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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]
58 lines
2.2 KiB
C++
58 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeSchema.h"
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#include "GameFramework/Actor.h"
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#include "StateTreeExecutionTypes.h"
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#include "StateTreeComponentSchema.generated.h"
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class UBrainComponent;
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class UStateTree;
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struct FStateTreeExecutionContext;
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/**
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* StateTree for Actors with StateTree component.
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*/
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component", CommonSchema))
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class GAMEPLAYSTATETREEMODULE_API UStateTreeComponentSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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UStateTreeComponentSchema();
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UClass* GetContextActorClass() const { return ContextActorClass; };
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static bool SetContextRequirements(UBrainComponent& BrainComponent, FStateTreeExecutionContext& Context, bool bLogErrors = false);
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static bool CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> Descs, TArrayView<FStateTreeDataView> OutDataViews);
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protected:
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const override;
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virtual void PostLoad() override;
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#if WITH_EDITOR
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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const FStateTreeExternalDataDesc& GetContextActorDataDesc() const { return ContextDataDescs[0]; }
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FStateTreeExternalDataDesc& GetContextActorDataDesc() { return ContextDataDescs[0]; }
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/** Actor class the StateTree is expected to run on. Allows to bind to specific Actor class' properties. */
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UPROPERTY(EditAnywhere, Category="Defaults", NoClear)
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TSubclassOf<AActor> ContextActorClass;
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UE_DEPRECATED(5.4, "ContextActorDataDesc is being replaced with ContextDataDescs. Call GetContextActorDataDesc to access the equivalent.")
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UPROPERTY()
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FStateTreeExternalDataDesc ContextActorDataDesc;
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UPROPERTY()
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TArray<FStateTreeExternalDataDesc> ContextDataDescs;
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};
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