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Moved SmartObjects out of restricted folder Moved StateTree out of restricted folder Moved ZoneGraph out of restricted folder Moved ZoneGraphAnnotations out of restricted folder #jira UE-115297 #ROBOMERGE-OWNER: mieszko.zielinski #ROBOMERGE-AUTHOR: mieszko.zielinski #ROBOMERGE-SOURCE: CL 17648223 via CL 17648246 via CL 17648261 via CL 17648385 via CL 17648390 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767) #ROBOMERGE-CONFLICT from-shelf #ROBOMERGE[STARSHIP]: UE5-Main [CL 17648742 by mieszko zielinski in ue5-release-engine-test branch]
51 lines
1.7 KiB
C
51 lines
1.7 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 "EngineDefines.h"
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#include "StateTreeTypes.h"
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#include "StateTreeConditionBase.generated.h"
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struct IStateTreeBindingLookup;
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struct FStateTreeEditorPropertyPath;
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/**
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* Base struct for all conditions.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeConditionBase
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{
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GENERATED_BODY()
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FStateTreeConditionBase()
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{
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}
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virtual ~FStateTreeConditionBase() {}
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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 IStateTreeBindingLookup& BindingLookup) const { return FText::GetEmpty(); }
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/**
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* Called when binding of any of the properties in the condition changes.
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* @param SourcePath Source path of the new binding.
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* @param TargetPath Target path of the new binding (the property in the condition).
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* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
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*/
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virtual void OnBindingChanged(const FStateTreeEditorPropertyPath& SourcePath, const FStateTreeEditorPropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) {}
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#endif
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/** @return True if the condition passes. */
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virtual bool TestCondition() const { return false; }
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#if WITH_EDITORONLY_DATA
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/** Edit time struct ID for property binding. */
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UPROPERTY(EditDefaultsOnly, Category = Evaluator, meta = (IgnoreForMemberInitializationTest, EditCondition = "false", EditConditionHides)) // Hack, we want the ID to be found as IPropertyHandle, but do not want to display it.
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FGuid ID;
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#endif
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/** Property binding copy batch handle. */
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UPROPERTY()
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FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid;
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};
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