// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MassEntityTypes.h" #include "MassStateTreeSubsystem.h" #include "MassStateTreeFragments.generated.h" USTRUCT() struct FMassStateTreeInstanceFragment : public FMassFragment { GENERATED_BODY() FMassStateTreeInstanceFragment() = default; /** Handle to a StateTree instance data in MassStateTreeSubsystem. */ FMassStateTreeInstanceHandle InstanceHandle; /** The last update time use to calculate ticking delta time. */ double LastUpdateTimeInSeconds = 0.; }; USTRUCT() struct FMassStateTreeSharedFragment : public FMassConstSharedFragment { GENERATED_BODY() FMassStateTreeSharedFragment() = default; UPROPERTY() TObjectPtr StateTree = nullptr; };