|
||||
{
|
||||
bMergeMissingBonesUE4 = false;
|
||||
SetDefaultOpenVRInputs(SkeletonType, bSkipRootBone);
|
||||
}break;
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_UE4Default_Left:
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_UE4Default_Right:
|
||||
{
|
||||
bMergeMissingBonesUE4 = true;
|
||||
SetDefaultUE4Inputs(SkeletonType, bSkipRootBone);
|
||||
}break;
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_UE5Default_Left:
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_UE5Default_Right:
|
||||
{
|
||||
bMergeMissingBonesUE4 = false;
|
||||
SetDefaultUE5Inputs(SkeletonType, bSkipRootBone);
|
||||
}break;
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_OpenXRDefault_Left:
|
||||
case EVROpenXRSkeletonType::OXR_SkeletonType_OpenXRDefault_Right:
|
||||
{
|
||||
bMergeMissingBonesUE4 = false;
|
||||
SetDefaultOpenXRInputs(SkeletonType, bSkipRootBone);
|
||||
}break;
|
||||
}
|
||||
}
|
||||
|
||||
void SetDefaultOpenVRInputs(EVROpenXRSkeletonType cSkeletonType, bool bSkipRootBone)
|
||||
{
|
||||
// Don't map anything if the end user already has
|
||||
if (BonePairs.Num())
|
||||
return;
|
||||
|
||||
bool bIsRightHand = cSkeletonType != EVROpenXRSkeletonType::OXR_SkeletonType_OpenVRDefault_Left;
|
||||
FString HandDelimiterS = !bIsRightHand ? "l" : "r";
|
||||
const TCHAR* HandDelimiter = *HandDelimiterS;
|
||||
|
||||
TargetHand = bIsRightHand ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
|
||||
// Default OpenVR bones mapping
|
||||
//if (!bSkipRootBone)
|
||||
//{
|
||||
//BonePairs.Add(FBPOpenVRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_PALM_EXT, FString::Printf(TEXT("Root"), HandDelimiter)));
|
||||
//}
|
||||
|
||||
//if (!bSkipRootBone)
|
||||
{
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT, FString::Printf(TEXT("wrist_%s"), HandDelimiter)));
|
||||
}
|
||||
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT, FString::Printf(TEXT("finger_thumb_0_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT, FString::Printf(TEXT("finger_thumb_1_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, FString::Printf(TEXT("finger_thumb_2_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT, FString::Printf(TEXT("finger_thumb_%s_end"), HandDelimiter)));
|
||||
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_METACARPAL_EXT, FString::Printf(TEXT("finger_index_meta_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT, FString::Printf(TEXT("finger_index_0_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT, FString::Printf(TEXT("finger_index_1_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, FString::Printf(TEXT("finger_index_2_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT, FString::Printf(TEXT("finger_index_%s_end"), HandDelimiter)));
|
||||
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_METACARPAL_EXT, FString::Printf(TEXT("finger_middle_meta_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT, FString::Printf(TEXT("finger_middle_0_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT, FString::Printf(TEXT("finger_middle_1_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, FString::Printf(TEXT("finger_middle_2_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT, FString::Printf(TEXT("finger_middle_%s_end"), HandDelimiter)));
|
||||
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_METACARPAL_EXT, FString::Printf(TEXT("finger_ring_meta_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT, FString::Printf(TEXT("finger_ring_0_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT, FString::Printf(TEXT("finger_ring_1_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, FString::Printf(TEXT("finger_ring_2_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT, FString::Printf(TEXT("finger_ring_%s_end"), HandDelimiter)));
|
||||
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_METACARPAL_EXT, FString::Printf(TEXT("finger_pinky_meta_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT, FString::Printf(TEXT("finger_pinky_0_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT, FString::Printf(TEXT("finger_pinky_1_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, FString::Printf(TEXT("finger_pinky_2_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT, FString::Printf(TEXT("finger_pinky_%s_end"), HandDelimiter)));
|
||||
|
||||
// Aux bones share the final knuckles location / rotation
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, FString::Printf(TEXT("finger_thumb_%s_aux"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, FString::Printf(TEXT("finger_index_%s_aux"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, FString::Printf(TEXT("finger_middle_%s_aux"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, FString::Printf(TEXT("finger_ring_%s_aux"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, FString::Printf(TEXT("finger_pinky_%s_aux"), HandDelimiter)));
|
||||
}
|
||||
|
||||
void SetDefaultUE4Inputs(EVROpenXRSkeletonType cSkeletonType, bool bSkipRootBone)
|
||||
{
|
||||
// Don't map anything if the end user already has
|
||||
if (BonePairs.Num())
|
||||
return;
|
||||
|
||||
bool bIsRightHand = cSkeletonType != EVROpenXRSkeletonType::OXR_SkeletonType_UE4Default_Left;
|
||||
FString HandDelimiterS = !bIsRightHand ? "l" : "r";
|
||||
const TCHAR* HandDelimiter = *HandDelimiterS;
|
||||
|
||||
TargetHand = bIsRightHand ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
|
||||
// Default ue4 skeleton hand to the OpenVR bones, skipping the extra joint and the aux joints
|
||||
//if (!bSkipRootBone)
|
||||
{
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT, FString::Printf(TEXT("hand_%s"), HandDelimiter)));
|
||||
}
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT, FString::Printf(TEXT("index_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT, FString::Printf(TEXT("index_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, FString::Printf(TEXT("index_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT, FString::Printf(TEXT("middle_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT, FString::Printf(TEXT("middle_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, FString::Printf(TEXT("middle_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT, FString::Printf(TEXT("pinky_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT, FString::Printf(TEXT("pinky_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, FString::Printf(TEXT("pinky_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT, FString::Printf(TEXT("ring_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT, FString::Printf(TEXT("ring_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, FString::Printf(TEXT("ring_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT, FString::Printf(TEXT("thumb_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT, FString::Printf(TEXT("thumb_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, FString::Printf(TEXT("thumb_03_%s"), HandDelimiter)));
|
||||
|
||||
}
|
||||
|
||||
void SetDefaultUE5Inputs(EVROpenXRSkeletonType cSkeletonType, bool bSkipRootBone)
|
||||
{
|
||||
// Don't map anything if the end user already has
|
||||
if (BonePairs.Num())
|
||||
return;
|
||||
|
||||
bool bIsRightHand = cSkeletonType != EVROpenXRSkeletonType::OXR_SkeletonType_UE5Default_Left;
|
||||
FString HandDelimiterS = !bIsRightHand ? "l" : "r";
|
||||
const TCHAR* HandDelimiter = *HandDelimiterS;
|
||||
|
||||
TargetHand = bIsRightHand ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
|
||||
// Default ue5 skeleton hand to the OpenVR bones, skipping the extra joint and the aux joints
|
||||
//if (!bSkipRootBone)
|
||||
{
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT, FString::Printf(TEXT("hand_%s"), HandDelimiter)));
|
||||
}
|
||||
|
||||
// There are inner and outer wrist elements to this, going to be anoying to map that to a single wrist index....
|
||||
//OXR_HAND_JOINT_WRIST_EXT = 1,
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT, FString::Printf(TEXT("index_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT, FString::Printf(TEXT("index_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, FString::Printf(TEXT("index_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT, FString::Printf(TEXT("middle_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT, FString::Printf(TEXT("middle_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, FString::Printf(TEXT("middle_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT, FString::Printf(TEXT("pinky_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT, FString::Printf(TEXT("pinky_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, FString::Printf(TEXT("pinky_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT, FString::Printf(TEXT("ring_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT, FString::Printf(TEXT("ring_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, FString::Printf(TEXT("ring_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT, FString::Printf(TEXT("thumb_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT, FString::Printf(TEXT("thumb_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, FString::Printf(TEXT("thumb_03_%s"), HandDelimiter)));
|
||||
|
||||
}
|
||||
|
||||
void SetDefaultOpenXRInputs(EVROpenXRSkeletonType cSkeletonType, bool bSkipRootBone)
|
||||
{
|
||||
// Don't map anything if the end user already has
|
||||
if (BonePairs.Num())
|
||||
return;
|
||||
|
||||
bool bIsRightHand = cSkeletonType != EVROpenXRSkeletonType::OXR_SkeletonType_OpenXRDefault_Left;
|
||||
FString HandDelimiterS = !bIsRightHand ? "l" : "r";
|
||||
const TCHAR* HandDelimiter = *HandDelimiterS;
|
||||
|
||||
TargetHand = bIsRightHand ? EVRSkeletalHandIndex::EActionHandIndex_Right : EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
|
||||
// Default ue5 skeleton hand to the OpenVR bones, skipping the extra joint and the aux joints
|
||||
//if (!bSkipRootBone)
|
||||
{
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_WRIST_EXT, FString::Printf(TEXT("hand_%s"), HandDelimiter)));
|
||||
}
|
||||
|
||||
// There are inner and outer wrist elements to this, going to be anoyying to map that to a single wrist index....
|
||||
//OXR_HAND_JOINT_WRIST_EXT = 1,
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_PROXIMAL_EXT, FString::Printf(TEXT("index_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_INTERMEDIATE_EXT, FString::Printf(TEXT("index_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_INDEX_DISTAL_EXT, FString::Printf(TEXT("index_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_PROXIMAL_EXT, FString::Printf(TEXT("middle_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_INTERMEDIATE_EXT, FString::Printf(TEXT("middle_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_MIDDLE_DISTAL_EXT, FString::Printf(TEXT("middle_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_PROXIMAL_EXT, FString::Printf(TEXT("pinky_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_INTERMEDIATE_EXT, FString::Printf(TEXT("pinky_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_LITTLE_DISTAL_EXT, FString::Printf(TEXT("pinky_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_PROXIMAL_EXT, FString::Printf(TEXT("ring_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_INTERMEDIATE_EXT, FString::Printf(TEXT("ring_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_RING_DISTAL_EXT, FString::Printf(TEXT("ring_03_%s"), HandDelimiter)));
|
||||
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_METACARPAL_EXT, FString::Printf(TEXT("thumb_01_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_PROXIMAL_EXT, FString::Printf(TEXT("thumb_02_%s"), HandDelimiter)));
|
||||
BonePairs.Add(FBPOpenXRSkeletalPair(EXRHandJointType::OXR_HAND_JOINT_THUMB_DISTAL_EXT, FString::Printf(TEXT("thumb_03_%s"), HandDelimiter)));
|
||||
|
||||
}
|
||||
|
||||
FBPOpenXRSkeletalMappingData()
|
||||
{
|
||||
AdjustmentQuat = FQuat::Identity;
|
||||
bInitialized = false;
|
||||
bMergeMissingBonesUE4 = false;
|
||||
TargetHand = EVRSkeletalHandIndex::EActionHandIndex_Right;
|
||||
LastInitializedName = NAME_None;
|
||||
LastInitializedSkeleton = EVROpenXRSkeletonType::OXR_SkeletonType_Custom;
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,377 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "Engine/Texture.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "HeadMountedDisplayTypes.h"
|
||||
//#include "Runtime/Launch/Resources/Version.h"
|
||||
|
||||
#include "Animation/AnimInstanceProxy.h"
|
||||
#include "OpenXRExpansionTypes.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
|
||||
#include "OpenXRHandPoseComponent.generated.h"
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRExpansionFunctions|OpenXR|HandSkeleton")
|
||||
struct OPENXREXPANSIONPLUGIN_API FBPXRSkeletalRepContainer
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
UPROPERTY(Transient, NotReplicated)
|
||||
EVRSkeletalHandIndex TargetHand;
|
||||
|
||||
UPROPERTY(Transient, NotReplicated)
|
||||
bool bAllowDeformingMesh;
|
||||
|
||||
// If true we will skip sending the 4 metacarpal bones that ue4 doesn't need, (STEAMVR skeletons need this disabled!)
