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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Considerations/StateTreeCommonConsiderations.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeConsiderationBase.h"
#include "StateTreeAnyEnum.h"
#include "StateTreeCommonConsiderations.generated.h"
USTRUCT()
struct STATETREEMODULE_API FStateTreeFloatConsiderationInstanceData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "Parameter")
float RawScore = .0f;
};
/**
* Consideration using a Float Parameter as raw score.
* You can use the parameter as a float constant or bind it to a property that changes value over time.
*/
USTRUCT(DisplayName = "Float")
struct STATETREEMODULE_API FStateTreeFloatConsideration : public FStateTreeConsiderationCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatConsiderationInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
#if WITH_EDITOR
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
#endif
protected:
virtual float ComputeRawScore(FStateTreeExecutionContext& Context) const override;
};