// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeEvents.h" #include "StateTreeTypes.h" #include "VisualLogger/VisualLogger.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeEvents) void FStateTreeEventQueue::SendEvent(const UObject* Owner, const FGameplayTag& Tag, const FConstStructView Payload, const FName Origin) { if (Events.Num() >= MaxActiveEvents) { UE_VLOG_UELOG(Owner, LogStateTree, Error, TEXT("%s: Too many events send on '%s'. Dropping event %s"), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *Tag.ToString()); return; } Events.Emplace(Tag, Payload, Origin); }