Files
UnrealEngineUWP/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

55 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Engine/Blueprint.h"
#include "BehaviorTree/BTCompositeNode.h"
#include "BehaviorTree.generated.h"
class UBlackboardData;
class UBTDecorator;
UCLASS(BlueprintType)
class AIMODULE_API UBehaviorTree : public UObject, public IBlackboardAssetProvider
{
GENERATED_UCLASS_BODY()
/** root node of loaded tree */
UPROPERTY()
TObjectPtr<UBTCompositeNode> RootNode;
#if WITH_EDITORONLY_DATA
/** Graph for Behavior Tree */
UPROPERTY()
TObjectPtr<class UEdGraph> BTGraph;
/** Info about the graphs we last edited */
UPROPERTY()
TArray<FEditedDocumentInfo> LastEditedDocuments;
#endif
// BEGIN IBlackboardAssetProvider
/** @return blackboard asset */
virtual UBlackboardData* GetBlackboardAsset() const override;
// END IBlackboardAssetProvider
/** blackboard asset for this tree */
UPROPERTY()
TObjectPtr<UBlackboardData> BlackboardAsset;
/** root level decorators, used by subtrees */
UPROPERTY()
TArray<TObjectPtr<UBTDecorator>> RootDecorators;
/** logic operators for root level decorators, used by subtrees */
UPROPERTY()
TArray<FBTDecoratorLogic> RootDecoratorOps;
/** memory size required for instance of this tree */
uint16 InstanceMemorySize;
};