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StateTree: Update comments for docgen.
#rb Yoan.StAmant #rnx [CL 35564665 by patrick boutot in ue5-main branch]
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+2
-2
@@ -15,9 +15,9 @@ class GAMEPLAYSTATETREEMODULE_API UStateTreeAIComponent : public UStateTreeCompo
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{
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GENERATED_BODY()
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public:
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// BEGIN IStateTreeSchemaProvider
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//~ BEGIN IStateTreeSchemaProvider
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TSubclassOf<UStateTreeSchema> GetSchema() const override;
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// END
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//~ END
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virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false) override;
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};
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+8
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@@ -26,15 +26,15 @@ class GAMEPLAYSTATETREEMODULE_API UStateTreeComponent : public UBrainComponent,
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public:
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UStateTreeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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// BEGIN UActorComponent overrides
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//~ BEGIN UActorComponent overrides
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virtual void InitializeComponent() override;
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virtual void UninitializeComponent() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
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// END UActorComponent overrides
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//~ END UActorComponent overrides
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// BEGIN UBrainComponent overrides
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//~ BEGIN UBrainComponent overrides
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virtual void StartLogic() override;
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virtual void RestartLogic() override;
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virtual void StopLogic(const FString& Reason) override;
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@@ -43,19 +43,19 @@ public:
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virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
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virtual bool IsRunning() const override;
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virtual bool IsPaused() const override;
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// END UBrainComponent overrides
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//~ END UBrainComponent overrides
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// BEGIN IGameplayTaskOwnerInterface
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//~ BEGIN IGameplayTaskOwnerInterface
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virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
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virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
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virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
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virtual uint8 GetGameplayTaskDefaultPriority() const override;
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virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
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// END IGameplayTaskOwnerInterface
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//~ END IGameplayTaskOwnerInterface
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// BEGIN IStateTreeSchemaProvider
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//~ BEGIN IStateTreeSchemaProvider
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TSubclassOf<UStateTreeSchema> GetSchema() const override;
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// END
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//~ END
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/**
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* Sets whether the State Tree is started automatically on being play.
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