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[SmartObjects] integration of (18039396, 18230600, 18263205, 18300133, 18301080) from UE5
#ROBOMERGE-OWNER: yoan.stamant #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 18301426 via CL 18301593 via CL 18301595 via CL 18301822 via CL 18301845 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18301862 by yoan stamant in ue5-release-engine-test branch]
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-6
@@ -2,8 +2,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Tasks/AITask.h"
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#include "SmartObjectRuntime.h"
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#include "AITask_UseSmartObject.generated.h"
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@@ -12,6 +10,7 @@
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class AAIController;
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class UAITask_MoveTo;
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class UGameplayBehavior;
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class USmartObjectComponent;
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UCLASS()
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class SMARTOBJECTSMODULE_API UAITask_UseSmartObject : public UAITask
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@@ -24,10 +23,8 @@ public:
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UFUNCTION(BlueprintCallable, Category = "AI|Tasks", meta = (DefaultToSelf = "Controller" , BlueprintInternalUseOnly = "true"))
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static UAITask_UseSmartObject* UseSmartObject(AAIController* Controller, AActor* SmartObjectActor, USmartObjectComponent* SmartObjectComponent, bool bLockAILogic = true);
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/*void SetQueryTemplate(UEnvQuery& InQueryTemplate) { EQSRequest.QueryTemplate = &InQueryTemplate; }
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void SetNotificationDelegate(const FQueryFinishedSignature& InNotificationDelegate) { NotificationDelegate = InNotificationDelegate; }*/
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static UAITask_UseSmartObject* UseSmartObjectComponent(AAIController& Controller, USmartObjectComponent& SmartObjectComponent, bool bLockAILogic = true);
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UFUNCTION(BlueprintCallable, Category = "AI|Tasks", meta = (DefaultToSelf = "Controller" , BlueprintInternalUseOnly = "true"))
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static UAITask_UseSmartObject* UseClaimedSmartObject(AAIController* Controller, FSmartObjectClaimHandle ClaimHandle, bool bLockAILogic = true);
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void SetClaimHandle(const FSmartObjectClaimHandle& Handle);
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@@ -46,6 +43,9 @@ protected:
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void OnSlotInvalidated(const FSmartObjectClaimHandle& ClaimHandle, const ESmartObjectSlotState State);
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static UAITask_UseSmartObject* UseSmartObjectComponent(AAIController& Controller, const USmartObjectComponent& SmartObjectComponent, bool bLockAILogic);
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static UAITask_UseSmartObject* UseClaimedSmartObject(AAIController& Controller, FSmartObjectClaimHandle ClaimHandle, bool bLockAILogic);
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protected:
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UPROPERTY(BlueprintAssignable)
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FGenericGameplayTaskDelegate OnFinished;
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