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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeDelegates.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
class UStateTree;
namespace UE::StateTree::Delegates
{
#if WITH_EDITOR
/** Called when linkable name in a StateTree has changed. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged;
/**
* Called when schema of the StateTree EditorData has changed.
* This is used to refresh the asset editor.
* Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged;
/**
* Called when parameters of the StateTree EditorData changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData
* until the tree gets compiled.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged;
/**
* Called when parameters of a StateTree State changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations.
*/
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/);
extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged;
/** Called when compilation succeeds */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnPostCompile OnPostCompile;
#endif
}; // UE::StateTree::Delegates