30 lines
1.0 KiB
C++
30 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeInstanceData.h"
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namespace UE::StateTree::InstanceData::Private
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{
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/** @return whether the handle is valid when it's an instance data type. */
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[[nodiscard]] bool IsActiveInstanceHandleSourceValid(
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const FStateTreeInstanceStorage& Storage,
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const FStateTreeExecutionFrame& CurrentFrame,
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const FStateTreeDataHandle& Handle);
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/** @return whether the handle is valid relative to the given frame. */
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[[nodiscard]] bool IsHandleSourceValid(
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const FStateTreeInstanceStorage& InstanceStorage,
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const FStateTreeExecutionFrame* ParentFrame,
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const FStateTreeExecutionFrame& CurrentFrame,
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const FStateTreeDataHandle& Handle);
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/** @return data view of the specified handle in temporary instance. */
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[[nodiscard]] FStateTreeDataView GetTemporaryDataView(
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FStateTreeInstanceStorage& InstanceStorage,
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const FStateTreeExecutionFrame* ParentFrame,
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const FStateTreeExecutionFrame& CurrentFrame,
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const FStateTreeDataHandle& Handle);
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} // namespace
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