// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/StateTreeComponent.h" #include "StateTreeAIComponent.generated.h" /** * State tree component designed to be run on an AIController. * It uses the StateTreeAIComponentSchema that guarantees access to the AIController. */ UCLASS(ClassGroup = AI, meta = (BlueprintSpawnableComponent)) class UStateTreeAIComponent : public UStateTreeComponent { GENERATED_BODY() public: // BEGIN IStateTreeSchemaProvider TSubclassOf GetSchema() const override; // END virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false) override; };