|
||||
// Only really used for the older UE4 skeleton
|
||||
UPROPERTY(Transient, NotReplicated)
|
||||
bool bEnableUE4HandRepSavings;
|
||||
|
||||
UPROPERTY(Transient, NotReplicated)
|
||||
TArray<FTransform> SkeletalTransforms;
|
||||
|
||||
UPROPERTY(Transient, NotReplicated)
|
||||
uint8 BoneCount;
|
||||
|
||||
|
||||
FBPXRSkeletalRepContainer()
|
||||
{
|
||||
TargetHand = EVRSkeletalHandIndex::EActionHandIndex_Left;
|
||||
bAllowDeformingMesh = false;
|
||||
bEnableUE4HandRepSavings = false;
|
||||
BoneCount = 0;
|
||||
}
|
||||
|
||||
bool bHasValidData()
|
||||
{
|
||||
return SkeletalTransforms.Num() > 0;
|
||||
}
|
||||
|
||||
void CopyForReplication(FBPOpenXRActionSkeletalData& Other);
|
||||
static void CopyReplicatedTo(const FBPXRSkeletalRepContainer& Container, FBPOpenXRActionSkeletalData& Other);
|
||||
|
||||
bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess);
|
||||
};
|
||||
|
||||
template<>
|
||||
struct TStructOpsTypeTraits< FBPXRSkeletalRepContainer > : public TStructOpsTypeTraitsBase2<FBPXRSkeletalRepContainer>
|
||||
{
|
||||
enum
|
||||
{
|
||||
WithNetSerializer = true
|
||||
};
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRGestures")
|
||||
struct OPENXREXPANSIONPLUGIN_API FOpenXRGestureFingerPosition
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
// The Finger index, not editable
|
||||
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "VRGesture")
|
||||
EXRHandJointType IndexType;
|
||||
|
||||
// The locational value of this element 0.f - 1.f
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGesture")
|
||||
FVector Value;
|
||||
|
||||
// The threshold within which this finger value will be detected as matching (1.0 would be always matching, IE: finger doesn't count)
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGesture", meta = (ClampMin = "0.0", ClampMax = "100.0", UIMin = "0.0", UIMax = "100.0"))
|
||||
float Threshold;
|
||||
|
||||
FOpenXRGestureFingerPosition(FVector TipLoc, EXRHandJointType Type)
|
||||
{
|
||||
IndexType = Type;
|
||||
Value = TipLoc;
|
||||
Threshold = 5.0f;
|
||||
}
|
||||
FOpenXRGestureFingerPosition()
|
||||
{
|
||||
IndexType = EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT;
|
||||
Value = FVector(0.f);
|
||||
Threshold = 5.0f;
|
||||
}
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType, Category = "VRGestures")
|
||||
struct OPENXREXPANSIONPLUGIN_API FOpenXRGesture
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
// Name of the recorded gesture
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGesture")
|
||||
FName Name;
|
||||
|
||||
// Samples in the recorded gesture
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGesture")
|
||||
TArray<FOpenXRGestureFingerPosition> FingerValues;
|
||||
|
||||
FOpenXRGesture()
|
||||
{
|
||||
InitPoseValues();
|
||||
Name = NAME_None;
|
||||
}
|
||||
|
||||
void InitPoseValues()
|
||||
{
|
||||
FingerValues.Add(FOpenXRGestureFingerPosition(FVector::ZeroVector, EXRHandJointType::OXR_HAND_JOINT_THUMB_TIP_EXT));
|
||||
FingerValues.Add(FOpenXRGestureFingerPosition(FVector::ZeroVector, EXRHandJointType::OXR_HAND_JOINT_INDEX_TIP_EXT));
|
||||
FingerValues.Add(FOpenXRGestureFingerPosition(FVector::ZeroVector, EXRHandJointType::OXR_HAND_JOINT_MIDDLE_TIP_EXT));
|
||||
FingerValues.Add(FOpenXRGestureFingerPosition(FVector::ZeroVector, EXRHandJointType::OXR_HAND_JOINT_RING_TIP_EXT));
|
||||
FingerValues.Add(FOpenXRGestureFingerPosition(FVector::ZeroVector, EXRHandJointType::OXR_HAND_JOINT_LITTLE_TIP_EXT));
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Items Database DataAsset, here we can save all of our game items
|
||||
*/
|
||||
UCLASS(BlueprintType, Category = "VRGestures")
|
||||
class OPENXREXPANSIONPLUGIN_API UOpenXRGestureDatabase : public UDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
// Gestures in this database
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
|
||||
TArray <FOpenXRGesture> Gestures;
|
||||
|
||||
UOpenXRGestureDatabase()
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOpenXRGestureDetected, const FName &, GestureDetected, int32, GestureIndex, EVRSkeletalHandIndex, ActionHandType);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOpenXRGestureEnded, const FName &, GestureEnded, int32, GestureIndex, EVRSkeletalHandIndex, ActionHandType);
|
||||
|
||||
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent))
|
||||
class OPENXREXPANSIONPLUGIN_API UOpenXRHandPoseComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UOpenXRHandPoseComponent(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
// Says whether we should run gesture detection
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
|
||||
bool bDetectGestures;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "VRGestures")
|
||||
void SetDetectGestures(bool bNewDetectGestures)
|
||||
{
|
||||
bDetectGestures = bNewDetectGestures;
|
||||
}
|
||||
|
||||
UPROPERTY(BlueprintAssignable, Category = "VRGestures")
|
||||
FOpenXRGestureDetected OnNewGestureDetected;
|
||||
|
||||
UPROPERTY(BlueprintAssignable, Category = "VRGestures")
|
||||
FOpenXRGestureEnded OnGestureEnded;
|
||||
|
||||
// Known sequences
|
||||
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
|
||||
UOpenXRGestureDatabase *GesturesDB;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "VRGestures")
|
||||
bool SaveCurrentPose(FName RecordingName, EVRSkeletalHandIndex HandToSave = EVRSkeletalHandIndex::EActionHandIndex_Right);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "VRGestures", meta = (DisplayName = "DetectCurrentPose"))
|
||||
bool K2_DetectCurrentPose(UPARAM(ref) FBPOpenXRActionSkeletalData& SkeletalAction, FOpenXRGesture & GestureOut);
|
||||
|
||||
// This version throws events
|
||||
bool DetectCurrentPose(FBPOpenXRActionSkeletalData& SkeletalAction);
|
||||
|
||||
// Need this as I can't think of another way for an actor component to make sure it isn't on the server
|
||||
inline bool IsLocallyControlled() const
|
||||
{
|
||||
//#if ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 22)
|
||||
const AActor* MyOwner = GetOwner();
|
||||
return MyOwner->HasLocalNetOwner();
|
||||
//#else
|
||||
// I like epics new authority check more than mine
|
||||
/* const AActor* MyOwner = GetOwner();
|
||||
const APawn* MyPawn = Cast<APawn>(MyOwner);
|
||||
|
||||
return MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner && MyOwner->GetLocalRole() == ENetRole::ROLE_Authority);*/
|
||||
//#endif
|
||||
}
|
||||
|
||||
// Using tick and not timers because skeletal components tick anyway, kind of a waste to make another tick by adding a timer over that
|
||||
void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
|
||||
|
||||
|
||||
//virtual void OnUnregister() override;
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SkeletalData|Actions")
|
||||
bool bGetMockUpPoseForDebugging;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SkeletalData|Actions")
|
||||
TArray<FBPOpenXRActionSkeletalData> HandSkeletalActions;
|
||||
|
||||
UPROPERTY(Replicated, Transient, ReplicatedUsing = OnRep_SkeletalTransformLeft)
|
||||
FBPXRSkeletalRepContainer LeftHandRep;
|
||||
|
||||
UPROPERTY(Replicated, Transient, ReplicatedUsing = OnRep_SkeletalTransformRight)
|
||||
FBPXRSkeletalRepContainer RightHandRep;
|
||||
|
||||
UFUNCTION(Unreliable, Server, WithValidation)
|
||||
void Server_SendSkeletalTransforms(const FBPXRSkeletalRepContainer& SkeletalInfo);
|
||||
|
||||
bool bLerpingPositionLeft;
|
||||
bool bLerpingPositionRight;
|
||||
|
||||
struct FTransformLerpManager
|
||||
{
|
||||
bool bReplicatedOnce;
|
||||
bool bLerping;
|
||||
float UpdateCount;
|
||||
float UpdateRate;
|
||||
TArray<FTransform> OldTransforms;
|
||||
TArray<FTransform> NewTransforms;
|
||||
|
||||
FTransformLerpManager();
|
||||
void PreCopyNewData(FBPOpenXRActionSkeletalData& ActionInfo, int NetUpdateRate, bool bExponentialSmoothing);
|
||||
void NotifyNewData(FBPOpenXRActionSkeletalData& ActionInfo, int NetUpdateRate, bool bExponentialSmoothing);
|
||||
|
||||
FORCEINLINE void BlendBone(uint8 BoneToBlend, FBPOpenXRActionSkeletalData& ActionInfo, float& LerpVal, bool bExponentialSmoothing)
|
||||
{
|
||||
ActionInfo.SkeletalTransforms[BoneToBlend].Blend(OldTransforms[BoneToBlend], NewTransforms[BoneToBlend], LerpVal);
|
||||
|
||||
if (bExponentialSmoothing)
|
||||
{
|
||||
// Saving base back out for exponential
|
||||
OldTransforms[BoneToBlend] = ActionInfo.SkeletalTransforms[BoneToBlend];
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateManager(float DeltaTime, FBPOpenXRActionSkeletalData& ActionInfo, UOpenXRHandPoseComponent * ParentComp);
|
||||
|
||||
};
|
||||
|
||||
FTransformLerpManager LeftHandRepManager;
|
||||
FTransformLerpManager RightHandRepManager;
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnRep_SkeletalTransformLeft()
|
||||
{
|
||||
for (int i = 0; i < HandSkeletalActions.Num(); i++)
|
||||
{
|
||||
if (HandSkeletalActions[i].TargetHand == LeftHandRep.TargetHand)
|
||||
{
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
LeftHandRepManager.PreCopyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
|
||||
FBPXRSkeletalRepContainer::CopyReplicatedTo(LeftHandRep, HandSkeletalActions[i]);
|
||||
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
LeftHandRepManager.NotifyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnRep_SkeletalTransformRight()
|
||||
{
|
||||
for (int i = 0; i < HandSkeletalActions.Num(); i++)
|
||||
{
|
||||
if (HandSkeletalActions[i].TargetHand == RightHandRep.TargetHand)
|
||||
{
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
RightHandRepManager.PreCopyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
|
||||
FBPXRSkeletalRepContainer::CopyReplicatedTo(RightHandRep, HandSkeletalActions[i]);
|
||||
|
||||
if (bSmoothReplicatedSkeletalData)
|
||||
{
|
||||
RightHandRepManager.NotifyNewData(HandSkeletalActions[i], ReplicationRateForSkeletalAnimations, bUseExponentialSmoothing);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we should replicate the skeletal transform data
|
||||
UPROPERTY(EditAnywhere, Category = SkeletalData)
|
||||
