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