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[FYI] Yoan.StAmant Original CL Desc ----------------------------------------------------------------- [SmartObject] updated the smartobject blueprint library: - renamed 'K2_SetSmartObjectEnabled' to 'AddOrRemoveSmartObject' since 'Enabled= false' is a concept used when the object is no longer available for queries but active interactions can finish. - added functions to add to/remove from the simulation all smart objects from a single or a list of actors. - added functions to enable/disable smart objects on a single or a list of actors. #jira UE-165689 #rb mikko.mononen #rb maxime.mercier #rb patrick.carroll #preflight 63c6fda33f587d9e1403726c [CL 23752173 by bob tellez in ue5-main branch]
37 lines
1.8 KiB
C++
37 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "SmartObjectRuntime.h"
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#include "SmartObjectBlueprintFunctionLibrary.generated.h"
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struct FGameplayTagContainer;
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class UBlackboardComponent;
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class AAIController;
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class UBTNode;
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UCLASS(meta = (ScriptName = "SmartObjectLibrary"))
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class SMARTOBJECTSMODULE_API USmartObjectBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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static FSmartObjectClaimHandle GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName);
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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static void SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, FSmartObjectClaimHandle Value);
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UFUNCTION(BlueprintCallable, Category = "SmartObject")
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static bool IsValidSmartObjectClaimHandle(const FSmartObjectClaimHandle Handle) { return Handle.IsValid(); }
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UFUNCTION(BlueprintCallable, Category = "SmartObject", meta = (DisplayName = "SetSmartObjectEnabled"))
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static bool K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled);
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UFUNCTION(BlueprintCallable, Category = "AI|BehaviorTree", meta = (HidePin = "NodeOwner", DefaultToSelf = "NodeOwner", DisplayName = "Set Blackboard Value As Smart Object Claim Handle"))
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static void SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value);
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UFUNCTION(BlueprintPure, Category = "AI|BehaviorTree", meta = (HidePin = "NodeOwner", DefaultToSelf = "NodeOwner", DisplayName = "Get Blackboard Value As Smart Object Claim Handle"))
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static FSmartObjectClaimHandle GetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key);
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};
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