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- Added SmartObjectUserComponent which allows to define validation settings per user actor - Added option to SO defintion to have preview validation settings or preview user actor (settings pulled from SO user component) - Move parameters passed to SO annotation CollectDataForGameplayDebugger() into a struct - Changed USmartObjectSlotValidationFilter to have 2 sets of validation parameters to allow exits to have looser validation - Changed the API for setting params from Actor in FSmartObjectSlotEntranceLocationRequest (still meh) #jira UE-174418 #preflight 642173f8a86ae7cbcc25ab0b [CL 24801238 by mikko mononen in ue5-main branch]
35 lines
1.5 KiB
C++
35 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectTypes.h"
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#include "Engine/DeveloperSettings.h"
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#include "Templates/SubclassOf.h"
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#include "WorldConditions/SmartObjectWorldConditionSchema.h"
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#include "SmartObjectSettings.generated.h"
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UCLASS(config = SmartObjects, defaultconfig, DisplayName = "SmartObject", AutoExpandCategories = "SmartObject")
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class SMARTOBJECTSMODULE_API USmartObjectSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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/**
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* Default filtering policy to use for TagQueries applied on User Tags in newly created SmartObjectDefinitions.
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* Indicates how TagQueries from slots and parent object will be processed against User Tags from a find request.
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*/
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UPROPERTY(EditAnywhere, config, Category = "SmartObject")
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ESmartObjectTagFilteringPolicy DefaultUserTagsFilteringPolicy = ESmartObjectTagFilteringPolicy::Override;
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/**
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* Default merging policy to use for Activity Tags in newly created SmartObjectDefinitions.
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* Indicates how Activity Tags from slots and parent object are combined to be evaluated by an Activity TagQuery from a find request.
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*/
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UPROPERTY(EditAnywhere, config, Category = "SmartObject")
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ESmartObjectTagMergingPolicy DefaultActivityTagsMergingPolicy = ESmartObjectTagMergingPolicy::Override;
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/** Base world condition class for all new Smart Object definitions. */
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UPROPERTY(EditAnywhere, config, Category = "SmartObject")
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TSubclassOf<USmartObjectWorldConditionSchema> DefaultWorldConditionSchemaClass = USmartObjectWorldConditionSchema::StaticClass();
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};
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