// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeSchema.h" #include "Blueprint/StateTreeNodeBlueprintBase.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeSchema) namespace StateTreeSchemaUtilityCVars { FAutoConsoleVariable CVarAllowUtilityConsiderations ( TEXT("StateTree.AllowUtilityConsiderations"), false, TEXT("Reveal Experimental Utility Consideration in the State Tree Editor."), ECVF_Default ); } bool UStateTreeSchema::IsChildOfBlueprintBase(const UClass* InClass) const { return InClass->IsChildOf(); }