// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StateTreeSchema.h" #include "StateTreeComponentSchema.generated.h" UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component")) class UStateTreeComponentSchema : public UStateTreeSchema { GENERATED_BODY() protected: virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override; virtual bool IsClassAllowed(const UClass* InScriptStruct) const override; virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override; };