Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Considerations/StateTreeCommonConsiderations.h
jacob wang d0a9f7e6de [State Tree] Utility Selector Editor Representation First Pass
- 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]
2024-05-15 14:50:35 -04:00

37 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeConsiderationBase.h"
#include "StateTreeAnyEnum.h"
#include "StateTreeCommonConsiderations.generated.h"
USTRUCT()
struct STATETREEMODULE_API FStateTreeFloatConsiderationInstanceData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "Parameter")
float RawScore = .0f;
};
/**
* Consideration using a Float Parameter as raw score.
* You can use the parameter as a float constant or bind it to a property that changes value over time.
*/
USTRUCT(DisplayName = "Float")
struct STATETREEMODULE_API FStateTreeFloatConsideration : public FStateTreeConsiderationCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatConsiderationInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
#if WITH_EDITOR
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
#endif
protected:
virtual float ComputeRawScore(FStateTreeExecutionContext& Context) const override;
};