// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Templates/SubclassOf.h" #include "StateTreeConditionBase.h" #include "StateTreeNodeBlueprintBase.h" #include "StateTreeConditionBlueprintBase.generated.h" #define UE_API STATETREEMODULE_API struct FStateTreeExecutionContext; /* * Base class for Blueprint based Conditions. */ UCLASS(MinimalAPI, Abstract, Blueprintable) class UStateTreeConditionBlueprintBase : public UStateTreeNodeBlueprintBase { GENERATED_BODY() public: UE_API UStateTreeConditionBlueprintBase(const FObjectInitializer& ObjectInitializer); UFUNCTION(BlueprintImplementableEvent) UE_API bool ReceiveTestCondition() const; protected: UE_API virtual bool TestCondition(FStateTreeExecutionContext& Context) const; friend struct FStateTreeBlueprintConditionWrapper; uint8 bHasTestCondition : 1; }; /** * Wrapper for Blueprint based Conditions. */ USTRUCT() struct FStateTreeBlueprintConditionWrapper : public FStateTreeConditionBase { GENERATED_BODY() virtual const UStruct* GetInstanceDataType() const override { return ConditionClass; }; UE_API virtual bool TestCondition(FStateTreeExecutionContext& Context) const override; #if WITH_EDITOR UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override; UE_API virtual FName GetIconName() const override; UE_API virtual FColor GetIconColor() const override; #endif UPROPERTY() TSubclassOf ConditionClass = nullptr; }; #undef UE_API