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