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StateTree: Improved event handling
- Moved event queue to it's own struct - Changed the SendEvent() API to accept struct view to prevent instanced struct copy in common cases - Fixed event handling in case EnterState() fails. - Added option for Tasks to disavble ticking, or to be ticked only when there are events - Added option for Tasks handle when properties are copied - Changed DebugText to use external Actor reference - Changed DelayTask to use the new GetInstanceData which does not need type - Added TStateTreeInstanceDataStructRef which can be used to access struct instance data in delegates #rb Maxime.Mercier Luciano.Ferraro #preflight 6360dd302b5338aceb2d0343 [CL 22888708 by mikko mononen in ue5-main branch]
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@@ -39,7 +39,9 @@ protected:
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* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
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* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
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*/
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UE_DEPRECATED(5.2, "Use EnterState without ChangeType instead.")
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) final { return EStateTreeRunStatus::Running; }
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UE_DEPRECATED(5.2, "Use ExitState without ChangeType instead.")
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virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) final {};
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);
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@@ -53,7 +55,11 @@ protected:
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* Generally this should be true for action type tasks, like playing animation,
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* and false on state like tasks like claiming a resource that is expected to be acquired on child states. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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bool bShouldStateChangeOnReselect = true;
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uint8 bShouldStateChangeOnReselect : 1;
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/** If set to true, Tick() is called. Default false. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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uint8 bShouldCallTickOnlyOnEvents : 1;
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uint8 bHasEnterState : 1;
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uint8 bHasExitState : 1;
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