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+ Added StateTree parameters usable for data bindings and that could be overriden on context initialization by a StateTreeReference + Added StateTreeReference struct to hold a reference to a StateTree asset along with a list of values to parameterized the tree. + Added named external data items that are defined bt the Schema and for which values must be provided at runtime through the execution context. + Added delegate OnPostCompile after successful compilation. The StateTreeReference listens to it to validate its parameters + EditorData now contains its own version of the schema and parameters. On successful compilation they are copied over the StateTree own properties. #rnx #rb mikko.mononen #preflight 6255d281647ad886b3593cb0 [CL 19727363 by Yoan StAmant in ue5-main branch]
16 lines
328 B
C++
16 lines
328 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDelegates.h"
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namespace UE::StateTree::Delegates
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{
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#if WITH_EDITOR
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FOnIdentifierChanged OnIdentifierChanged;
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FOnSchemaChanged OnSchemaChanged;
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FOnParametersChanged OnParametersChanged;
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FOnPostCompile OnPostCompile;
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#endif
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}; // UE::StateTree::Delegates
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