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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]
47 lines
1.7 KiB
C++
47 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Delegates/Delegate.h"
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class UStateTree;
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namespace UE::StateTree::Delegates
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{
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#if WITH_EDITOR
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/** Called when linkable name in a StateTree has changed. */
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged;
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/**
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* Called when schema of the StateTree EditorData has changed.
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* This is used to refresh the asset editor.
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* Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation.
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged;
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/**
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* Called when parameters of the StateTree EditorData changed.
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* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData
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* until the tree gets compiled.
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged;
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/**
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* Called when parameters of a StateTree State changed.
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* This should mainly used by the asset editor to maintain consistency in the UI for manipulations.
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*/
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/);
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extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged;
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/** Called when compilation succeeds */
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/);
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extern STATETREEMODULE_API FOnPostCompile OnPostCompile;
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#endif
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}; // UE::StateTree::Delegates
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