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233 lines
8.4 KiB
C++
233 lines
8.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeEditorNode.h"
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#include "StateTreeState.generated.h"
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class UStateTreeState;
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/**
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* Editor representation of a transition in StateTree
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*/
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USTRUCT()
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struct STATETREEEDITORMODULE_API FStateTreeTransition
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{
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GENERATED_BODY()
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FStateTreeTransition() = default;
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FStateTreeTransition(const EStateTreeTransitionTrigger InTrigger, const EStateTreeTransitionType InType, const UStateTreeState* InState = nullptr);
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FStateTreeTransition(const EStateTreeTransitionTrigger InTrigger, const FGameplayTag InEventTag, const EStateTreeTransitionType InType, const UStateTreeState* InState = nullptr);
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template<typename T, typename... TArgs>
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TStateTreeEditorNode<T>& AddCondition(TArgs&&... InArgs)
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{
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FStateTreeEditorNode& CondNode = Conditions.AddDefaulted_GetRef();
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CondNode.ID = FGuid::NewGuid();
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CondNode.Node.InitializeAs<T>(Forward<TArgs>(InArgs)...);
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T& Cond = CondNode.Node.GetMutable<T>();
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if (const UScriptStruct* InstanceType = Cast<const UScriptStruct>(Cond.GetInstanceDataType()))
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{
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CondNode.Instance.InitializeAs(InstanceType);
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}
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return static_cast<TStateTreeEditorNode<T>&>(CondNode);
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}
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/** When to try trigger the transition. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition")
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EStateTreeTransitionTrigger Trigger = EStateTreeTransitionTrigger::OnStateCompleted;
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/** Tag of the State Tree event that triggers the transition. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition")
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FGameplayTag EventTag;
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/** Transition target state. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition", meta=(DisplayName="Transition To"))
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FStateTreeStateLink State;
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/**
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* Transition priority when multiple transitions happen at the same time.
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* During transition handling, the transitions are visited from leaf to root.
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* The first visited transition, of highest priority, that leads to a state selection, will be activated.
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*/
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UPROPERTY(EditDefaultsOnly, Category = "Transition")
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EStateTreeTransitionPriority Priority = EStateTreeTransitionPriority::Normal;
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/** Delay the triggering of the transition. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition")
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bool bDelayTransition = false;
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/** Transition delay duration in seconds. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition", meta = (EditCondition = "bDelayTransition", UIMin = "0", ClampMin = "0", UIMax = "25", ClampMax = "25", ForceUnits="s"))
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float DelayDuration = 0.0f;
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/** Transition delay random variance in seconds. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition", meta = (EditCondition = "bDelayTransition", UIMin = "0", ClampMin = "0", UIMax = "25", ClampMax = "25", ForceUnits="s"))
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float DelayRandomVariance = 0.0f;
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/** Conditions that must pass so that the transition can be triggered. */
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UPROPERTY(EditDefaultsOnly, Category = "Transition", meta = (BaseStruct = "/Script/StateTreeModule.StateTreeConditionBase", BaseClass = "/Script/StateTreeModule.StateTreeConditionBlueprintBase"))
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TArray<FStateTreeEditorNode> Conditions;
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};
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USTRUCT()
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struct STATETREEEDITORMODULE_API FStateTreeStateParameters
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{
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GENERATED_BODY()
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void Reset()
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{
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Parameters.Reset();
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bFixedLayout = false;
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}
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UPROPERTY(EditDefaultsOnly, Category = Parameters)
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FInstancedPropertyBag Parameters;
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UPROPERTY(EditDefaultsOnly, Category = Parameters)
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bool bFixedLayout = false;
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UPROPERTY(EditDefaultsOnly, Category = Parameters, meta = (IgnoreForMemberInitializationTest))
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FGuid ID;
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};
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/**
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* Editor representation of a state in StateTree
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*/
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories)
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class STATETREEEDITORMODULE_API UStateTreeState : public UObject
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{
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GENERATED_BODY()
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public:
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UStateTreeState(const FObjectInitializer& ObjectInitializer);
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#if WITH_EDITOR
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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virtual void PostLoad() override;;
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void UpdateParametersFromLinkedSubtree();
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#endif
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const UStateTreeState* GetRootState() const;
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const UStateTreeState* GetNextSiblingState() const;
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const UStateTreeState* GetNextSelectableSiblingState() const;
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// StateTree Builder API
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/** @return state link to this state. */
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FStateTreeStateLink GetLinkToState() const;
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/** Adds child state with specified name. */
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UStateTreeState& AddChildState(const FName ChildName, const EStateTreeStateType StateType = EStateTreeStateType::State)
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{
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UStateTreeState* ChildState = NewObject<UStateTreeState>(this, FName(), RF_Transactional);
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check(ChildState);
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ChildState->Name = ChildName;
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ChildState->Parent = this;
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ChildState->Type = StateType;
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Children.Add(ChildState);
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return *ChildState;
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}
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/**
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* Adds enter condition of specified type.
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* @return reference to the new condition.
