// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "StateTreeFunctionLibrary.generated.h" #define UE_API STATETREEMODULE_API struct FStateTreeReference; class UStateTree; /** * A collection of blueprint functions for state tree. */ UCLASS(MinimalAPI, Abstract) class UStateTreeFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "StateTree|Reference") static UE_API void SetStateTree(UPARAM(ref)FStateTreeReference& Reference, UStateTree* StateTree); UFUNCTION(BlueprintCallable, DisplayName = "Make State Tree Reference", Category = "StateTree|Reference", meta = (Keywords = "construct build", NativeMakeFunc, BlueprintInternalUseOnly = "true")) static UE_API FStateTreeReference MakeStateTreeReference(UStateTree* StateTree); UFUNCTION(BlueprintCallable, CustomThunk, DisplayName = "Set Parameter Property", Category = "StateTree|Reference", meta = (BluerpintInternalUseOnly = "true", CustomStructureParam = "NewValue")) static UE_API void K2_SetParametersProperty(UPARAM(ref)FStateTreeReference& Reference, FGuid PropertyID, UPARAM(ref) const int32& NewValue); UFUNCTION(BlueprintCallable, CustomThunk, DisplayName = "Get Parameter Property", Category = "StateTree|Reference", meta = (BluerpintInternalUseOnly = "true", CustomStructureParam = "ReturnValue")) static UE_API void K2_GetParametersProperty(UPARAM(ref)const FStateTreeReference& Reference, FGuid PropertyID, int32& ReturnValue); private: DECLARE_FUNCTION(execK2_SetParametersProperty); DECLARE_FUNCTION(execK2_GetParametersProperty); }; #undef UE_API