bool bReplicateSkeletalData;
|
||||
|
||||
// If true we will lerp between updates of the skeletal mesh transforms and smooth the result
|
||||
UPROPERTY(EditAnywhere, Category = SkeletalData)
|
||||
bool bSmoothReplicatedSkeletalData;
|
||||
|
||||
// If true then we will use exponential smoothing with buffered correction
|
||||
UPROPERTY(EditAnywhere, Category = "SkeletalData", meta = (editcondition = "bSmoothReplicatedSkeletalData"))
|
||||
bool bUseExponentialSmoothing = false;
|
||||
|
||||
// Timestep of smoothing translation
|
||||
UPROPERTY(EditAnywhere, Category = "SkeletalData", meta = (editcondition = "bUseExponentialSmoothing"))
|
||||
float InterpolationSpeed = 25.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SkeletalData)
|
||||
float ReplicationRateForSkeletalAnimations;
|
||||
|
||||
// Used in Tick() to accumulate before sending updates, didn't want to use a timer in this case, also used for remotes to lerp position
|
||||
float SkeletalNetUpdateCount;
|
||||
// Used in Tick() to accumulate before sending updates, didn't want to use a timer in this case, also used for remotes to lerp position
|
||||
float SkeletalUpdateCount;
|
||||
};
|
||||
|
||||
USTRUCT()
|
||||
struct OPENXREXPANSIONPLUGIN_API FOpenXRAnimInstanceProxy : public FAnimInstanceProxy
|
||||
{
|
||||
public:
|
||||
GENERATED_BODY()
|
||||
|
||||
FOpenXRAnimInstanceProxy() {}
|
||||
FOpenXRAnimInstanceProxy(UAnimInstance* InAnimInstance);
|
||||
|
||||
/** Called before update so we can copy any data we need */
|
||||
virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds) override;
|
||||
|
||||
public:
|
||||
|
||||
EVRSkeletalHandIndex TargetHand;
|
||||
TArray<FBPOpenXRActionSkeletalData> HandSkeletalActionData;
|
||||
|
||||
};
|
||||
|
||||
UCLASS(transient, Blueprintable, hideCategories = AnimInstance, BlueprintType)
|
||||
class OPENXREXPANSIONPLUGIN_API UOpenXRAnimInstance : public UAnimInstance
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UPROPERTY(transient)
|
||||
UOpenXRHandPoseComponent * OwningPoseComp;
|
||||
|
||||
FOpenXRAnimInstanceProxy AnimInstanceProxy;
|
||||
|
||||
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override
|
||||
{
|
||||
return new FOpenXRAnimInstanceProxy(this);
|
||||
//return &AnimInstanceProxy;
|
||||
}
|
||||
|
||||
virtual void NativeBeginPlay() override;
|
||||
|
||||
//virtual void NativeInitializeAnimation() override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "BoneMappings")
|
||||
void InitializeCustomBoneMapping(UPARAM(ref) FBPOpenXRSkeletalMappingData & SkeletalMappingData);
|
||||
|
||||
|
||||
};
|
||||
@@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "Iris/Serialization/NetSerializer.h"
|
||||
#include "FBPXRSkeletalRepContainerNetSerializer.generated.h"
|
||||
|
||||
USTRUCT()
|
||||
struct FBPXRSkeletalRepContainerNetSerializerConfig : public FNetSerializerConfig
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
namespace UE::Net
|
||||
{
|
||||
UE_NET_DECLARE_SERIALIZER(FBPXRSkeletalRepContainerNetSerializer, OPENXREXPANSIONPLUGIN_API);
|
||||
|
||||
}
|
||||
48
Plugins/VRExpansionPlugin/README.md
Normal file
48
Plugins/VRExpansionPlugin/README.md
Normal file
@@ -0,0 +1,48 @@
|
||||
UE Forums Thread
|
||||
https://forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-openvr-expansion-plugin
|
||||
|
||||
Example Template Project
|
||||
https://github.com/mordentral/VRExpPluginExample
|
||||
|
||||
Website:
|
||||
www.vreue4.com
|
||||
|
||||
***
|
||||
|
||||
### Use Of This Plugin ###
|
||||
|
||||
This Plugin is intended to add additional functionality to Open/SteamVR/(All VR now) in UE4.
|
||||
|
||||
### Plugin Website ###
|
||||
[VREUE4.com](https://vreue4.com)
|
||||
|
||||
### How do I install it? ###
|
||||
|
||||
https://vreue4.com/documentation?section=installation
|
||||
|
||||
**Guides for migrating between different engine versions of the plugin:**
|
||||
|
||||
View the patch notes at www.vreue4.com for migration guides as well.
|
||||
|
||||
**Option 1:**
|
||||
|
||||
Go to www.vreue4.com and downloaded the pre-built binary version for the engine version you are using (not updated with every daily change, only weekly or with large patches).
|
||||
|
||||
Install it into your ProjectName/Plugins Directory (Engine level hasn't worked since 4.25 or so when it stopped letting me reference other plugins when compiling for that).
|
||||
|
||||
**Option 2 (More up to date - preferred if possible):**
|
||||
|
||||
* Clone Or Download Zip and extract this repository to a folder named "VRExpansionPlugin" in your "ProjectName/Plugins" directory, create this directory if it is missing.
|
||||
|
||||
* Add the VRExpansionPlugin to your projects PublicDependencyModuleNames in the projects build.cs if you have c++ code included.
|
||||
|
||||
* IF you do not have c++ code, use the Add New button in the editor and add a blank c++ class to your project.
|
||||
|
||||
* Open up the generated project .SLN file and build the project from the build menu.
|
||||
|
||||
You need to have visual studio installed and follow the UE4 setup guide for it: https://docs.unrealengine.com/latest/INT/Programming/Development/VisualStudioSetup/
|
||||
|
||||
### How do I use it? ###
|
||||
### How do I VR? ###
|
||||
|
||||
The template project contains use examples of most of the features of the plugin as well as locomotion modes, interaction methods, and basic multiplayer.
|
||||
@@ -0,0 +1,8 @@
|
||||
[FilterPlugin]
|
||||
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
|
||||
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
|
||||
;
|
||||
; Examples:
|
||||
; /README.txt
|
||||
; /Extras/...
|
||||
; /Binaries/ThirdParty/*.dll
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 16 KiB |
@@ -0,0 +1,849 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "HandSocketComponentDetails.h"
|
||||
#include "HandSocketVisualizer.h"
|
||||
//#include "PropertyEditing.h"
|
||||
#include "Widgets/Text/STextBlock.h"
|
||||
#include "Widgets/Input/SButton.h"
|
||||
#include "PropertyHandle.h"
|
||||
#include "DetailLayoutBuilder.h"
|
||||
#include "DetailWidgetRow.h"
|
||||
#include "DetailCategoryBuilder.h"
|
||||
#include "IDetailsView.h"
|
||||
|
||||
#include "Developer/AssetTools/Public/IAssetTools.h"
|
||||
#include "Developer/AssetTools/Public/AssetToolsModule.h"
|
||||
#include "Editor/ContentBrowser/Public/IContentBrowserSingleton.h"
|
||||
#include "Editor/ContentBrowser/Public/ContentBrowserModule.h"
|
||||
#include "AnimationUtils.h"
|
||||
#include "AssetRegistry/AssetRegistryModule.h"
|
||||
#include "UObject/SavePackage.h"
|
||||
#include "Misc/MessageDialog.h"
|
||||
#include "Widgets/Layout/SBorder.h"
|
||||
#include "Widgets/Layout/SSeparator.h"
|
||||
#include "Widgets/Layout/SUniformGridPanel.h"
|
||||
#include "Widgets/Input/SEditableTextBox.h"
|
||||
#include "Editor.h"
|
||||
#include "EditorStyleSet.h"
|
||||
#include "Styling/CoreStyle.h"
|
||||
|
||||
#include "Animation/AnimData/AnimDataModel.h"
|
||||
|
||||
#include "Editor/UnrealEdEngine.h"
|
||||
#include "UnrealEdGlobals.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "HandSocketComponentDetails"
|
||||
|
||||
FText SCreateHandAnimationDlg::LastUsedAssetPath;
|
||||
|
||||
static bool PromptUserForAssetPath(FString& AssetPath, FString& AssetName)
|
||||
{
|
||||
TSharedRef<SCreateHandAnimationDlg> NewAnimDlg = SNew(SCreateHandAnimationDlg);
|
||||
if (NewAnimDlg->ShowModal() != EAppReturnType::Cancel)
|
||||
{
|
||||
AssetPath = NewAnimDlg->GetFullAssetPath();
|
||||
AssetName = NewAnimDlg->GetAssetName();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
TWeakObjectPtr<UAnimSequence> FHandSocketComponentDetails::SaveAnimationAsset(const FString& InAssetPath, const FString& InAssetName)
|
||||
{
|
||||
|
||||
TWeakObjectPtr<UAnimSequence> FinalAnimation;
|
||||
|
||||
// Replace when this moves to custom display
|
||||
if (!HandSocketComponent.IsValid())
|
||||
return FinalAnimation;
|
||||
|
||||
/*if (!HandSocketComponent->HandVisualizerComponent)// || !HandSocketComponent->HandVisualizerComponent->SkeletalMesh || !HandSocketComponent->HandVisualizerComponent->SkeletalMesh->Skeleton)
|
||||
{
|
||||
return false;
|
||||
}*/
|
||||
|
||||
if (!HandSocketComponent->HandTargetAnimation && (!HandSocketComponent->VisualizationMesh || !HandSocketComponent->VisualizationMesh->GetSkeleton()))
|
||||
{
|
||||
return FinalAnimation;
|
||||
}
|
||||
|
||||
// create the asset
|
||||
FText InvalidPathReason;
|
||||
bool const bValidPackageName = FPackageName::IsValidLongPackageName(InAssetPath, false, &InvalidPathReason);
|
||||
if (bValidPackageName == false)
|
||||
{
|
||||
UE_LOG(LogAnimation, Log, TEXT("%s is an invalid asset path, prompting user for new asset path. Reason: %s"), *InAssetPath, *InvalidPathReason.ToString());
|
||||
}
|
||||
|
||||
FString ValidatedAssetPath = InAssetPath;
|
||||
FString ValidatedAssetName = InAssetName;
|
||||
|
||||
UObject* Parent = bValidPackageName ? CreatePackage(*ValidatedAssetPath) : nullptr;
|
||||
if (Parent == nullptr)
|
||||
{
|
||||
// bad or no path passed in, do the popup
|
||||
if (PromptUserForAssetPath(ValidatedAssetPath, ValidatedAssetName) == false)
|
||||
{
|
||||
return FinalAnimation;
|
||||
}
|
||||
|
||||
Parent = CreatePackage(*ValidatedAssetPath);
|
||||
}
|
||||
|
||||
UObject* const Object = LoadObject<UObject>(Parent, *ValidatedAssetName, nullptr, LOAD_Quiet, nullptr);
|
||||
// if object with same name exists, warn user
|
||||
if (Object)
|
||||
{
|
||||
EAppReturnType::Type ReturnValue = FMessageDialog::Open(EAppMsgType::YesNo, LOCTEXT("Error_AssetExist", "Asset with same name exists. Do you wish to overwrite it?"));
|
||||
if (ReturnValue == EAppReturnType::No)
|
||||
{
|
||||
return FinalAnimation; // failed
|
||||
}
|
||||
}
|
||||
|
||||
UAnimSequence* BaseAnimation = HandSocketComponent->HandTargetAnimation;
|
||||
TArray<FTransform> LocalPoses;
|
||||
|
||||
if (!BaseAnimation)
|
||||
{
|
||||
LocalPoses = HandSocketComponent->VisualizationMesh->GetRefSkeleton().GetRefBonePose();
|
||||
}
|
||||
|
||||
// If not, create new one now.
