Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
mikko mononen 11ea4b3fa0 StateTree: UObject and BP support
- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner
- take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly
- separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items
- allow item instance to be a struct or object
- added editor support for both struct or object based instance
- added Blueprint base classes for Eval, Task and Condition
- Update UStateTreeBrainComponent

#jira UE-135723

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18280804 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18280809 by mikko mononen in ue5-release-engine-test branch]
2021-11-24 04:26:29 -05:00

41 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveTestCondition(OwnerActor);
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::Link(FStateTreeLinker& Linker)
{
const UStateTreeConditionBlueprintBase* CondCDO = ConditionClass ? ConditionClass->GetDefaultObject<UStateTreeConditionBlueprintBase>() : nullptr;
if (CondCDO != nullptr)
{
CondCDO->LinkExternalData(Linker, ExternalDataHandles);
}
return true;
}
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
if (UStateTreeConditionBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeConditionBlueprintBase>(DataViewIndex))
{
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->TestCondition(Context);
}
return false;
}