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#jira none #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 17882720 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v883-17842818) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 17882731 by mikko mononen in ue5-release-engine-test branch]
33 lines
1.1 KiB
C++
33 lines
1.1 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 "StateTreeSchema.generated.h"
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/**
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* Schema describing which inputs, evaluators, and tasks a StateTree can contain.
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* Each StateTree asset saves the schema class name in asset data tags, which can be
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* used to limit which StatTree assets can be selected per use case, i.e.:
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*
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* UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=StateTreeSchema_SupaDupa"))
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* UStateTree* StateTree;
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*
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*/
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UCLASS(Abstract)
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class STATETREEMODULE_API UStateTreeSchema : public UObject
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{
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GENERATED_BODY()
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public:
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/** @return Returns the script struct the storage struct will be derived from. */
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virtual UScriptStruct* GetStorageSuperStruct() const { return nullptr; }
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/** @return True if specified struct is supported */
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const PURE_VIRTUAL(UStateTreeSchema::IsStructAllowed, return false; );
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/** @return True if specified struct/class is supported as external item */
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const { return false; };
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};
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