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- fixed description display on BP conditions - added class cache that contains also BP classes and is kept up to date as the assets and BPs change - the condition/evaluator/task selector now shows struct and class based items in same menu - added meta = (Hidden) support for structs to prevent them displaying in the item selector #jira UE-135723 #review-18322707 #robomerge 5.0 #preflight 61a7302e9c77d6100788c8ad [CL 18336889 by mikko mononen in ue5-main branch]
52 lines
1.5 KiB
C++
52 lines
1.5 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 "StateTreeConditionBase.h"
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#include "StateTreePropertyBindings.h"
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#include "StateTreeItemBlueprintBase.h"
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#include "StateTreeConditionBlueprintBase.generated.h"
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struct FStateTreeExecutionContext;
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/*
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* Base class for Blueprint based Conditions.
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*/
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UCLASS(Abstract, Blueprintable)
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class STATETREEMODULE_API UStateTreeConditionBlueprintBase : public UStateTreeItemBlueprintBase
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent)
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bool ReceiveTestCondition(AActor* OwnerActor);
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virtual bool TestCondition(FStateTreeExecutionContext& Context);
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};
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/**
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* Wrapper for Blueprint based Conditions.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeBlueprintConditionWrapper : public FStateTreeConditionBase
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{
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GENERATED_BODY()
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virtual const UStruct* GetInstanceDataType() const override { return ConditionClass; };
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virtual bool Link(FStateTreeLinker& Linker) override;
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virtual bool TestCondition(FStateTreeExecutionContext& Context) const override;
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#if WITH_EDITOR
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/** @return Rich text description of the condition. */
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virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceData, const IStateTreeBindingLookup& BindingLookup) const;
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#endif
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UPROPERTY()
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TSubclassOf<UStateTreeConditionBlueprintBase> ConditionClass = nullptr;
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TArray<FStateTreeBlueprintExternalDataHandle> ExternalDataHandles;
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};
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