Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/StateTreeSchema.cpp
mikko mononen 3f4f44a364 StateTree: UObject and BP support
- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner
- take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly
- separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items
- allow item instance to be a struct or object
- added editor support for both struct or object based instance
- added Blueprint base classes for Eval, Task and Condition
- Update UStateTreeBrainComponent

#jira UE-135723
#review-18267822
#robomerge 5.0

[CL 18280804 by mikko mononen in ue5-main branch]
2021-11-24 04:26:12 -05:00

13 lines
408 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeSchema.h"
#include "CoreMinimal.h"
#include "Blueprint/StateTreeEvaluatorBlueprintBase.h"
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "Blueprint/StateTreeConditionBlueprintBase.h"
bool UStateTreeSchema::IsChildOfBlueprintBase(const UClass* InClass) const
{
return InClass->IsChildOf<UStateTreeItemBlueprintBase>();
}