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*/
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template<typename T, typename... TArgs>
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TStateTreeEditorNode<T>& AddEnterCondition(TArgs&&... InArgs)
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{
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FStateTreeEditorNode& CondNode = EnterConditions.AddDefaulted_GetRef();
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CondNode.ID = FGuid::NewGuid();
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CondNode.Node.InitializeAs<T>(Forward<TArgs>(InArgs)...);
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T& Cond = CondNode.Node.GetMutable<T>();
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if (const UScriptStruct* InstanceType = Cast<const UScriptStruct>(Cond.GetInstanceDataType()))
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{
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CondNode.Instance.InitializeAs(InstanceType);
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}
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return static_cast<TStateTreeEditorNode<T>&>(CondNode);
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}
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/**
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* Adds Task of specified type.
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* @return reference to the new Task.
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*/
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template<typename T, typename... TArgs>
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TStateTreeEditorNode<T>& AddTask(TArgs&&... InArgs)
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{
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FStateTreeEditorNode& TaskItem = Tasks.AddDefaulted_GetRef();
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TaskItem.ID = FGuid::NewGuid();
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TaskItem.Node.InitializeAs<T>(Forward<TArgs>(InArgs)...);
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T& Task = TaskItem.Node.GetMutable<T>();
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if (const UScriptStruct* InstanceType = Cast<const UScriptStruct>(Task.GetInstanceDataType()))
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{
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TaskItem.Instance.InitializeAs(InstanceType);
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}
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return static_cast<TStateTreeEditorNode<T>&>(TaskItem);
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}
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/**
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* Adds Transition.
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* @return reference to the new Transition.
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*/
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FStateTreeTransition& AddTransition(const EStateTreeTransitionTrigger InTrigger, const EStateTreeTransitionType InType, const UStateTreeState* InState = nullptr)
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{
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return Transitions.Emplace_GetRef(InTrigger, InType, InState);
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}
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FStateTreeTransition& AddTransition(const EStateTreeTransitionTrigger InTrigger, const FGameplayTag InEventTag, const EStateTreeTransitionType InType, const UStateTreeState* InState = nullptr)
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{
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return Transitions.Emplace_GetRef(InTrigger, InEventTag, InType, InState);
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}
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// ~StateTree Builder API
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UPROPERTY(EditDefaultsOnly, Category = "State")
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FName Name;
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UPROPERTY(EditDefaultsOnly, Category = "State")
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EStateTreeStateType Type = EStateTreeStateType::State;
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UPROPERTY(EditDefaultsOnly, Category = "State")
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EStateTreeStateSelectionBehavior SelectionBehavior = EStateTreeStateSelectionBehavior::TrySelectChildrenInOrder;
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UPROPERTY(EditDefaultsOnly, Category = "State", Meta=(DirectStatesOnly, SubtreesOnly))
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FStateTreeStateLink LinkedSubtree;
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UPROPERTY(EditDefaultsOnly, Category = "State")
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FStateTreeStateParameters Parameters;
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UPROPERTY(meta = (IgnoreForMemberInitializationTest))
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FGuid ID;
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UPROPERTY(EditDefaultsOnly, Category = "Enter Conditions", meta = (BaseStruct = "/Script/StateTreeModule.StateTreeConditionBase", BaseClass = "/Script/StateTreeModule.StateTreeConditionBlueprintBase"))
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TArray<FStateTreeEditorNode> EnterConditions;
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#if WITH_EDITORONLY_DATA
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UE_DEPRECATED(5.1, "Evaluators are moved into UStateTreeEditorData. This property will be removed for 5.1.")
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UPROPERTY(meta = (DeprecatedProperty, BaseStruct = "/Script/StateTreeModule.StateTreeEvaluatorBase", BaseClass = "/Script/StateTreeModule.StateTreeEvaluatorBlueprintBase"))
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TArray<FStateTreeEditorNode> Evaluators_DEPRECATED;
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#endif
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UPROPERTY(EditDefaultsOnly, Category = "Tasks", meta = (BaseStruct = "/Script/StateTreeModule.StateTreeTaskBase", BaseClass = "/Script/StateTreeModule.StateTreeTaskBlueprintBase"))
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TArray<FStateTreeEditorNode> Tasks;
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// Single item used when schema calls for single task per state.
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UPROPERTY(EditDefaultsOnly, Category = "Task", meta = (BaseStruct = "/Script/StateTreeModule.StateTreeTaskBase", BaseClass = "/Script/StateTreeModule.StateTreeTaskBlueprintBase"))
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FStateTreeEditorNode SingleTask;
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UPROPERTY(EditDefaultsOnly, Category = "Transitions")
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TArray<FStateTreeTransition> Transitions;
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UPROPERTY()
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TArray<TObjectPtr<UStateTreeState>> Children;
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UPROPERTY(meta = (ExcludeFromHash))
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bool bExpanded = true;
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UPROPERTY(EditDefaultsOnly, Category = "State")
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bool bEnabled = true;
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UPROPERTY(meta = (ExcludeFromHash))
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TObjectPtr<UStateTreeState> Parent = nullptr;
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};
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