Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h
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

68 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/SubclassOf.h"
#include "StateTreeTypes.h"
#include "StateTreeTaskBase.h"
#include "StateTreeEvents.h"
#include "StateTreeNodeBlueprintBase.h"
#include "StateTreeTaskBlueprintBase.generated.h"
struct FStateTreeExecutionContext;
/*
* Base class for Blueprint based Tasks.
*/
UCLASS(Abstract, Blueprintable)
class STATETREEMODULE_API UStateTreeTaskBlueprintBase : public UStateTreeNodeBlueprintBase
{
GENERATED_BODY()
public:
UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState"))
EStateTreeRunStatus ReceiveEnterState(const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ExitState"))
void ReceiveExitState(const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "StateCompleted"))
void ReceiveStateCompleted(const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick"))
EStateTreeRunStatus ReceiveTick(const float DeltaTime);
protected:
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition);
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates);
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime);
uint8 bHasEnterState : 1;
uint8 bHasExitState : 1;
uint8 bHasStateCompleted : 1;
uint8 bHasTick : 1;
friend struct FStateTreeBlueprintTaskWrapper;
};
/**
* Wrapper for Blueprint based Tasks.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeBlueprintTaskWrapper : public FStateTreeTaskBase
{
GENERATED_BODY()
virtual const UStruct* GetInstanceDataType() const override { return TaskClass; };
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
UPROPERTY()
TSubclassOf<UStateTreeTaskBlueprintBase> TaskClass = nullptr;
};