|
||||
UAnimSequence* const NewSeq = NewObject<UAnimSequence>(Parent, *ValidatedAssetName, RF_Public | RF_Standalone);
|
||||
if (NewSeq)
|
||||
{
|
||||
// set skeleton
|
||||
if (BaseAnimation)
|
||||
{
|
||||
NewSeq->SetSkeleton(BaseAnimation->GetSkeleton());
|
||||
}
|
||||
else
|
||||
{
|
||||
NewSeq->SetSkeleton(HandSocketComponent->VisualizationMesh->GetSkeleton());
|
||||
}
|
||||
|
||||
// Notify the asset registry
|
||||
FAssetRegistryModule::AssetCreated(NewSeq);
|
||||
//StartRecord(Component, NewSeq);
|
||||
|
||||
//return true;
|
||||
UAnimSequence* AnimationObject = NewSeq;
|
||||
|
||||
IAnimationDataController& AnimController = AnimationObject->GetController();
|
||||
{
|
||||
IAnimationDataController::FScopedBracket ScopedBracket(AnimController, LOCTEXT("SaveAnimationAsset_VRE", "Creating Animation Sequence based on hand pose"));
|
||||
AnimationObject->ResetAnimation();
|
||||
if (BaseAnimation)
|
||||
{
|
||||
AnimationObject->BoneCompressionSettings = BaseAnimation->BoneCompressionSettings;
|
||||
}
|
||||
else
|
||||
{
|
||||
AnimationObject->BoneCompressionSettings = FAnimationUtils::GetDefaultAnimationBoneCompressionSettings();
|
||||
}
|
||||
|
||||
AnimController.InitializeModel();
|
||||
AnimController.RemoveAllBoneTracks(false);
|
||||
|
||||
|
||||
//checkf(MovieScene, TEXT("No Movie Scene found for SequencerDataModel"));
|
||||
//AnimController.SetPlayLength(4.f);
|
||||
AnimController.SetNumberOfFrames(FFrameNumber(1), false);
|
||||
|
||||
// Set frame rate to 1 to 1 as we don't animate
|
||||
AnimController.SetFrameRate(FFrameRate(1, 1));
|
||||
|
||||
TArray<FName> TrackNames;
|
||||
const IAnimationDataModel* BaseDataModel = BaseAnimation ? BaseAnimation->GetController().GetModel() : nullptr;
|
||||
|
||||
if (BaseAnimation)
|
||||
{
|
||||
if (BaseDataModel)
|
||||
{
|
||||
BaseDataModel->GetBoneTrackNames(TrackNames);
|
||||
for (FName TrackName : TrackNames)
|
||||
{
|
||||
AnimController.AddBoneCurve(TrackName);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return FinalAnimation;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int numBones = HandSocketComponent->VisualizationMesh->GetRefSkeleton().GetNum();
|
||||
for (int i = 0; i < LocalPoses.Num() && i < numBones; ++i)
|
||||
{
|
||||
AnimController.AddBoneCurve(HandSocketComponent->VisualizationMesh->GetRefSkeleton().GetBoneName(i));
|
||||
//AnimController.AddBoneTrack(HandSocketComponent->VisualizationMesh->GetRefSkeleton().GetBoneName(i));
|
||||
}
|
||||
}
|
||||
|
||||
if (BaseAnimation)
|
||||
{
|
||||
AnimationObject->RetargetSource = BaseAnimation->RetargetSource;
|
||||
}
|
||||
else
|
||||
{
|
||||
AnimationObject->RetargetSource = HandSocketComponent->VisualizationMesh ? HandSocketComponent->VisualizationMesh->GetSkeleton()->GetRetargetSourceForMesh(HandSocketComponent->VisualizationMesh) : NAME_None;
|
||||
}
|
||||
|
||||
const IAnimationDataModel* DataModel = AnimController.GetModel();
|
||||
|
||||
/// SAVE POSE
|
||||
if (BaseAnimation && DataModel && BaseDataModel)
|
||||
{
|
||||
for (int32 TrackIndex = 0; TrackIndex < /*DataModel->GetBoneAnimationTracks().Num()*/BaseDataModel->GetNumBoneTracks(); ++TrackIndex)
|
||||
{
|
||||
FName TrackName = TrackIndex < TrackNames.Num() ? TrackNames[TrackIndex] : NAME_None;
|
||||
if (!BaseDataModel->IsValidBoneTrackName(TrackName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
FTransform FinalTrans = BaseDataModel->GetBoneTrackTransform(TrackName, 0);
|
||||
//FTransform FinalTrans(Rot, Loc, Scale);
|
||||
|
||||
FQuat DeltaQuat = FQuat::Identity;
|
||||
for (FBPVRHandPoseBonePair& HandPair : HandSocketComponent->CustomPoseDeltas)
|
||||
{
|
||||
if (HandPair.BoneName == TrackName)
|
||||
{
|
||||
DeltaQuat = HandPair.DeltaPose;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
FinalTrans.ConcatenateRotation(DeltaQuat);
|
||||
FinalTrans.NormalizeRotation();
|
||||
|
||||
//FRawAnimSequenceTrack& RawNewTrack = DataModel->GetBoneTrackByIndex(TrackIndex).InternalTrackData;
|
||||
AnimController.SetBoneTrackKeys(TrackName, { FinalTrans.GetTranslation() }, { FinalTrans.GetRotation() }, { FinalTrans.GetScale3D() });
|
||||
}
|
||||
}
|
||||
else if(DataModel)
|
||||
{
|
||||
USkeletalMesh* SkeletalMesh = HandSocketComponent->VisualizationMesh;
|
||||
FReferenceSkeleton RefSkeleton = SkeletalMesh->GetRefSkeleton();
|
||||
USkeleton* AnimSkeleton = SkeletalMesh->GetSkeleton();
|
||||
|
||||
for (int32 TrackIndex = 0; TrackIndex < RefSkeleton.GetNum(); ++TrackIndex)
|
||||
{
|
||||
|
||||
FName TrackName = RefSkeleton.GetBoneName(TrackIndex);
|
||||
if (!DataModel->IsValidBoneTrackName(TrackName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int32 BoneTreeIndex = RefSkeleton.FindBoneIndex(TrackName);
|
||||
|
||||
// verify if this bone exists in skeleton
|
||||
//int32 BoneTreeIndex = DataModel->GetBoneTrackByIndex(TrackIndex).BoneTreeIndex;
|
||||
|
||||
if (BoneTreeIndex != INDEX_NONE)
|
||||
{
|
||||
|
||||
int32 BoneIndex = BoneTreeIndex;//AnimSkeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkeletalMesh, BoneTreeIndex);
|
||||
//int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
|
||||
FTransform LocalTransform = LocalPoses[BoneIndex];
|
||||
//FTransform LocalTransform = RefSkeleton.GetRefBonePose()[BoneIndex];
|
||||
|
||||
FName BoneName = AnimSkeleton->GetReferenceSkeleton().GetBoneName(BoneIndex);
|
||||
|
||||
FQuat DeltaQuat = FQuat::Identity;
|
||||
for (FBPVRHandPoseBonePair& HandPair : HandSocketComponent->CustomPoseDeltas)
|
||||
{
|
||||
if (HandPair.BoneName == BoneName)
|
||||
{
|
||||
DeltaQuat = HandPair.DeltaPose;
|
||||
}
|
||||
}
|
||||
|
||||
LocalTransform.ConcatenateRotation(DeltaQuat);
|
||||
LocalTransform.NormalizeRotation();
|
||||
|
||||
AnimController.SetBoneTrackKeys(BoneName, { LocalTransform.GetTranslation() }, { LocalTransform.GetRotation() }, { LocalTransform.GetScale3D() });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AnimController.NotifyPopulated();
|
||||
}
|
||||
/// END SAVE POSE
|
||||
///
|
||||
///
|
||||
///
|
||||
|
||||
// init notifies
|
||||
AnimationObject->InitializeNotifyTrack();
|
||||
//#TODO: 5.1, need to figure out what they replaced this with
|
||||
//PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
||||
//AnimationObject->PostProcessSequence();
|
||||
//PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
||||
AnimationObject->MarkPackageDirty();
|
||||
|
||||
//if (bAutoSaveAsset)
|
||||
{
|
||||
UPackage* const Package = AnimationObject->GetOutermost();
|
||||
FString const PackageName = Package->GetName();
|
||||
FString const PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());
|
||||
|
||||
double StartTime = FPlatformTime::Seconds();
|
||||
|
||||
FSavePackageArgs PackageArguments;
|
||||
PackageArguments.SaveFlags = RF_Standalone;
|
||||
PackageArguments.SaveFlags = SAVE_NoError;
|
||||
UPackage::SavePackage(Package, NULL, *PackageFileName, PackageArguments);
|
||||
//UPackage::SavePackage(Package, NULL, RF_Standalone, *PackageFileName, GError, nullptr, false, true, SAVE_NoError);
|
||||
|
||||
double ElapsedTime = FPlatformTime::Seconds() - StartTime;
|
||||
UE_LOG(LogAnimation, Log, TEXT("Animation Recorder saved %s in %0.2f seconds"), *PackageName, ElapsedTime);
|
||||
}
|
||||
|
||||
FinalAnimation = AnimationObject;
|
||||
return FinalAnimation;
|
||||
}
|
||||
|
||||
return FinalAnimation;
|
||||
}
|
||||
TSharedRef< IDetailCustomization > FHandSocketComponentDetails::MakeInstance()
|
||||
{
|
||||
return MakeShareable(new FHandSocketComponentDetails);
|
||||
}
|
||||
|
||||
void FHandSocketComponentDetails::OnHandRelativeUpdated(IDetailLayoutBuilder* LayoutBuilder)
|
||||
{
|
||||
|
||||
if (!HandSocketComponent.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
HandSocketComponent->Modify();
|
||||
if (AActor* Owner = HandSocketComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
if (UHandSocketComponent* RefHand = HandVisualizer->GetCurrentlyEditingComponent())
|
||||
{
|
||||
RefHand->HandRelativePlacement = HandSocketComponent->HandRelativePlacement;
|
||||
}
|
||||
}
|
||||
|
||||
FComponentVisualizer::NotifyPropertyModified(HandSocketComponent.Get(), FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
}
|
||||
|
||||
void FHandSocketComponentDetails::OnLeftDominantUpdated(IDetailLayoutBuilder* LayoutBuilder)
|
||||
{
|
||||
|
||||
if (!HandSocketComponent.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Default to always flipping this
|
||||
//if (HandSocketComponent->bFlipForLeftHand)
|
||||
{
|
||||
FTransform relTrans = HandSocketComponent->GetRelativeTransform();
|
||||
FTransform HandPlacement = HandSocketComponent->GetHandRelativePlacement();
|
||||
|
||||
if (HandSocketComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
relTrans = FTransform::Identity;
|
||||
}
|
||||
|
||||
FTransform ReturnTrans = (HandPlacement * relTrans);
|
||||
|
||||
HandSocketComponent->MirrorHandTransform(ReturnTrans, relTrans);
|
||||
|
||||
HandSocketComponent->Modify();
|
||||
if (AActor* Owner = HandSocketComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
ReturnTrans = ReturnTrans.GetRelativeTransform(relTrans);
|
||||
HandSocketComponent->HandRelativePlacement = ReturnTrans;
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
if (UHandSocketComponent* RefHand = HandVisualizer->GetCurrentlyEditingComponent())
|
||||
{
|
||||
RefHand->HandRelativePlacement = HandSocketComponent->HandRelativePlacement;
|
||||
//FComponentVisualizer::NotifyPropertyModified(RefHand, FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
}
|
||||
}
|
||||
|
||||
FComponentVisualizer::NotifyPropertyModified(HandSocketComponent.Get(), FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
}
|
||||
}
|
||||
|
||||
void FHandSocketComponentDetails::OnLockedStateUpdated(IDetailLayoutBuilder* LayoutBuilder)
|
||||
{
|
||||
|
||||
if (!HandSocketComponent.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (HandSocketComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
//FTransform RelTrans = HandSocketComponent->GetRelativeTransform();
|
||||
