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- Separated condition instance data into a shared instance data (mutable but no persistent state) - Made BP TestCondition() const, conditions should not hold state - Added macro to define runtime data POD for faster init - Added custom serialization version for UStateTree, older assets need recompile - Updated memory reporting to be a bit more accurate, separated shared and unique data #jira UE-147508 #rb Mieszko.Zielinski #preflight 627b657d2d608c533b5cde15 [CL 20134929 by mikko mononen in ue5-main branch]
47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Templates/SubclassOf.h"
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#include "StateTreeTypes.h"
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#include "StateTreeConditionBase.h"
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#include "StateTreePropertyBindings.h"
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#include "StateTreeItemBlueprintBase.h"
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#include "StateTreeConditionBlueprintBase.generated.h"
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struct FStateTreeExecutionContext;
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/*
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* Base class for Blueprint based Conditions.
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*/
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UCLASS(Abstract, Blueprintable)
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class STATETREEMODULE_API UStateTreeConditionBlueprintBase : public UStateTreeItemBlueprintBase
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent)
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bool ReceiveTestCondition(AActor* OwnerActor) const;
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virtual bool TestCondition(FStateTreeExecutionContext& Context) const;
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};
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/**
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* Wrapper for Blueprint based Conditions.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeBlueprintConditionWrapper : public FStateTreeConditionBase
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{
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GENERATED_BODY()
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virtual const UStruct* GetInstanceDataType() const override { return ConditionClass; };
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virtual bool Link(FStateTreeLinker& Linker) override;
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virtual bool TestCondition(FStateTreeExecutionContext& Context) const override;
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UPROPERTY()
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TSubclassOf<UStateTreeConditionBlueprintBase> ConditionClass = nullptr;
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TArray<FStateTreeBlueprintExternalDataHandle> ExternalDataHandles;
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};
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