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UnrealEngine/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_Log.h
2025-05-18 13:04:45 +08:00

44 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BehaviorTree/BTTaskNode.h"
#include "TestBTTask_Log.generated.h"
struct FBTLogTaskMemory
{
uint64 EndFrameIdx;
};
UCLASS(meta=(HiddenNode))
class UTestBTTask_Log : public UBTTaskNode
{
GENERATED_UCLASS_BODY()
UPROPERTY()
int32 LogIndex;
UPROPERTY()
int32 LogFinished;
UPROPERTY()
int32 ExecutionTicks;
UPROPERTY()
int32 LogTickIndex;
UPROPERTY()
TEnumAsByte<EBTNodeResult::Type> LogResult;
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual uint16 GetInstanceMemorySize() const override;
virtual void InitializeMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryInit::Type InitType) const override;
virtual void CleanupMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryClear::Type CleanupType) const override;
void LogExecution(UBehaviorTreeComponent& OwnerComp, int32 LogNumber);
protected:
virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
};