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- StateTree asset allowed by a StateTreeReference can be filtered by using "meta=(schema="SomeSchema")" on the UPROPERTY of type StateTreeReference. #rnx #rb mikko.mononen #preflight 627a6fd7e713fc6e2c4cddae [CL 20122645 by Yoan StAmant in ue5-main branch]
20 lines
583 B
C++
20 lines
583 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectDefinition.h"
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#include "StateTreeReference.h"
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#include "GameplayInteractionSmartObjectBehaviorDefinition.generated.h"
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/**
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* SmartObject behavior definition for the GameplayInteractions
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*/
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UCLASS()
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class GAMEPLAYINTERACTIONSMODULE_API UGameplayInteractionSmartObjectBehaviorDefinition : public USmartObjectBehaviorDefinition
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category="", meta=(Schema="GameplayInteractionStateTreeSchema"))
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FStateTreeReference StateTreeReference;
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};
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