StateTree: Update comments for docgen.

#rb Yoan.StAmant
#rnx

[CL 35564665 by patrick boutot in ue5-main branch]
This commit is contained in:
patrick boutot
2024-08-15 11:29:44 -04:00
parent 02920921a0
commit 22175c9fdc
4 changed files with 13 additions and 13 deletions
@@ -15,9 +15,9 @@ class GAMEPLAYSTATETREEMODULE_API UStateTreeAIComponent : public UStateTreeCompo
{
GENERATED_BODY()
public:
// BEGIN IStateTreeSchemaProvider
//~ BEGIN IStateTreeSchemaProvider
TSubclassOf<UStateTreeSchema> GetSchema() const override;
// END
//~ END
virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false) override;
};
@@ -26,15 +26,15 @@ class GAMEPLAYSTATETREEMODULE_API UStateTreeComponent : public UBrainComponent,
public:
UStateTreeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
// BEGIN UActorComponent overrides
//~ BEGIN UActorComponent overrides
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
// END UActorComponent overrides
//~ END UActorComponent overrides
// BEGIN UBrainComponent overrides
//~ BEGIN UBrainComponent overrides
virtual void StartLogic() override;
virtual void RestartLogic() override;
virtual void StopLogic(const FString& Reason) override;
@@ -43,19 +43,19 @@ public:
virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
virtual bool IsRunning() const override;
virtual bool IsPaused() const override;
// END UBrainComponent overrides
//~ END UBrainComponent overrides
// BEGIN IGameplayTaskOwnerInterface
//~ BEGIN IGameplayTaskOwnerInterface
virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
virtual uint8 GetGameplayTaskDefaultPriority() const override;
virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
// END IGameplayTaskOwnerInterface
//~ END IGameplayTaskOwnerInterface
// BEGIN IStateTreeSchemaProvider
//~ BEGIN IStateTreeSchemaProvider
TSubclassOf<UStateTreeSchema> GetSchema() const override;
// END
//~ END
/**
* Sets whether the State Tree is started automatically on being play.