Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
mikko mononen bbd34dd782 StateTree Events
- Added StateTree events, which allows e.g. transitions based on internal or external events
- Clarified transition nomenclature
- Update UI to support transition events
- BP support for events
- Renamed UStateTreeItemBase to UStateTreeNodeBase for consistency with FStateTreeNodeBase

#jira UE-156543
#rb Mieszko.Zielinski
#preflight 631077ef660db81edbd068ca

[CL 21738918 by mikko mononen in ue5-main branch]
2022-09-01 09:06:53 -04:00

44 lines
1.5 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) const
{
FScopedCurrentContext(*this, 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.GetInstanceDataPtr<UStateTreeConditionBlueprintBase>(*this))
{
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->TestCondition(Context);
}
return false;
}