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Create StateTreeAIComponent & StateTreeAIComponentSchema derived from StateTreeComponent but guaranteed to have a AIController #rb mikko.mononen [CL 32496296 by guillaume arruda in 5.4 branch]
24 lines
671 B
C++
24 lines
671 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/StateTreeComponent.h"
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#include "StateTreeAIComponent.generated.h"
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/**
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* State tree component designed to be run on an AIController.
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* It uses the StateTreeAIComponentSchema that guarantees access to the AIController.
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*/
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UCLASS(ClassGroup = AI, meta = (BlueprintSpawnableComponent))
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class UStateTreeAIComponent : public UStateTreeComponent
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{
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GENERATED_BODY()
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public:
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// BEGIN IStateTreeSchemaProvider
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TSubclassOf<UStateTreeSchema> GetSchema() const override;
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// END
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virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false) override;
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};
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