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- added support for breakpoint when exiting state (was only when entering) - added support for breakpoint when entering or exiting a task - state breakpoints can be added from contextual menu in the TreeView or from the Debug options in the details panel - task breakpoints can be added from the Debug options in the details panel - added feedback labels in the details panel for states and tasks with breakpoints #rb mikko.mononen [CL 26038123 by yoan stamant in 5.3 branch]
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Delegates/Delegate.h"
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class UStateTree;
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namespace UE::StateTree::Delegates
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{
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#if WITH_EDITOR
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/** Called when linkable name in a StateTree has changed. */
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged;
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/**
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* Called when schema of the StateTree EditorData has changed.
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* This is used to refresh the asset editor.
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* Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation.
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged;
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/**
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* Called when parameters of the StateTree EditorData changed.
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* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData
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* until the tree gets compiled.
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged;
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/**
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* Called when parameters of a StateTree State changed.
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* This should mainly used by the asset editor to maintain consistency in the UI for manipulations.
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*/
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/);
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extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged;
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/**
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* Called when breakpoints of the StateTree EditorData changed.
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* This should mainly used by the asset editor to update the debugger.
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnBreakpointsChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnBreakpointsChanged OnBreakpointsChanged;
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/** Called when compilation succeeds */
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnPostCompile OnPostCompile;
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/** Request StateTree compilation. Works only in editor. */
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DECLARE_DELEGATE_RetVal_OneParam(bool, FOnRequestCompile, UStateTree& /*StateTreeToCompile*/);
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extern STATETREEMODULE_API FOnRequestCompile OnRequestCompile;
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#endif
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}; // UE::StateTree::Delegates
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