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