//FTransform WorldTrans = HandSocketComponent->GetComponentTransform();
|
||||
//if (USceneComponent* ParentComp = HandSocketComponent->GetAttachParent())
|
||||
{
|
||||
|
||||
HandSocketComponent->Modify();
|
||||
if (AActor* Owner = HandSocketComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
|
||||
HandSocketComponent->HandRelativePlacement = HandSocketComponent->HandRelativePlacement * HandSocketComponent->GetRelativeTransform();// HandSocketComponent->GetComponentTransform();
|
||||
HandSocketComponent->bDecoupled = true;
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
if (UHandSocketComponent* RefHand = HandVisualizer->GetCurrentlyEditingComponent())
|
||||
{
|
||||
RefHand->HandRelativePlacement = HandSocketComponent->HandRelativePlacement;
|
||||
RefHand->bDecoupled = true;
|
||||
//FComponentVisualizer::NotifyPropertyModified(RefHand, FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (USceneComponent* ParentComp = HandSocketComponent->GetAttachParent())
|
||||
{
|
||||
HandSocketComponent->Modify();
|
||||
if (AActor* Owner = HandSocketComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
HandSocketComponent->HandRelativePlacement = HandSocketComponent->HandRelativePlacement.GetRelativeTransform(HandSocketComponent->GetRelativeTransform());
|
||||
HandSocketComponent->bDecoupled = false;
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
if (UHandSocketComponent* RefHand = HandVisualizer->GetCurrentlyEditingComponent())
|
||||
{
|
||||
RefHand->HandRelativePlacement = HandSocketComponent->HandRelativePlacement;
|
||||
RefHand->bDecoupled = false;
|
||||
//FComponentVisualizer::NotifyPropertyModified(RefHand, FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TArray<FProperty*> PropertiesToModify;
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bDecoupled)));
|
||||
FComponentVisualizer::NotifyPropertiesModified(HandSocketComponent.Get(), PropertiesToModify);
|
||||
}
|
||||
|
||||
void FHandSocketComponentDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
|
||||
{
|
||||
// Hide the SplineCurves property
|
||||
//TSharedPtr<IPropertyHandle> HandPlacementProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement));
|
||||
//HandPlacementProperty->MarkHiddenByCustomization();
|
||||
|
||||
|
||||
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
|
||||
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
|
||||
|
||||
if (ObjectsBeingCustomized.Num() == 1)
|
||||
{
|
||||
UHandSocketComponent* CurrentHandSocket = Cast<UHandSocketComponent>(ObjectsBeingCustomized[0]);
|
||||
if (CurrentHandSocket != NULL)
|
||||
{
|
||||
if (HandSocketComponent != CurrentHandSocket)
|
||||
{
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(CurrentHandSocket->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
HandVisualizer->CurrentlySelectedBoneIdx = INDEX_NONE;
|
||||
HandVisualizer->CurrentlySelectedBone = NAME_None;
|
||||
HandVisualizer->HandPropertyPath = FComponentPropertyPath();
|
||||
//HandVisualizer->OldHandSocketComp = CurrentHandSocket;
|
||||
}
|
||||
|
||||
HandSocketComponent = CurrentHandSocket;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailBuilder.GetSelectedObjects();
|
||||
for (int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex)
|
||||
{
|
||||
const TWeakObjectPtr<UObject>& CurrentObject = SelectedObjects[ObjectIndex];
|
||||
if (CurrentObject.IsValid())
|
||||
{
|
||||
UHandSocketComponent* CurrentHandSocket = Cast<UHandSocketComponent>(CurrentObject.Get());
|
||||
if (CurrentHandSocket != NULL)
|
||||
{
|
||||
if (HandSocketComponent != CurrentHandSocket)
|
||||
{
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(CurrentHandSocket->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
HandVisualizer->CurrentlySelectedBoneIdx = INDEX_NONE;
|
||||
HandVisualizer->CurrentlySelectedBone = NAME_None;
|
||||
HandVisualizer->HandPropertyPath = FComponentPropertyPath();
|
||||
//HandVisualizer->OldHandSocketComp = CurrentHandSocket;
|
||||
}
|
||||
|
||||
HandSocketComponent = CurrentHandSocket;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
DetailBuilder.HideCategory(FName("ComponentTick"));
|
||||
DetailBuilder.HideCategory(FName("GameplayTags"));
|
||||
DetailBuilder.HideCategory(FName("VRGripInterface"));
|
||||
DetailBuilder.HideCategory(FName("VRGripInterface|Replication"));
|
||||
DetailBuilder.HideCategory(FName("Tags"));
|
||||
DetailBuilder.HideCategory(FName("AssetUserData"));
|
||||
DetailBuilder.HideCategory(FName("Events"));
|
||||
DetailBuilder.HideCategory(FName("Activation"));
|
||||
DetailBuilder.HideCategory(FName("Cooking"));
|
||||
DetailBuilder.HideCategory(FName("ComponentReplication"));
|
||||
|
||||
TSharedPtr<IPropertyHandle> LockedLocationProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bDecoupleMeshPlacement));
|
||||
TSharedPtr<IPropertyHandle> HandRelativePlacementProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement));
|
||||
TSharedPtr<IPropertyHandle> LeftHandDominateProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bLeftHandDominant));
|
||||
|
||||
FSimpleDelegate OnHandRelativeChangedDelegate = FSimpleDelegate::CreateSP(this, &FHandSocketComponentDetails::OnHandRelativeUpdated, &DetailBuilder);
|
||||
HandRelativePlacementProperty->SetOnPropertyValueChanged(OnHandRelativeChangedDelegate);
|
||||
|
||||
FSimpleDelegate OnLockedStateChangedDelegate = FSimpleDelegate::CreateSP(this, &FHandSocketComponentDetails::OnLockedStateUpdated, &DetailBuilder);
|
||||
LockedLocationProperty->SetOnPropertyValueChanged(OnLockedStateChangedDelegate);
|
||||
|
||||
FSimpleDelegate OnLeftDominateChangedDelegate = FSimpleDelegate::CreateSP(this, &FHandSocketComponentDetails::OnLeftDominantUpdated, &DetailBuilder);
|
||||
LeftHandDominateProperty->SetOnPropertyValueChanged(OnLeftDominateChangedDelegate);
|
||||
|
||||
TSharedPtr<IPropertyHandle> ShowVisualizationProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bShowVisualizationMesh));
|
||||
|
||||
FSimpleDelegate OnShowVisChangedDelegate = FSimpleDelegate::CreateSP(this, &FHandSocketComponentDetails::OnUpdateShowMesh, &DetailBuilder);
|
||||
ShowVisualizationProperty->SetOnPropertyValueChanged(OnShowVisChangedDelegate);
|
||||
|
||||
DetailBuilder.EditCategory("Hand Animation")
|
||||
.AddCustomRow(LOCTEXT("UpdateHandSocketRow", "Save Current Pose"))
|
||||
.NameContent()
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Font(IDetailLayoutBuilder::GetDetailFont())
|
||||
.Text(LOCTEXT("UpdateHandSocketText", "Save Current Pose"))
|
||||
]
|
||||
.ValueContent()
|
||||
.MaxDesiredWidth(125.f)
|
||||
.MinDesiredWidth(125.f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ContentPadding(2)
|
||||
.VAlign(VAlign_Center)
|
||||
.HAlign(HAlign_Center)
|
||||
.OnClicked(this, &FHandSocketComponentDetails::OnUpdateSavePose)
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Font(IDetailLayoutBuilder::GetDetailFont())
|
||||
.Text(LOCTEXT("UpdateHandSocketButton", "Save"))
|
||||
]
|
||||
];
|
||||
}
|
||||
|
||||
void FHandSocketComponentDetails::OnUpdateShowMesh(IDetailLayoutBuilder* LayoutBuilder)
|
||||
{
|
||||
if (!HandSocketComponent.IsValid())
|
||||
return;
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
HandVisualizer->CurrentlySelectedBoneIdx = INDEX_NONE;
|
||||
HandVisualizer->CurrentlySelectedBone = NAME_None;
|
||||
HandVisualizer->HandPropertyPath = FComponentPropertyPath();
|
||||
}
|
||||
}
|
||||
|
||||
FReply FHandSocketComponentDetails::OnUpdateSavePose()
|
||||
{
|
||||
if (HandSocketComponent.IsValid() && HandSocketComponent->CustomPoseDeltas.Num() > 0)
|
||||
{
|
||||
if (HandSocketComponent->HandTargetAnimation || HandSocketComponent->VisualizationMesh)
|
||||
{
|
||||
// Save Animation Pose here
|
||||
FString AssetPath;
|
||||
FString AssetName;
|
||||
PromptUserForAssetPath(AssetPath, AssetName);
|
||||
TWeakObjectPtr<UAnimSequence> NewAnim = SaveAnimationAsset(AssetPath, AssetName);
|
||||
|
||||
// Finally remove the deltas
|
||||
if (NewAnim.IsValid())
|
||||
{
|
||||
HandSocketComponent->Modify();
|
||||
if (AActor* Owner = HandSocketComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
|
||||
HandSocketComponent->HandTargetAnimation = NewAnim.Get();
|
||||
HandSocketComponent->CustomPoseDeltas.Empty();
|
||||
HandSocketComponent->bUseCustomPoseDeltas = false;
|
||||
|
||||
TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(HandSocketComponent->GetClass());
|
||||
FHandSocketVisualizer* HandVisualizer = (FHandSocketVisualizer*)Visualizer.Get();
|
||||
|
||||
if (HandVisualizer)
|
||||
{
|
||||
if (UHandSocketComponent* RefHand = HandVisualizer->GetCurrentlyEditingComponent())
|
||||
{
|
||||
RefHand->HandTargetAnimation = NewAnim.Get();
|
||||
RefHand->CustomPoseDeltas.Empty();
|
||||
RefHand->bUseCustomPoseDeltas = false;
|
||||
/*TArray<FProperty*> PropertiesToModify;
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandTargetAnimation)));
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bUseCustomPoseDeltas)));
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, CustomPoseDeltas)));
|
||||
FComponentVisualizer::NotifyPropertiesModified(RefHand, PropertiesToModify);*/
|
||||
}
|
||||
}
|
||||
|
||||
// Modify all of the properties at once
|
||||
TArray<FProperty*> PropertiesToModify;
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandTargetAnimation)));
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, bUseCustomPoseDeltas)));
|
||||
PropertiesToModify.Add(FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, CustomPoseDeltas)));
|
||||
FComponentVisualizer::NotifyPropertiesModified(HandSocketComponent.Get(), PropertiesToModify);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FReply::Handled();
|
||||
}
|
||||
|
||||
void SCreateHandAnimationDlg::Construct(const FArguments& InArgs)
|
||||
{
|
||||
AssetPath = FText::FromString(FPackageName::GetLongPackagePath(InArgs._DefaultAssetPath.ToString()));
|
||||
AssetName = FText::FromString(FPackageName::GetLongPackageAssetName(InArgs._DefaultAssetPath.ToString()));
|
||||
|
||||
if (AssetPath.IsEmpty())
|
||||
{
|
||||
AssetPath = LastUsedAssetPath;
|
||||
// still empty?
