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- Added a pass during compilation when node and instance data can be checked and adjusted by the node - Changed blueprint based task to copy flags to the node in Compile() - Changed relevant gameplay interaction tasks to check tags during Compile() #rb Mieszko.Zielinski #preflight 6377724cf514e1ded9a5ff44 [CL 23193668 by mikko mononen in ue5-main branch]
62 lines
2.2 KiB
C
62 lines
2.2 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTypes.h"
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#include "StateTreeNodeBase.generated.h"
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struct FStateTreeLinker;
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/**
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* Base struct of StateTree Conditions, Evaluators, and Tasks.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeNodeBase
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{
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GENERATED_BODY()
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FStateTreeNodeBase() = default;
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virtual ~FStateTreeNodeBase() {}
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/** @return Struct that represents the runtime data of the node. */
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virtual const UStruct* GetInstanceDataType() const { return nullptr; };
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/**
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* Called when the StateTree asset is linked. Allows to resolve references to other StateTree data.
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* @see TStateTreeExternalDataHandle
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* @param Linker Reference to the linker
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* @return true if linking succeeded.
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*/
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[[nodiscard]] virtual bool Link(FStateTreeLinker& Linker) { return true; }
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/**
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* Called during State Tree compilation, allows to modify and validate the node and instance data.
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* The method is called with node and instance that is duplicated during compilation and used at runtime (it's different than the data used in editor).
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* @param InstanceDataView Pointer to the instance data.
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* @param ValidationMessages Any messages to report during validation. Displayed as errors if the validation result is Invalid, else as warnings.
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* @return Validation result based on if the validation succeeded or not. Returning Invalid will fail compilation and messages will be displayed as errors.
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*/
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virtual EDataValidationResult Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages) { return EDataValidationResult::NotValidated; }
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/** Name of the node. */
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UPROPERTY(EditDefaultsOnly, Category = "", meta=(EditCondition = "false", EditConditionHides))
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FName Name;
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/** Property binding copy batch handle. */
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UPROPERTY()
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FStateTreeIndex16 BindingsBatch = FStateTreeIndex16::Invalid;
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/** The runtime data's data view index in the StateTreeExecutionContext, and source struct index in property binding. */
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UPROPERTY()
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FStateTreeIndex16 DataViewIndex = FStateTreeIndex16::Invalid;
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/** Index in runtime instance storage. */
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UPROPERTY()
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FStateTreeIndex16 InstanceIndex = FStateTreeIndex16::Invalid;
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/** True if the instance is an UObject. */
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UPROPERTY()
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uint8 bInstanceIsObject : 1;
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};
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