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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "Engine/Blueprint.h"
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveTestCondition(OwnerActor);
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::Link(FStateTreeLinker& Linker)
{
const UStateTreeConditionBlueprintBase* CondCDO = ConditionClass ? ConditionClass->GetDefaultObject<UStateTreeConditionBlueprintBase>() : nullptr;
if (CondCDO != nullptr)
{
CondCDO->LinkExternalData(Linker, ExternalDataHandles);
}
return true;
}
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
if (UStateTreeConditionBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeConditionBlueprintBase>(DataViewIndex))
{
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->TestCondition(Context);
}
return false;
}