|
||||
if (AssetPath.IsEmpty())
|
||||
{
|
||||
AssetPath = FText::FromString(TEXT("/Game"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LastUsedAssetPath = AssetPath;
|
||||
}
|
||||
|
||||
if (AssetName.IsEmpty())
|
||||
{
|
||||
// find default name for them
|
||||
FAssetToolsModule& AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");
|
||||
FString OutPackageName, OutAssetName;
|
||||
FString PackageName = AssetPath.ToString() + TEXT("/NewAnimation");
|
||||
|
||||
AssetToolsModule.Get().CreateUniqueAssetName(PackageName, TEXT(""), OutPackageName, OutAssetName);
|
||||
AssetName = FText::FromString(OutAssetName);
|
||||
}
|
||||
|
||||
FPathPickerConfig PathPickerConfig;
|
||||
PathPickerConfig.DefaultPath = AssetPath.ToString();
|
||||
PathPickerConfig.OnPathSelected = FOnPathSelected::CreateSP(this, &SCreateHandAnimationDlg::OnPathChange);
|
||||
PathPickerConfig.bAddDefaultPath = true;
|
||||
|
||||
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
||||
|
||||
SWindow::Construct(SWindow::FArguments()
|
||||
.Title(LOCTEXT("SCreateHandAnimationDlg_Title", "Create New Animation Object"))
|
||||
.SupportsMinimize(false)
|
||||
.SupportsMaximize(false)
|
||||
//.SizingRule( ESizingRule::Autosized )
|
||||
.ClientSize(FVector2D(450, 450))
|
||||
[
|
||||
SNew(SVerticalBox)
|
||||
|
||||
+ SVerticalBox::Slot() // Add user input block
|
||||
.Padding(2)
|
||||
[
|
||||
SNew(SBorder)
|
||||
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
|
||||
[
|
||||
SNew(SVerticalBox)
|
||||
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(LOCTEXT("SelectPath", "Select Path to create animation"))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 14))
|
||||
]
|
||||
|
||||
+ SVerticalBox::Slot()
|
||||
.FillHeight(1)
|
||||
.Padding(3)
|
||||
[
|
||||
ContentBrowserModule.Get().CreatePathPicker(PathPickerConfig)
|
||||
]
|
||||
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
[
|
||||
SNew(SSeparator)
|
||||
]
|
||||
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.Padding(3)
|
||||
[
|
||||
SNew(SHorizontalBox)
|
||||
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(0, 0, 10, 0)
|
||||
.VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(LOCTEXT("AnimationName", "Animation Name"))
|
||||
]
|
||||
|
||||
+ SHorizontalBox::Slot()
|
||||
[
|
||||
SNew(SEditableTextBox)
|
||||
.Text(AssetName)
|
||||
.OnTextCommitted(this, &SCreateHandAnimationDlg::OnNameChange)
|
||||
.MinDesiredWidth(250)
|
||||
]
|
||||
]
|
||||
]
|
||||
]
|
||||
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.HAlign(HAlign_Right)
|
||||
.Padding(5)
|
||||
[
|
||||
SNew(SUniformGridPanel)
|
||||
.SlotPadding(FAppStyle::GetMargin("StandardDialog.SlotPadding"))
|
||||
.MinDesiredSlotWidth(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
|
||||
.MinDesiredSlotHeight(FAppStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
|
||||
+ SUniformGridPanel::Slot(0, 0)
|
||||
[
|
||||
SNew(SButton)
|
||||
.HAlign(HAlign_Center)
|
||||
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
|
||||
.Text(LOCTEXT("OK", "OK"))
|
||||
.OnClicked(this, &SCreateHandAnimationDlg::OnButtonClick, EAppReturnType::Ok)
|
||||
]
|
||||
+ SUniformGridPanel::Slot(1, 0)
|
||||
[
|
||||
SNew(SButton)
|
||||
.HAlign(HAlign_Center)
|
||||
.ContentPadding(FAppStyle::GetMargin("StandardDialog.ContentPadding"))
|
||||
.Text(LOCTEXT("Cancel", "Cancel"))
|
||||
.OnClicked(this, &SCreateHandAnimationDlg::OnButtonClick, EAppReturnType::Cancel)
|
||||
]
|
||||
]
|
||||
]);
|
||||
}
|
||||
|
||||
void SCreateHandAnimationDlg::OnNameChange(const FText& NewName, ETextCommit::Type CommitInfo)
|
||||
{
|
||||
AssetName = NewName;
|
||||
}
|
||||
|
||||
void SCreateHandAnimationDlg::OnPathChange(const FString& NewPath)
|
||||
{
|
||||
AssetPath = FText::FromString(NewPath);
|
||||
LastUsedAssetPath = AssetPath;
|
||||
}
|
||||
|
||||
FReply SCreateHandAnimationDlg::OnButtonClick(EAppReturnType::Type ButtonID)
|
||||
{
|
||||
UserResponse = ButtonID;
|
||||
|
||||
if (ButtonID != EAppReturnType::Cancel)
|
||||
{
|
||||
if (!ValidatePackage())
|
||||
{
|
||||
// reject the request
|
||||
return FReply::Handled();
|
||||
}
|
||||
}
|
||||
|
||||
RequestDestroyWindow();
|
||||
|
||||
return FReply::Handled();
|
||||
}
|
||||
|
||||
/** Ensures supplied package name information is valid */
|
||||
bool SCreateHandAnimationDlg::ValidatePackage()
|
||||
{
|
||||
FText Reason;
|
||||
FString FullPath = GetFullAssetPath();
|
||||
|
||||
if (!FPackageName::IsValidLongPackageName(FullPath, false, &Reason)
|
||||
|| !FName(*AssetName.ToString()).IsValidObjectName(Reason))
|
||||
{
|
||||
FMessageDialog::Open(EAppMsgType::Ok, Reason);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
EAppReturnType::Type SCreateHandAnimationDlg::ShowModal()
|
||||
{
|
||||
GEditor->EditorAddModalWindow(SharedThis(this));
|
||||
return UserResponse;
|
||||
}
|
||||
|
||||
FString SCreateHandAnimationDlg::GetAssetPath()
|
||||
{
|
||||
return AssetPath.ToString();
|
||||
}
|
||||
|
||||
FString SCreateHandAnimationDlg::GetAssetName()
|
||||
{
|
||||
return AssetName.ToString();
|
||||
}
|
||||
|
||||
FString SCreateHandAnimationDlg::GetFullAssetPath()
|
||||
{
|
||||
return AssetPath.ToString() + "/" + AssetName.ToString();
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -0,0 +1,484 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "HandSocketVisualizer.h"
|
||||
#include "CanvasItem.h"
|
||||
#include "CanvasTypes.h"
|
||||
#include "SceneManagement.h"
|
||||
//#include "UObject/Field.h"
|
||||
#include "VRBPDatatypes.h"
|
||||
#include "ScopedTransaction.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
#include "EditorViewportClient.h"
|
||||
#include "Components/PoseableMeshComponent.h"
|
||||
#include "Misc/PackageName.h"
|
||||
//#include "Persona.h"
|
||||
|
||||
IMPLEMENT_HIT_PROXY(HHandSocketVisProxy, HComponentVisProxy);
|
||||
#define LOCTEXT_NAMESPACE "HandSocketVisualizer"
|
||||
|
||||
bool FHandSocketVisualizer::VisProxyHandleClick(FEditorViewportClient* InViewportClient, HComponentVisProxy* VisProxy, const FViewportClick& Click)
|
||||
{
|
||||
bool bEditing = false;
|
||||
if (VisProxy && VisProxy->Component.IsValid())
|
||||
{
|
||||
bEditing = true;
|
||||
if (VisProxy->IsA(HHandSocketVisProxy::StaticGetType()))
|
||||
{
|
||||
|
||||
if( const UHandSocketComponent * HandComp = UpdateSelectedHandComponent(VisProxy))
|
||||
{
|
||||
HHandSocketVisProxy* Proxy = (HHandSocketVisProxy*)VisProxy;
|
||||
if (Proxy)
|
||||
{
|
||||
CurrentlySelectedBone = Proxy->TargetBoneName;
|
||||
CurrentlySelectedBoneIdx = Proxy->BoneIdx;
|
||||
TargetViewport = InViewportClient->Viewport;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bEditing;
|
||||
}
|
||||
|
||||
|
||||
bool FHandSocketVisualizer::GetCustomInputCoordinateSystem(const FEditorViewportClient* ViewportClient, FMatrix& OutMatrix) const
|
||||
{
|
||||
if (TargetViewport == nullptr || TargetViewport != ViewportClient->Viewport)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (HandPropertyPath.IsValid() && CurrentlySelectedBone != NAME_None/* && CurrentlySelectedBone != "HandSocket"*/)
|
||||
{
|
||||
if (CurrentlySelectedBone == "HandSocket")
|
||||
{
|
||||
UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent();
|
||||
if (CurrentlyEditingComponent)
|
||||
{
|
||||
if (CurrentlyEditingComponent->bMirrorVisualizationMesh)
|
||||
{
|
||||
FTransform NewTrans = CurrentlyEditingComponent->GetRelativeTransform();
|
||||
NewTrans.Mirror(CurrentlyEditingComponent->GetAsEAxis(CurrentlyEditingComponent->MirrorAxis), CurrentlyEditingComponent->GetAsEAxis(CurrentlyEditingComponent->FlipAxis));
|
||||
|
||||
if (USceneComponent* ParentComp = CurrentlyEditingComponent->GetAttachParent())
|
||||
{
|
||||
NewTrans = NewTrans * ParentComp->GetComponentTransform();
|
||||
}
|
||||
|
||||
OutMatrix = FRotationMatrix::Make(NewTrans.GetRotation());
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
else if (CurrentlySelectedBone == "Visualizer")
|
||||
{
|
||||
if (UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent())
|
||||
{
|
||||
|
||||
FTransform newTrans = FTransform::Identity;
|
||||
if (CurrentlyEditingComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
if (USceneComponent* ParentComp = CurrentlyEditingComponent->GetAttachParent())
|
||||
{
|
||||
