Files
mikko mononen 6c0e876188 StateTree: Prevent level Actor references in State Tree
- 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]
2023-06-19 08:51:37 -04:00

53 lines
1.6 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeDebugTextTask.generated.h"
enum class EStateTreeRunStatus : uint8;
struct FStateTreeTransitionResult;
USTRUCT()
struct STATETREEMODULE_API FStateTreeDebugTextTaskInstanceData
{
GENERATED_BODY()
/** Optional actor where to draw the text at. */
UPROPERTY(EditAnywhere, Category = "Input", meta=(Optional))
TObjectPtr<AActor> ReferenceActor = nullptr;
};
/**
* Draws debug text on the HUD associated to the player controller.
*/
USTRUCT(meta = (DisplayName = "Debug Text Task"))
struct STATETREEMODULE_API FStateTreeDebugTextTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeDebugTextTaskInstanceData;
FStateTreeDebugTextTask() = default;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
UPROPERTY(EditAnywhere, Category = "Parameter")
FString Text;
UPROPERTY(EditAnywhere, Category = "Parameter")
FColor TextColor = FColor::White;
UPROPERTY(EditAnywhere, Category = "Parameter", meta=(ClampMin = 0, UIMin = 0))
float FontScale = 1.0f;
UPROPERTY(EditAnywhere, Category = "Parameter")
FVector Offset = FVector::ZeroVector;
UPROPERTY(EditAnywhere, Category = "Parameter")
bool bEnabled = true;
};