Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeFunctionLibrary.h
2025-05-18 13:04:45 +08:00

39 lines
1.6 KiB
C++

// 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