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- Editor View and Operations(debugger support not yet) - Basic Utility Consideration Base - Built-in Float Parameter Consideration - Basic Blueprint Support #rb mikko.mononen [CL 33665793 by jacob wang in ue5-main branch]
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeConsiderationBase.h"
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#include "StateTreeAnyEnum.h"
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#include "StateTreeCommonConsiderations.generated.h"
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeFloatConsiderationInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = "Parameter")
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float RawScore = .0f;
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};
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/**
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* Consideration using a Float Parameter as raw score.
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* You can use the parameter as a float constant or bind it to a property that changes value over time.
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*/
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USTRUCT(DisplayName = "Float")
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struct STATETREEMODULE_API FStateTreeFloatConsideration : public FStateTreeConsiderationCommonBase
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{
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GENERATED_BODY()
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using FInstanceDataType = FStateTreeFloatConsiderationInstanceData;
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virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
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#if WITH_EDITOR
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virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
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#endif
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protected:
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virtual float ComputeRawScore(FStateTreeExecutionContext& Context) const override;
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};
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