newTrans = CurrentlyEditingComponent->HandRelativePlacement * ParentComp->GetComponentTransform();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTrans = CurrentlyEditingComponent->GetHandRelativePlacement() * CurrentlyEditingComponent->GetComponentTransform();
|
||||
}
|
||||
|
||||
OutMatrix = FRotationMatrix::Make(newTrans.GetRotation());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent())
|
||||
{
|
||||
if (IsValid(CurrentlyEditingComponent->HandVisualizerComponent))
|
||||
{
|
||||
FTransform newTrans = CurrentlyEditingComponent->HandVisualizerComponent->GetBoneTransform(CurrentlySelectedBoneIdx);
|
||||
FQuat Rot = newTrans.GetRotation();
|
||||
if (!newTrans.GetRotation().ContainsNaN())
|
||||
{
|
||||
Rot.Normalize();
|
||||
OutMatrix = FRotationMatrix::Make(Rot);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FHandSocketVisualizer::IsVisualizingArchetype() const
|
||||
{
|
||||
return (HandPropertyPath.IsValid() && HandPropertyPath.GetParentOwningActor() && FActorEditorUtils::IsAPreviewOrInactiveActor(HandPropertyPath.GetParentOwningActor()));
|
||||
}
|
||||
|
||||
void FHandSocketVisualizer::DrawVisualizationHUD(const UActorComponent* Component, const FViewport* Viewport, const FSceneView* View, FCanvas* Canvas)
|
||||
{
|
||||
if (TargetViewport == nullptr || TargetViewport != Viewport)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (const UHandSocketComponent* HandComp = Cast<const UHandSocketComponent>(Component))
|
||||
{
|
||||
if (CurrentlySelectedBone != NAME_None)
|
||||
{
|
||||
if (UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent())
|
||||
{
|
||||
if (!IsValid(CurrentlyEditingComponent->HandVisualizerComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int32 XL;
|
||||
int32 YL;
|
||||
const FIntRect CanvasRect = Canvas->GetViewRect();
|
||||
|
||||
FPlane location = View->Project(CurrentlyEditingComponent->HandVisualizerComponent->GetBoneTransform(CurrentlySelectedBoneIdx).GetLocation());
|
||||
StringSize(GEngine->GetLargeFont(), XL, YL, *CurrentlySelectedBone.ToString());
|
||||
//const float DrawPositionX = location.X - XL;
|
||||
//const float DrawPositionY = location.Y - YL;
|
||||
const float DrawPositionX = FMath::FloorToFloat(CanvasRect.Min.X + (CanvasRect.Width() - XL) * 0.5f);
|
||||
const float DrawPositionY = CanvasRect.Min.Y + 50.0f;
|
||||
Canvas->DrawShadowedString(DrawPositionX, DrawPositionY, *CurrentlySelectedBone.ToString(), GEngine->GetLargeFont(), FLinearColor::Yellow);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FHandSocketVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
|
||||
{
|
||||
//UWorld* World = Component->GetWorld();
|
||||
//return World && (World->WorldType == EWorldType::EditorPreview || World->WorldType == EWorldType::Inactive);
|
||||
|
||||
//cast the component into the expected component type
|
||||
if (const UHandSocketComponent* HandComponent = Cast<UHandSocketComponent>(Component))
|
||||
{
|
||||
if (!HandComponent->HandVisualizerComponent)
|
||||
return;
|
||||
|
||||
//This is an editor only uproperty of our targeting component, that way we can change the colors if we can't see them against the background
|
||||
const FLinearColor SelectedColor = FLinearColor::Yellow;//TargetingComponent->EditorSelectedColor;
|
||||
const FLinearColor UnselectedColor = FLinearColor::White;//TargetingComponent->EditorUnselectedColor;
|
||||
const FVector Location = HandComponent->HandVisualizerComponent->GetComponentLocation();
|
||||
float BoneScale = 1.0f - ((View->ViewLocation - Location).SizeSquared() / FMath::Square(100.0f));
|
||||
BoneScale = FMath::Clamp(BoneScale, 0.2f, 1.0f);
|
||||
HHandSocketVisProxy* newHitProxy = new HHandSocketVisProxy(Component);
|
||||
newHitProxy->TargetBoneName = "Visualizer";
|
||||
PDI->SetHitProxy(newHitProxy);
|
||||
PDI->DrawPoint(Location, CurrentlySelectedBone == newHitProxy->TargetBoneName ? SelectedColor : FLinearColor::Red, 20.f * BoneScale, SDPG_Foreground);
|
||||
PDI->SetHitProxy(NULL);
|
||||
newHitProxy = nullptr;
|
||||
|
||||
newHitProxy = new HHandSocketVisProxy(Component);
|
||||
newHitProxy->TargetBoneName = "HandSocket";
|
||||
BoneScale = 1.0f - ((View->ViewLocation - HandComponent->GetComponentLocation()).SizeSquared() / FMath::Square(100.0f));
|
||||
BoneScale = FMath::Clamp(BoneScale, 0.2f, 1.0f);
|
||||
PDI->SetHitProxy(newHitProxy);
|
||||
PDI->DrawPoint(HandComponent->GetComponentLocation(), FLinearColor::Green, 20.f * BoneScale, SDPG_Foreground);
|
||||
PDI->SetHitProxy(NULL);
|
||||
newHitProxy = nullptr;
|
||||
|
||||
if (HandComponent->bUseCustomPoseDeltas)
|
||||
{
|
||||
TArray<FTransform> BoneTransforms = HandComponent->HandVisualizerComponent->GetBoneSpaceTransforms();
|
||||
FTransform ParentTrans = HandComponent->HandVisualizerComponent->GetComponentTransform();
|
||||
// We skip root bone, moving the visualizer itself handles that
|
||||
for (int i = 1; i < HandComponent->HandVisualizerComponent->GetNumBones(); i++)
|
||||
{
|
||||
|
||||
FName BoneName = HandComponent->HandVisualizerComponent->GetBoneName(i);
|
||||
|
||||
if (HandComponent->bFilterBonesByPostfix)
|
||||
{
|
||||
if (BoneName.ToString().Right(2) != HandComponent->FilterPostfix)
|
||||
{
|
||||
// Skip visualizing this bone its the incorrect side
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (HandComponent->BonesToSkip.Contains(BoneName))
|
||||
{
|
||||
// Skip visualizing this bone as its in the ignore array
|
||||
continue;
|
||||
}
|
||||
|
||||
FTransform BoneTransform = HandComponent->HandVisualizerComponent->GetBoneTransform(i);
|
||||
FVector BoneLoc = BoneTransform.GetLocation();
|
||||
BoneScale = 1.0f - ((View->ViewLocation - BoneLoc).SizeSquared() / FMath::Square(100.0f));
|
||||
BoneScale = FMath::Clamp(BoneScale, 0.1f, 0.9f);
|
||||
newHitProxy = new HHandSocketVisProxy(Component);
|
||||
newHitProxy->TargetBoneName = BoneName;
|
||||
newHitProxy->BoneIdx = i;
|
||||
PDI->SetHitProxy(newHitProxy);
|
||||
PDI->DrawPoint(BoneLoc, CurrentlySelectedBone == newHitProxy->TargetBoneName ? SelectedColor : UnselectedColor, 20.f * BoneScale, SDPG_Foreground);
|
||||
PDI->SetHitProxy(NULL);
|
||||
newHitProxy = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
if (HandComponent->bShowRangeVisualization)
|
||||
{
|
||||
float RangeVisualization = HandComponent->OverrideDistance;
|
||||
|
||||
if (RangeVisualization <= 0.0f)
|
||||
{
|
||||
if (USceneComponent* Parent = Cast<USceneComponent>(HandComponent->GetAttachParent()))
|
||||
{
|
||||
FStructProperty* ObjectProperty = CastField<FStructProperty>(Parent->GetClass()->FindPropertyByName("VRGripInterfaceSettings"));
|
||||
|
||||
AActor* ParentsActor = nullptr;
|
||||
if (!ObjectProperty)
|
||||
{
|
||||
ParentsActor = Parent->GetOwner();
|
||||
if (ParentsActor)
|
||||
{
|
||||
ObjectProperty = CastField<FStructProperty>(Parent->GetOwner()->GetClass()->FindPropertyByName("VRGripInterfaceSettings"));
|
||||
}
|
||||
}
|
||||
|
||||
if (ObjectProperty)
|
||||
{
|
||||
UObject* Target = ParentsActor;
|
||||
|
||||
if (Target == nullptr)
|
||||
{
|
||||
Target = Parent;
|
||||
}
|
||||
|
||||
if (const FBPInterfaceProperties* Curve = ObjectProperty->ContainerPtrToValuePtr<FBPInterfaceProperties>(Target))
|
||||
{
|
||||
if (HandComponent->SlotPrefix == "VRGripS")
|
||||
{
|
||||
RangeVisualization = Curve->SecondarySlotRange;
|
||||
}
|
||||
else
|
||||
{
|
||||
RangeVisualization = Curve->PrimarySlotRange;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Scale into our parents space as that is actually what the range is based on
|
||||
FBox BoxToDraw = FBox::BuildAABB(FVector::ZeroVector, FVector(RangeVisualization) * HandComponent->GetAttachParent()->GetComponentScale());
|
||||
BoxToDraw.Min += HandComponent->GetComponentLocation();
|
||||
BoxToDraw.Max += HandComponent->GetComponentLocation();
|
||||
|
||||
DrawWireBox(PDI, BoxToDraw, FColor::Green, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool FHandSocketVisualizer::GetWidgetLocation(const FEditorViewportClient* ViewportClient, FVector& OutLocation) const
|
||||
{
|
||||
if (TargetViewport == nullptr || TargetViewport != ViewportClient->Viewport)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (HandPropertyPath.IsValid() && CurrentlySelectedBone != NAME_None && CurrentlySelectedBone != "HandSocket")
|
||||
{
|
||||
if (CurrentlySelectedBone == "HandSocket")
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else if (CurrentlySelectedBone == "Visualizer")
|
||||
{
|
||||
