// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Delegates/Delegate.h" class APawn; class UBehaviorTree; class UBehaviorTreeComponent; struct FBehaviorTreeDelegates { /** delegate type for tree execution events (Params: const UBehaviorTreeComponent* OwnerComp, const UBehaviorTree* TreeAsset) */ DECLARE_MULTICAST_DELEGATE_TwoParams(FOnTreeStarted, const UBehaviorTreeComponent&, const UBehaviorTree& ); /** delegate type for locking AI debugging tool on pawn */ DECLARE_MULTICAST_DELEGATE_OneParam(FOnTreeDebugTool, const APawn*); /** Called when the behavior tree starts execution. */ static AIMODULE_API FOnTreeStarted OnTreeStarted; /** Called when the AI debug tool highlights a pawn. */ static AIMODULE_API FOnTreeDebugTool OnDebugSelected; /** Called when the AI debug tool locks on pawn. */ static AIMODULE_API FOnTreeDebugTool OnDebugLocked; };