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- Removed State Succeeded/Failed from transitions as it currently does not make sense - Change "Add Routine" button to "Add State" -Rrenamed routines to SubTrees, generally support just one - Add a root node by default #jira UE-140363 #rb Yoan.StAmant #preflight 61f3a6bf801201ab387c9b99 #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18769095 in //UE5/Release-5.0/... via CL 18769102 via CL 18769116 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18769117 by mikko mononen in ue5-main branch]
13 lines
408 B
C++
13 lines
408 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeSchema.h"
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#include "CoreMinimal.h"
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#include "Blueprint/StateTreeEvaluatorBlueprintBase.h"
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "Blueprint/StateTreeConditionBlueprintBase.h"
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bool UStateTreeSchema::IsChildOfBlueprintBase(const UClass* InClass) const
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{
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return InClass->IsChildOf<UStateTreeItemBlueprintBase>();
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}
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