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guillaume arruda e9127b98af Create IStateTreeSchemaProvider that allows a derived class to override the schema used by a parent property.
Create StateTreeAIComponent & StateTreeAIComponentSchema derived from StateTreeComponent but guaranteed to have a AIController
#rb mikko.mononen

[CL 32496296 by guillaume arruda in 5.4 branch]
2024-03-26 00:33:28 -04:00

24 lines
671 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/StateTreeComponent.h"
#include "StateTreeAIComponent.generated.h"
/**
* State tree component designed to be run on an AIController.
* It uses the StateTreeAIComponentSchema that guarantees access to the AIController.
*/
UCLASS(ClassGroup = AI, meta = (BlueprintSpawnableComponent))
class UStateTreeAIComponent : public UStateTreeComponent
{
GENERATED_BODY()
public:
// BEGIN IStateTreeSchemaProvider
TSubclassOf<UStateTreeSchema> GetSchema() const override;
// END
virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false) override;
};