Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
mikko mononen 0d47d49765 StateTree: Context Objects
- Cleaned up Blueprint nodes from deprecated functions
- Added call guards for BP implemented events on BP nodes
- Renamed Named External Data to Context (Object/Data)
- Added automatic binding for Context objects
- Added UI visualization for Context properties and cleaned up the Input/Ouput visualization
- Added compiler errors for missing Input and Context properties

#jira UE-156544 UE-147509
#rb Stephen.Holmes

[CL 22084585 by mikko mononen in ue5-main branch]
2022-09-19 19:47:11 -04:00

39 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
UStateTreeConditionBlueprintBase::UStateTreeConditionBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasTestCondition = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTestCondition"), *this, *StaticClass());
}
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
{
if (bHasTestCondition)
{
FScopedCurrentContext(*this, Context);
return ReceiveTestCondition();
}
return false;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
UStateTreeConditionBlueprintBase* Condition = Context.GetInstanceDataPtr<UStateTreeConditionBlueprintBase>(*this);
check(Condition);
return Condition->TestCondition(Context);
}