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- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner - take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly - separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items - allow item instance to be a struct or object - added editor support for both struct or object based instance - added Blueprint base classes for Eval, Task and Condition - Update UStateTreeBrainComponent #jira UE-135723 #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18280804 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 18280809 by mikko mononen in ue5-release-engine-test 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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