// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Delegates/Delegate.h" class UStateTree; namespace UE::StateTree::Delegates { #if WITH_EDITOR /** Called when linkable name in a StateTree has changed. */ DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/); extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged; /** * Called when schema of the StateTree EditorData has changed. * This is used to refresh the asset editor. * Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation. */ DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/); extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged; /** * Called when parameters of the StateTree EditorData changed. * This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData * until the tree gets compiled. */ DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/); extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged; /** * Called when parameters of a StateTree State changed. * This should mainly used by the asset editor to maintain consistency in the UI for manipulations. */ DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/); extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged; /** Called when compilation succeeds */ DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/); extern STATETREEMODULE_API FOnPostCompile OnPostCompile; /** Request StateTree compilation. Works only in editor. */ DECLARE_DELEGATE_RetVal_OneParam(bool, FOnRequestCompile, UStateTree& /*StateTreeToCompile*/); extern STATETREEMODULE_API FOnRequestCompile OnRequestCompile; #endif }; // UE::StateTree::Delegates