Some housekeeping and some editor tools for schedules anchors

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2026-09-20 15:50:23 +02:00
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
/**
* Re-reads the place every NPC schedule sends its NPCs to.
*
* A schedule names its anchor by PersistentId and keeps a copy of where that anchor stood when it was
* picked beside it, see FScheduledAction::AnchorTransform. That copy is what an NPC is sent at while
* its anchor sits in a cell nobody has loaded, and it is written once, when the anchor is picked in
* the details panel. The furniture it is a copy of can be moved afterwards without anybody picking
* anything again, and then the two disagree: the schedule says the bed is where it used to be, and
* the level says otherwise.
*
* This is the sweep that closes that gap. It stands every anchor the open level can answer for
* against the copy its schedule holds, writes the ones that have moved, and saves the assets that
* changed. It is an editor tool rather than something the game runs, because the drift is a fault in
* the authored data and not in what a running game does with it: nothing reads the copy while it can
* see the anchor itself, so a game never notices, and the schedule only starts lying when an NPC
* meets a level that has the anchor streamed out.
*
* The one thing it cannot answer is an anchor that is not in the open level, which is either
* furniture in a cell that is not loaded or a schedule naming something that is gone. Nothing here
* can tell those two apart, so both are counted and reported rather than guessed at, and the copies
* they belong to are left exactly as they were.
*/
namespace ScheduleAssetRecheck
{
/** What one sweep found, so that a caller can say it out loud rather than only log it. */
struct FResult
{
/** Assets the registry handed over, whether or not anything in them had moved. */
int32 NumAssetsScanned = 0;
/** Assets that no longer agreed with the level, and so were written and saved. */
int32 NumAssetsUpdated = 0;
/** Actions carrying an anchor, which is every action there is a place to check for. An action
* with no anchor happens wherever the NPC already is and has nothing to go stale. */
int32 NumAnchorsChecked = 0;
/** Copies that had moved, or that had never been recorded at all. */
int32 NumAnchorsUpdated = 0;
/** Anchors no actor in the open level claims, whose copies were left as they were. */
int32 NumAnchorsUnresolved = 0;
};
/** Walks every NpcScheduleAsset in the project, refreshes the anchor copy of every action whose
* anchor is standing in the open level, and saves the assets that changed.
*
* The editor world is the only one read, so what this answers for is exactly what the level in
* front of the author can see, and a schedule whose anchors live in some other level is left
* alone by the same rule that leaves an unloaded cell alone. What it did is reported through a
* notification and the log, and returned here as well, for a caller that wants the numbers. */
FResult RecheckAllScheduleAssets();
}