// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeDebugTextTask.h" #include "StateTreeExecutionContext.h" #include "StateTreeLinker.h" #include "GameFramework/Actor.h" #include "DrawDebugHelpers.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask) bool FStateTreeDebugTextTask::Link(FStateTreeLinker& Linker) { Linker.LinkExternalData(ReferenceActorHandle); return true; } EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const { if (!bEnabled) { return EStateTreeRunStatus::Succeeded; } const UWorld* World = Context.GetWorld(); AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle); if (World == nullptr && ReferenceActor != nullptr) { World = ReferenceActor->GetWorld(); } else if (ReferenceActor == nullptr) { ReferenceActor = Cast(Context.GetOwner()); } // Reference actor is not required (offset will be used as a global world location) // but a valid world is required. if (World == nullptr) { return EStateTreeRunStatus::Failed; } DrawDebugString(World, Offset, Text, ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale); return EStateTreeRunStatus::Running; } void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const { if (!bEnabled) { return; } const UWorld* World = Context.GetWorld(); AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle); if (World == nullptr && ReferenceActor != nullptr) { World = ReferenceActor->GetWorld(); } else if (ReferenceActor == nullptr) { ReferenceActor = Cast(Context.GetOwner()); } // Reference actor is not required (offset was used as a global world location) // but a valid world is required. if (World == nullptr) { return; } // Drawing an empty text will remove the HUD DebugText entries associated to the target actor DrawDebugString(World, Offset, "", ReferenceActor); }