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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "Blueprint/StateTreeNodeBlueprintBase.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeConditionBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
UStateTreeConditionBlueprintBase::UStateTreeConditionBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasTestCondition = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTestCondition"), *this, *StaticClass());
}
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
{
if (bHasTestCondition)
{
// Cache the owner and event queue for the duration the condition is evaluated.
SetCachedInstanceDataFromContext(Context);
const bool bResult = ReceiveTestCondition();
ClearCachedInstanceData();
return bResult;
}
return false;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
UStateTreeConditionBlueprintBase* Condition = Context.GetInstanceDataPtr<UStateTreeConditionBlueprintBase>(*this);
check(Condition);
return Condition->TestCondition(Context);
}