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- Added specific "subtree" states which can be linked to via a "linked" state - Subtrees can only bind data back to the their root state (or tree "global" data) - Added property bag based parameters to subtree and linked states - Update (transient) property bag structs before resolving property paths - Linked states reflect their parameters from the state they link to - Added property binding to and from parameters - Relaxed the property binding to fail if the source data is not available - Allow enter conditions to bind to tasks, and fail the expression if trying to access unaccessible data - Added icon for linked and subtree states - Added source type for all binding source structs - Added UStateTreeEditorData::VisitHierarchy to simplify iterating over all states #jira UE-147507 #rb Yoan.StAmant #preflight 626a47182d28b9d0f77223f5 [CL 19954567 by mikko mononen in ue5-main branch]
17 lines
380 B
C++
17 lines
380 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDelegates.h"
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namespace UE::StateTree::Delegates
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{
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#if WITH_EDITOR
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FOnIdentifierChanged OnIdentifierChanged;
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FOnSchemaChanged OnSchemaChanged;
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FOnParametersChanged OnParametersChanged;
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FOnStateParametersChanged OnStateParametersChanged;
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FOnPostCompile OnPostCompile;
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#endif
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}; // UE::StateTree::Delegates
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