Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeTestSuite/Private/StateTreeTest.h
mikko mononen 2b93815d0a StateTree: Improved event handling
- Added support for shared event buffer, so that multiple instance data can use the same
- Added API to consume events
- Removed double buffering from events
- Treat TriggerTransitions() as event handler (events flushed after each call to the method)
- Event handlers (including tasks) are executed in priority order
- Transitions and event capturing states can consume events on successful selection
- Added API to tick a StateTree in two passes (update tasks and trigger transitions)
- Change parallel tree tasks to do the task update in Tick(), and event handling in TriggerTransitions()
- Small improvements to the ST debugger to display events
- NOTE: this is breaking change for implementations that has relied events emitted during tick to be available on next EnterState()

#okfirgithub public
#rb Yoan.StAmant

[CL 32924765 by mikko mononen in ue5-main branch]
2024-04-12 06:04:01 -04:00

17 lines
424 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeSchema.h"
#include "StateTreeTest.generated.h"
UCLASS(HideDropdown)
class UStateTreeTestSchema : public UStateTreeSchema
{
GENERATED_BODY()
virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override { return true; }
virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override { return true; }
};