Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeSchema.h
mikko mononen 6f3f4d3d0b StateTree: Remove V1
#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]
2021-10-21 04:12:07 -04:00

33 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StateTreeSchema.generated.h"
/**
* Schema describing which inputs, evaluators, and tasks a StateTree can contain.
* Each StateTree asset saves the schema class name in asset data tags, which can be
* used to limit which StatTree assets can be selected per use case, i.e.:
*
* UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=StateTreeSchema_SupaDupa"))
* UStateTree* StateTree;
*
*/
UCLASS(Abstract)
class STATETREEMODULE_API UStateTreeSchema : public UObject
{
GENERATED_BODY()
public:
/** @return Returns the script struct the storage struct will be derived from. */
virtual UScriptStruct* GetStorageSuperStruct() const { return nullptr; }
/** @return True if specified struct is supported */
virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const PURE_VIRTUAL(UStateTreeSchema::IsStructAllowed, return false; );
/** @return True if specified struct/class is supported as external item */
virtual bool IsExternalItemAllowed(const UStruct& InStruct) const { return false; };
};