Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
mikko mononen 1e28b99891 StateTree: Condition expressions
#jira UE-146925
#review-19478890
- Added ability to combine conditions into expressions
- Added editor UI for the expressions
- Replaced condition description with a name (makes the expressions faster to skim)
#preflight 62417309361866e20ffa6320

[CL 19524558 by mikko mononen in ue5-main branch]
2022-03-28 04:48:50 -04:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "Engine/Blueprint.h"
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveTestCondition(OwnerActor);
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::Link(FStateTreeLinker& Linker)
{
const UStateTreeConditionBlueprintBase* CondCDO = ConditionClass ? ConditionClass->GetDefaultObject<UStateTreeConditionBlueprintBase>() : nullptr;
if (CondCDO != nullptr)
{
CondCDO->LinkExternalData(Linker, ExternalDataHandles);
}
return true;
}
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
if (UStateTreeConditionBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeConditionBlueprintBase>(DataViewIndex))
{
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->TestCondition(Context);
}
return false;
}