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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeDebugTextTask.generated.h"
USTRUCT()
struct STATETREEMODULE_API FStateTreeDebugTextTaskInstanceData
{
GENERATED_BODY()
};
/**
* Draws debug text on the HUD associated to the player controller.
*/
USTRUCT(meta = (DisplayName = "Debug Text Task"))
struct STATETREEMODULE_API FStateTreeDebugTextTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
typedef FStateTreeDebugTextTaskInstanceData InstanceDataType;
FStateTreeDebugTextTask() = default;
virtual const UStruct* GetInstanceDataType() const override { return InstanceDataType::StaticStruct(); }
virtual bool Link(FStateTreeLinker& Linker) override;
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
TStateTreeExternalDataHandle<AActor, EStateTreeExternalDataRequirement::Optional> ReferenceActorHandle;
UPROPERTY(EditAnywhere, Category = Parameter)
FString Text;
UPROPERTY(EditAnywhere, Category = Parameter)
FColor TextColor = FColor::White;
UPROPERTY(EditAnywhere, Category = Parameter, meta=(ClampMin = 0, UIMin = 0))
float FontScale = 1.0f;
UPROPERTY(EditAnywhere, Category = Parameter)
FVector Offset = FVector::ZeroVector;
UPROPERTY(EditAnywhere, Category = Parameter)
bool bEnabled = true;
};