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- Removed change type from EnterState/ExitState and moved it to transition result - Added bShouldStateChangeOnReselect which allows to configure a task to behave more like state - Updated existing tasks #jira UE-156544 #rb Mieszko.Zielinski #preflight 6333f6dca907d7192f5f0ccc [CL 22221382 by mikko mononen in ue5-main branch]
49 lines
1.5 KiB
C
49 lines
1.5 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTaskBase.h"
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#include "StateTreeDebugTextTask.generated.h"
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeDebugTextTaskInstanceData
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{
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GENERATED_BODY()
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};
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/**
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* Draws debug text on the HUD associated to the player controller.
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*/
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USTRUCT(meta = (DisplayName = "Debug Text Task"))
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struct STATETREEMODULE_API FStateTreeDebugTextTask : public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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typedef FStateTreeDebugTextTaskInstanceData InstanceDataType;
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FStateTreeDebugTextTask() = default;
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virtual const UStruct* GetInstanceDataType() const override { return InstanceDataType::StaticStruct(); }
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virtual bool Link(FStateTreeLinker& Linker) override;
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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TStateTreeExternalDataHandle<AActor, EStateTreeExternalDataRequirement::Optional> ReferenceActorHandle;
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UPROPERTY(EditAnywhere, Category = Parameter)
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FString Text;
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UPROPERTY(EditAnywhere, Category = Parameter)
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FColor TextColor = FColor::White;
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UPROPERTY(EditAnywhere, Category = Parameter, meta=(ClampMin = 0, UIMin = 0))
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float FontScale = 1.0f;
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UPROPERTY(EditAnywhere, Category = Parameter)
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FVector Offset = FVector::ZeroVector;
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bEnabled = true;
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};
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