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- base class for StateTree tasks (GameplayInteractionStateTreeTask) - GameplayInteractions StateTree schema - supports StateTree common Tasks, Evaluators and Conditions + GameplayInteraction Tasks - requires two named external data items (Interactable actor and SmartObject claimed handle) - GameplayInteraction specific SmartObjectBehaviorDefinition to execute a StateTree - First pass of ContextualAnimStateTreeTask to play a scene from a ContextualAnimation scene asset #rnx #rb mikko.mononen #preflight 627510442e58cb727d38e384 [CL 20074106 by Yoan StAmant in ue5-main branch]
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeSchema.h"
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#include "GameplayInteractionStateTreeSchema.generated.h"
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struct FStateTreeExternalDataDesc;
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "Gameplay Interactions"))
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class GAMEPLAYINTERACTIONSMODULE_API UGameplayInteractionStateTreeSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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UGameplayInteractionStateTreeSchema();
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protected:
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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virtual TConstArrayView<FStateTreeExternalDataDesc> GetNamedExternalDataDescs() const override { return NamedExternalDataDescs; }
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/** List of named external data required by schema and provided to the state tree through the execution context. */
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UPROPERTY(VisibleAnywhere, Category = "Defaults")
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TArray<FStateTreeExternalDataDesc> NamedExternalDataDescs;
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};
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