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- 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]
43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "StateTreeSchema.generated.h"
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/**
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* Schema describing which inputs, evaluators, and tasks a StateTree can contain.
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* Each StateTree asset saves the schema class name in asset data tags, which can be
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* used to limit which StatTree assets can be selected per use case, i.e.:
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*
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* UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=StateTreeSchema_SupaDupa"))
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* UStateTree* StateTree;
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*
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*/
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UCLASS(Abstract)
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class STATETREEMODULE_API UStateTreeSchema : public UObject
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{
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GENERATED_BODY()
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public:
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/** @return Returns the script struct the storage struct will be derived from. */
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virtual UScriptStruct* GetStorageSuperStruct() const { return nullptr; }
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/** @return True if specified struct is supported */
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const { return false; }
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/** @return True if specified class is supported */
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const { return false; };
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/** @return True if specified struct/class is supported as external data */
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const { return false; };
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/**
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* Helper function to check if a class is any of the Blueprint extendable item classes (Eval, Task, Condition).
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* Can be used to quickly accept all of those classes in IsClassAllowed().
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* @return True if the class is a StateTree item Blueprint base class.
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*/
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bool IsChildOfBlueprintBase(const UClass* InClass) const;
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};
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