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Create StateTreeAIComponent & StateTreeAIComponentSchema derived from StateTreeComponent but guaranteed to have a AIController #rb mikko.mononen [CL 31940750 by guillaume arruda in ue5-main branch]
18 lines
667 B
C++
18 lines
667 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/StateTreeAIComponent.h"
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#include "Components/StateTreeAIComponentSchema.h"
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#include "StateTreeExecutionContext.h"
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TSubclassOf<UStateTreeSchema> UStateTreeAIComponent::GetSchema() const
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{
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return UStateTreeAIComponentSchema::StaticClass();
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}
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bool UStateTreeAIComponent::SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors /*= false*/)
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{
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Context.SetCollectExternalDataCallback(FOnCollectStateTreeExternalData::CreateUObject(this, &UStateTreeAIComponent::CollectExternalData));
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return UStateTreeAIComponentSchema::SetContextRequirements(*this, Context, bLogErrors);
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}
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