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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeConditionBlueprintBase.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "StateTreeTypes.h"
#include "StateTreeConditionBase.h"
#include "StateTreePropertyBindings.h"
#include "StateTreeItemBlueprintBase.h"
#include "StateTreeConditionBlueprintBase.generated.h"
struct FStateTreeExecutionContext;
/*
* Base class for Blueprint based Conditions.
*/
UCLASS(Abstract, Blueprintable)
class STATETREEMODULE_API UStateTreeConditionBlueprintBase : public UStateTreeItemBlueprintBase
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintImplementableEvent)
bool ReceiveTestCondition(AActor* OwnerActor);
virtual bool TestCondition(FStateTreeExecutionContext& Context);
};
/**
* Wrapper for Blueprint based Conditions.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeBlueprintConditionWrapper : public FStateTreeConditionBase
{
GENERATED_BODY()
virtual const UStruct* GetInstanceDataType() const override { return ConditionClass; };
virtual bool Link(FStateTreeLinker& Linker) override;
virtual bool TestCondition(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
/** @return Rich text description of the condition. */
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceData, const IStateTreeBindingLookup& BindingLookup) const;
#endif
UPROPERTY()
TSubclassOf<UStateTreeConditionBlueprintBase> ConditionClass = nullptr;
TArray<FStateTreeBlueprintExternalDataHandle> ExternalDataHandles;
};