if (UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent())
|
||||
{
|
||||
FTransform newTrans = FTransform::Identity;
|
||||
if (CurrentlyEditingComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
if (USceneComponent* ParentComp = CurrentlyEditingComponent->GetAttachParent())
|
||||
{
|
||||
newTrans = CurrentlyEditingComponent->HandRelativePlacement * ParentComp->GetComponentTransform();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTrans = CurrentlyEditingComponent->GetHandRelativePlacement() * CurrentlyEditingComponent->GetComponentTransform();
|
||||
}
|
||||
|
||||
OutLocation = newTrans.GetLocation();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent())
|
||||
{
|
||||
if (IsValid(CurrentlyEditingComponent->HandVisualizerComponent))
|
||||
{
|
||||
OutLocation = CurrentlyEditingComponent->HandVisualizerComponent->GetBoneTransform(CurrentlySelectedBoneIdx).GetLocation();
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool FHandSocketVisualizer::HandleInputDelta(FEditorViewportClient* ViewportClient, FViewport* Viewport, FVector& DeltaTranslate, FRotator& DeltaRotate, FVector& DeltaScale)
|
||||
{
|
||||
|
||||
if (TargetViewport == nullptr || TargetViewport != Viewport)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool bHandled = false;
|
||||
|
||||
if (HandPropertyPath.IsValid())
|
||||
{
|
||||
if (CurrentlySelectedBone == "HandSocket" || CurrentlySelectedBone == NAME_None)
|
||||
{
|
||||
bHandled = false;
|
||||
}
|
||||
else if (CurrentlySelectedBone == "Visualizer")
|
||||
{
|
||||
const FScopedTransaction Transaction(LOCTEXT("ChangingComp", "ChangingComp"));
|
||||
|
||||
UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent();
|
||||
if (!CurrentlyEditingComponent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CurrentlyEditingComponent->Modify();
|
||||
if (AActor* Owner = CurrentlyEditingComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
bool bLevelEdit = ViewportClient->IsLevelEditorClient();
|
||||
|
||||
FTransform CurrentTrans = FTransform::Identity;
|
||||
|
||||
if (CurrentlyEditingComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
if (USceneComponent* ParentComp = CurrentlyEditingComponent->GetAttachParent())
|
||||
{
|
||||
CurrentTrans = CurrentlyEditingComponent->HandRelativePlacement * ParentComp->GetComponentTransform();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentTrans = CurrentlyEditingComponent->GetHandRelativePlacement() * CurrentlyEditingComponent->GetComponentTransform();
|
||||
}
|
||||
|
||||
if (!DeltaTranslate.IsNearlyZero())
|
||||
{
|
||||
CurrentTrans.AddToTranslation(DeltaTranslate);
|
||||
}
|
||||
|
||||
if (!DeltaRotate.IsNearlyZero())
|
||||
{
|
||||
CurrentTrans.SetRotation(DeltaRotate.Quaternion() * CurrentTrans.GetRotation());
|
||||
}
|
||||
|
||||
if (!DeltaScale.IsNearlyZero())
|
||||
{
|
||||
CurrentTrans.MultiplyScale3D(DeltaScale);
|
||||
}
|
||||
|
||||
if (CurrentlyEditingComponent->bDecoupleMeshPlacement)
|
||||
{
|
||||
if (USceneComponent* ParentComp = CurrentlyEditingComponent->GetAttachParent())
|
||||
{
|
||||
CurrentlyEditingComponent->HandRelativePlacement = CurrentTrans.GetRelativeTransform(ParentComp->GetComponentTransform());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentlyEditingComponent->HandRelativePlacement = CurrentTrans.GetRelativeTransform(CurrentlyEditingComponent->GetComponentTransform());
|
||||
}
|
||||
|
||||
NotifyPropertyModified(CurrentlyEditingComponent, FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, HandRelativePlacement)));
|
||||
//GEditor->RedrawLevelEditingViewports(true);
|
||||
bHandled = true;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
UHandSocketComponent* CurrentlyEditingComponent = GetCurrentlyEditingComponent();
|
||||
if (!CurrentlyEditingComponent || !CurrentlyEditingComponent->HandVisualizerComponent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const FScopedTransaction Transaction(LOCTEXT("ChangingComp", "ChangingComp"));
|
||||
|
||||
CurrentlyEditingComponent->Modify();
|
||||
if (AActor* Owner = CurrentlyEditingComponent->GetOwner())
|
||||
{
|
||||
Owner->Modify();
|
||||
}
|
||||
bool bLevelEdit = ViewportClient->IsLevelEditorClient();
|
||||
|
||||
FTransform BoneTrans = CurrentlyEditingComponent->HandVisualizerComponent->GetBoneTransform(CurrentlySelectedBoneIdx);
|
||||
FTransform NewTrans = BoneTrans;
|
||||
NewTrans.SetRotation(DeltaRotate.Quaternion() * NewTrans.GetRotation());
|
||||
|
||||
FQuat DeltaRotateMod = NewTrans.GetRelativeTransform(BoneTrans).GetRotation();
|
||||
bool bFoundBone = false;
|
||||
for (FBPVRHandPoseBonePair& BonePair : CurrentlyEditingComponent->CustomPoseDeltas)
|
||||
{
|
||||
if (BonePair.BoneName == CurrentlySelectedBone)
|
||||
{
|
||||
bFoundBone = true;
|
||||
BonePair.DeltaPose *= DeltaRotateMod;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!bFoundBone)
|
||||
{
|
||||
FBPVRHandPoseBonePair newBonePair;
|
||||
newBonePair.BoneName = CurrentlySelectedBone;
|
||||
newBonePair.DeltaPose *= DeltaRotateMod;
|
||||
CurrentlyEditingComponent->CustomPoseDeltas.Add(newBonePair);
|
||||
bFoundBone = true;
|
||||
}
|
||||
|
||||
if (bFoundBone)
|
||||
{
|
||||
NotifyPropertyModified(CurrentlyEditingComponent, FindFProperty<FProperty>(UHandSocketComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(UHandSocketComponent, CustomPoseDeltas)));
|
||||
}
|
||||
|
||||
//GEditor->RedrawLevelEditingViewports(true);
|
||||
bHandled = true;
|
||||
}
|
||||
}
|
||||
|
||||
return bHandled;
|
||||
}
|
||||
|
||||
void FHandSocketVisualizer::EndEditing()
|
||||
{
|
||||
HandPropertyPath = FComponentPropertyPath();
|
||||
CurrentlySelectedBone = NAME_None;
|
||||
CurrentlySelectedBoneIdx = INDEX_NONE;
|
||||
TargetViewport = nullptr;
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -0,0 +1,73 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "VRExpansionEditor.h"
|
||||
#include "Editor/UnrealEdEngine.h"
|
||||
#include "UnrealEdGlobals.h"
|
||||
#include "Grippables/HandSocketComponent.h"
|
||||
#include "PropertyEditorModule.h"
|
||||
#include "HandSocketVisualizer.h"
|
||||
#include "HandSocketComponentDetails.h"
|
||||
#include "VRGlobalSettingsDetails.h"
|
||||
#include "VRGlobalSettings.h"
|
||||
|
||||
|
||||
IMPLEMENT_MODULE(FVRExpansionEditorModule, VRExpansionEditor);
|
||||
|
||||
void FVRExpansionEditorModule::StartupModule()
|
||||
{
|
||||
RegisterComponentVisualizer(UHandSocketComponent::StaticClass()->GetFName(), MakeShareable(new FHandSocketVisualizer));
|
||||
|
||||
// Register detail customizations
|
||||
{
|
||||
auto& PropertyModule = FModuleManager::LoadModuleChecked< FPropertyEditorModule >("PropertyEditor");
|
||||
|
||||
// Register our customization to be used by a class 'UMyClass' or 'AMyClass'. Note the prefix must be dropped.
|
||||
PropertyModule.RegisterCustomClassLayout(
|
||||
UHandSocketComponent::StaticClass()->GetFName(),
|
||||
FOnGetDetailCustomizationInstance::CreateStatic(&FHandSocketComponentDetails::MakeInstance)
|
||||
);
|
||||
|
||||
PropertyModule.RegisterCustomClassLayout(
|
||||
UVRGlobalSettings::StaticClass()->GetFName(),
|
||||
FOnGetDetailCustomizationInstance::CreateStatic(&FVRGlobalSettingsDetails::MakeInstance)
|
||||
);
|
||||
|
||||
PropertyModule.NotifyCustomizationModuleChanged();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void FVRExpansionEditorModule::ShutdownModule()
|
||||
{
|
||||
if (GUnrealEd != NULL)
|
||||
{
|
||||
// Iterate over all class names we registered for
|
||||
for (FName ClassName : RegisteredComponentClassNames)
|
||||
{
|
||||
GUnrealEd->UnregisterComponentVisualizer(ClassName);
|
||||
}
|
||||
}
|
||||
|
||||
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
|
||||
{
|
||||
auto& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
|
||||
|
||||
PropertyModule.UnregisterCustomClassLayout(UHandSocketComponent::StaticClass()->GetFName());
|
||||
PropertyModule.UnregisterCustomClassLayout(UVRGlobalSettings::StaticClass()->GetFName());
|
||||
}
|
||||
}
|
||||
|
||||
void FVRExpansionEditorModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
|
||||
{
|
||||
if (GUnrealEd != NULL)
|
||||
{
|
||||
GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
|
||||
}
|
||||
|
||||
RegisteredComponentClassNames.Add(ComponentClassName);
|
||||
|
||||
if (Visualizer.IsValid())
|
||||
{
|
||||
Visualizer->OnRegister();
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user