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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeEvents.h"
#include "StateTreeTypes.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeEvents)
void FStateTreeEventQueue::SendEvent(const UObject* Owner, const FGameplayTag& Tag, const FConstStructView Payload, const FName Origin)
{
if (Events.Num() >= MaxActiveEvents)
{
UE_VLOG_UELOG(Owner, LogStateTree, Error, TEXT("%s: Too many events send on '%s'. Dropping event %s"), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *Tag.ToString());
return;
}
Events.Emplace(Tag, Payload, Origin);
}