Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h
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

65 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StateTreeTypes.h"
#include "StateTreeTaskBase.h"
#include "StateTreePropertyBindings.h"
#include "StateTreeItemBlueprintBase.h"
#include "StateTreeTaskBlueprintBase.generated.h"
struct FStateTreeExecutionContext;
/*
* Base class for Blueprint based Tasks.
*/
UCLASS(Abstract, Blueprintable)
class STATETREEMODULE_API UStateTreeTaskBlueprintBase : public UStateTreeItemBlueprintBase
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintNativeEvent, meta = (DisplayName = "EnterState"))
EStateTreeRunStatus ReceiveEnterState(AActor* OwnerActor, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ExitState"))
void ReceiveExitState(AActor* OwnerActor, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "StateCompleted"))
void ReceiveStateCompleted(AActor* OwnerActor, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick"))
EStateTreeRunStatus ReceiveTick(AActor* OwnerActor, const float DeltaTime);
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState);
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime);
};
/**
* Wrapper for Blueprint based Tasks.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeBlueprintTaskWrapper : public FStateTreeTaskBase
{
GENERATED_BODY()
virtual const UStruct* GetInstanceDataType() const override { return TaskClass; };
virtual bool Link(FStateTreeLinker& Linker) override;
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
UPROPERTY()
TSubclassOf<UStateTreeTaskBlueprintBase> TaskClass = nullptr;
TArray<FStateTreeBlueprintExternalDataHandle> ExternalDataHandles;
};