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Before: 3548 unity files Total CPU Time: 47343.578125 s Total time in Parallel executor: 494.60 seconds After: 3445 unity files Total CPU Time: 46044.671875 s Total time in Parallel executor: 468.51 seconds #jira #preflight 63336159b20e73a098b7f24f [CL 22218213 by bryan sefcik in ue5-main branch]
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprint/StateTreeConditionBlueprintBase.h"
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#include "CoreMinimal.h"
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#include "StateTreeExecutionContext.h"
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#include "BlueprintNodeHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeConditionBlueprintBase)
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//----------------------------------------------------------------------//
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// UStateTreeConditionBlueprintBase
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//----------------------------------------------------------------------//
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UStateTreeConditionBlueprintBase::UStateTreeConditionBlueprintBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bHasTestCondition = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTestCondition"), *this, *StaticClass());
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}
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bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
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{
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if (bHasTestCondition)
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{
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FScopedCurrentContext(*this, Context);
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return ReceiveTestCondition();
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}
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return false;
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}
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//----------------------------------------------------------------------//
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// FStateTreeBlueprintConditionWrapper
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//----------------------------------------------------------------------//
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bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
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{
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UStateTreeConditionBlueprintBase* Condition = Context.GetInstanceDataPtr<UStateTreeConditionBlueprintBase>(*this);
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check(Condition);
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return Condition->TestCondition(Context);
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}
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