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