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43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeSchema.h"
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#include "GameFramework/Actor.h"
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#include "StateTreeExecutionTypes.h"
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#include "StateTreeComponentSchema.generated.h"
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/**
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* StateTree for Actors with StateTree component.
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*/
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component", CommonSchema))
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class GAMEPLAYSTATETREEMODULE_API UStateTreeComponentSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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UStateTreeComponentSchema();
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UClass* GetContextActorClass() const { return ContextActorClass; };
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protected:
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const override;
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virtual void PostLoad() override;
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#if WITH_EDITOR
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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/** Actor class the StateTree is expected to run on. Allows to bind to specific Actor class' properties. */
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UPROPERTY(EditAnywhere, Category="Defaults")
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TSubclassOf<AActor> ContextActorClass;
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UPROPERTY()
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FStateTreeExternalDataDesc ContextActorDataDesc;
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};
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