42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectDefinition.h"
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#include "StateTreeReference.h"
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#include "GameplayInteractionSmartObjectBehaviorDefinition.generated.h"
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#define UE_API GAMEPLAYINTERACTIONSMODULE_API
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/**
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* SmartObject behavior definition for the GameplayInteractions
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*/
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UCLASS(MinimalAPI, BlueprintType)
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class UGameplayInteractionSmartObjectBehaviorDefinition : public USmartObjectBehaviorDefinition
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "SmartObject", meta=(Schema="/Script/GameplayInteractionsModule.GameplayInteractionStateTreeSchema"))
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FStateTreeReference StateTreeReference;
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UFUNCTION(BlueprintCallable, Category = "StateTree")
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void SetStateTree(UStateTree* NewStateTree)
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{
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StateTreeReference.SetStateTree(NewStateTree);
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}
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UFUNCTION(BlueprintPure, Category = "StateTree")
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const UStateTree* GetStateTree() const
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{
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return StateTreeReference.GetStateTree();
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}
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public:
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#if WITH_EDITOR
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//~ UObject
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UE_API virtual void GetPreloadDependencies(TArray<UObject*>& OutDeps) override;
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#endif //WITH_EDITOR
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};
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#undef UE_API
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