Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
Victov b7ba597b60 PR #9823: Fix a problem in StateTreeConditions where GetWorld is null (Contributed by Victov)
#rb Mikko.Mononen
#preflight 6389b69b0e4613faed0c2ee9

[CL 23370655 by Victov in ue5-main branch]
2022-12-02 05:18:07 -05:00

42 lines
1.4 KiB
C++

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