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UnrealEngineUWP/Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Private/Components/StateTreeComponentSchema.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/StateTreeComponentSchema.h"
#include "StateTreeConditionBase.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "GameFramework/Actor.h"
#include "Components/ActorComponent.h"
#include "Subsystems/WorldSubsystem.h"
bool UStateTreeComponentSchema::IsStructAllowed(const UScriptStruct* InScriptStruct) const
{
return InScriptStruct->IsChildOf(FStateTreeConditionCommonBase::StaticStruct())
|| InScriptStruct->IsChildOf(FStateTreeEvaluatorCommonBase::StaticStruct())
|| InScriptStruct->IsChildOf(FStateTreeTaskCommonBase::StaticStruct());
}
bool UStateTreeComponentSchema::IsClassAllowed(const UClass* InClass) const
{
return IsChildOfBlueprintBase(InClass);
}
bool UStateTreeComponentSchema::IsExternalItemAllowed(const UStruct& InStruct) const
{
return InStruct.IsChildOf(AActor::StaticClass())
|| InStruct.IsChildOf(UActorComponent::StaticClass())
|| InStruct.IsChildOf(UWorldSubsystem::StaticClass());
}