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- Added check in the compiler to error when level Actors are found in the node, instance or parameter properties - Made debug text task's ReferenceActor optional input to hide the level actor picker #jira UE-185445 [CL 26087820 by mikko mononen in 5.3 branch]
53 lines
1.6 KiB
C
53 lines
1.6 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTaskBase.h"
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#include "StateTreeDebugTextTask.generated.h"
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enum class EStateTreeRunStatus : uint8;
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struct FStateTreeTransitionResult;
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeDebugTextTaskInstanceData
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{
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GENERATED_BODY()
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/** Optional actor where to draw the text at. */
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UPROPERTY(EditAnywhere, Category = "Input", meta=(Optional))
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TObjectPtr<AActor> ReferenceActor = nullptr;
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};
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/**
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* Draws debug text on the HUD associated to the player controller.
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*/
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USTRUCT(meta = (DisplayName = "Debug Text Task"))
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struct STATETREEMODULE_API FStateTreeDebugTextTask : public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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using FInstanceDataType = FStateTreeDebugTextTaskInstanceData;
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FStateTreeDebugTextTask() = default;
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virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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FString Text;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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FColor TextColor = FColor::White;
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UPROPERTY(EditAnywhere, Category = "Parameter", meta=(ClampMin = 0, UIMin = 0))
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float FontScale = 1.0f;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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FVector Offset = FVector::ZeroVector;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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bool bEnabled = true;
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};
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