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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeRunParallelStateTreeTask.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeInstanceData.h"
#include "StateTreeReference.h"
#include "StateTreeTaskBase.h"
#include "StateTreeRunParallelStateTreeTask.generated.h"
USTRUCT()
struct FStateTreeRunParallelStateTreeTaskInstanceData
{
GENERATED_BODY()
/** State tree and parameters that will be run when this task is started. */
UPROPERTY(EditAnywhere, Category = "Parameter", meta=(SchemaCanBeOverriden))
FStateTreeReference StateTree;
UPROPERTY(Transient)
FStateTreeInstanceData TreeInstanceData;
UPROPERTY(Transient)
TObjectPtr<const UStateTree> RunningStateTree = nullptr;
};
/**
* Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state.
* It will succeed, fail or run depending on the result of the parallel tree.
* Less efficient then Linked Asset state, it has the advantage of allowing multiple trees to run in parallel.
*/
USTRUCT(meta = (DisplayName = "Run Parallel Tree", Category = "Common"))
struct FStateTreeRunParallelStateTreeTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeRunParallelStateTreeTaskInstanceData;
FStateTreeRunParallelStateTreeTask();
protected:
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transitions) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
virtual void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) override;
virtual void PostLoad(FStateTreeDataView InstanceDataView) override;
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
#endif // WITH_EDITOR
const FStateTreeReference& GetStateTreeToRun(FStateTreeExecutionContext& Context, FInstanceDataType& InstanceData) const;
/** If set the task will look at the linked state tree override to replace the state tree it's running. */
UPROPERTY(EditAnywhere, Category = Parameter)
FGameplayTag StateTreeOverrideTag;
};