244 lines
6.5 KiB
C++
244 lines
6.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StructUtils/PropertyBag.h"
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#include "GameplayTagContainer.h"
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#include "StateTreeReference.generated.h"
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#define UE_API STATETREEMODULE_API
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class UStateTree;
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/**
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* Struct to hold reference to a StateTree asset along with values to parameterized it.
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*/
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USTRUCT(BlueprintType, meta = (DisableSplitPin, HasNativeMake = "/Script/StateTreeModule.StateTreeFunctionLibrary.MakeStateTreeReference"))
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struct FStateTreeReference
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{
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GENERATED_BODY()
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/** @return true if the reference is set. */
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bool IsValid() const
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{
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return StateTree != nullptr;
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}
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/** Sets the StateTree asset and referenced parameters. */
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void SetStateTree(UStateTree* NewStateTree)
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{
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StateTree = NewStateTree;
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SyncParameters();
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}
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/** @return const pointer to the referenced StateTree asset. */
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const UStateTree* GetStateTree() const
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{
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return StateTree;
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}
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/** @return pointer to the referenced StateTree asset. */
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UStateTree* GetMutableStateTree()
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{
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return StateTree;
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}
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/** @return reference to the parameters for the referenced StateTree asset. */
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const FInstancedPropertyBag& GetParameters() const
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{
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ConditionallySyncParameters();
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return Parameters;
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}
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/** @return reference to the parameters for the referenced StateTree asset. */
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FInstancedPropertyBag& GetMutableParameters()
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{
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ConditionallySyncParameters();
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return Parameters;
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}
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/**
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* Enforce self parameters to be compatible with those exposed by the selected StateTree asset.
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*/
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UE_API void SyncParameters();
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/**
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* Indicates if current parameters are compatible with those available in the selected StateTree asset.
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* @return true when parameters requires to be synced to be compatible with those available in the selected StateTree asset, false otherwise.
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*/
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UE_API bool RequiresParametersSync() const;
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/** Sync parameters to match the asset if required. */
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UE_API void ConditionallySyncParameters() const;
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/** @return true if the property of specified ID is overridden. */
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bool IsPropertyOverridden(const FGuid PropertyID) const
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{
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return PropertyOverrides.Contains(PropertyID);
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}
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/** Sets the override status of specified property by ID. */
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UE_API void SetPropertyOverridden(const FGuid PropertyID, const bool bIsOverridden);
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UE_API bool Serialize(FStructuredArchive::FSlot Slot);
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UE_API void PostSerialize(const FArchive& Ar);
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protected:
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UPROPERTY(EditAnywhere, Category = "StateTree")
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TObjectPtr<UStateTree> StateTree = nullptr;
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UPROPERTY(EditAnywhere, Category = "StateTree", meta = (FixedLayout))
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FInstancedPropertyBag Parameters;
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/** Array of overridden properties. Non-overridden properties will inherit the values from the StateTree default parameters. */
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UPROPERTY(EditAnywhere, Category = "StateTree")
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TArray<FGuid> PropertyOverrides;
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friend class FStateTreeReferenceDetails;
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};
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template<>
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struct TStructOpsTypeTraits<FStateTreeReference> : public TStructOpsTypeTraitsBase2<FStateTreeReference>
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{
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enum
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{
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WithStructuredSerializer = true,
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WithPostSerialize = true,
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};
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};
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/**
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* Item describing a state tree override for a state with a specific tag.
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*/
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USTRUCT()
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struct FStateTreeReferenceOverrideItem
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{
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GENERATED_BODY()
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FStateTreeReferenceOverrideItem() = default;
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FStateTreeReferenceOverrideItem(const FGameplayTag InStateTag, const FStateTreeReference& InStateTreeReference)
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: StateTag(InStateTag)
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, StateTreeReference(InStateTreeReference)
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{
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}
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FStateTreeReferenceOverrideItem(const FGameplayTag InStateTag, FStateTreeReference&& InStateTreeReference)
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: StateTag(InStateTag)
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, StateTreeReference(MoveTemp(InStateTreeReference))
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{
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}
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FGameplayTag GetStateTag() const
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{
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return StateTag;
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}
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const FStateTreeReference& GetStateTreeReference() const
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{
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return StateTreeReference;
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}
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friend uint32 GetTypeHash(const FStateTreeReferenceOverrideItem& Item)
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{
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return HashCombine(GetTypeHash(Item.StateTag), GetTypeHash(Item.StateTreeReference.GetStateTree()));
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}
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private:
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/** Exact tag used to match against a tag on a linked State Tree state. */
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UPROPERTY(EditAnywhere, Category = "StateTree")
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FGameplayTag StateTag;
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/** State Tree and parameters to replace the linked state asset with. */
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UPROPERTY(EditAnywhere, Category = "StateTree", meta=(SchemaCanBeOverriden))
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FStateTreeReference StateTreeReference;
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friend class FStateTreeReferenceOverridesDetails;
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};
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/**
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* Overrides for linked State Trees. This table is used to override State Tree references on linked states.
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* If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead.
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*/
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USTRUCT()
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struct FStateTreeReferenceOverrides
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{
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GENERATED_BODY()
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/** Removes all overrides. */
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void Reset()
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{
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OverrideItems.Empty();
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}
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/** Adds or replaces override for a selected tag. */
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void AddOverride(const FGameplayTag StateTag, const FStateTreeReference& StateTreeReference)
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{
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FStateTreeReferenceOverrideItem* FoundOverride = OverrideItems.FindByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override)
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{
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return Override.GetStateTag() == StateTag;
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});
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if (FoundOverride)
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{
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*FoundOverride = FStateTreeReferenceOverrideItem(StateTag, StateTreeReference);
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}
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else
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{
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OverrideItems.Emplace(StateTag, StateTreeReference);
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}
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}
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/** Adds or replaces override for a selected tag. */
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void AddOverride(FStateTreeReferenceOverrideItem OverrideItem)
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{
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FStateTreeReferenceOverrideItem* FoundOverride = OverrideItems.FindByPredicate([&OverrideItem](const FStateTreeReferenceOverrideItem& Override)
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{
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return Override.GetStateTag() == OverrideItem.GetStateTag();
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});
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if (FoundOverride)
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{
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*FoundOverride = MoveTemp(OverrideItem);
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}
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else
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{
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OverrideItems.Emplace(MoveTemp(OverrideItem));
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}
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}
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/** Returns true if removing an override succeeded. */
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bool RemoveOverride(const FGameplayTag StateTag)
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{
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const int32 Index = OverrideItems.IndexOfByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override)
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{
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return Override.GetStateTag() == StateTag;
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});
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if (Index != INDEX_NONE)
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{
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OverrideItems.RemoveAtSwap(Index);
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return true;
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}
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return false;
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}
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TConstArrayView<FStateTreeReferenceOverrideItem> GetOverrideItems() const
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{
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return OverrideItems;
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}
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friend uint32 GetTypeHash(const FStateTreeReferenceOverrides& Overrides)
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{
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return GetTypeHash(Overrides.OverrideItems);
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}
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private:
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UPROPERTY(EditAnywhere, Category = "StateTree")
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TArray<FStateTreeReferenceOverrideItem> OverrideItems;
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friend class FStateTreeReferenceOverridesDetails;
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};
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#undef UE_API
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