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- moved StateTreeBrainComponent (from StateTreeModule) and renamed StateTreeComponent - added FStateTreeTaskCommonBase (similar to FStateTreeTaskCommonCondition) #rnx #rb mikko.mononen #preflight 626fd50d645c64f3a236325a [CL 20007596 by Yoan StAmant in ue5-main branch]
19 lines
579 B
C++
19 lines
579 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeSchema.h"
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#include "StateTreeComponentSchema.generated.h"
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UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component"))
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class UStateTreeComponentSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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protected:
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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};
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