3#include "StateTreeTaskBase.h"
4#include "SmartObjectComponent.h"
5#include "ContextualAnimTypes.h"
6#include "MotionWarpingComponent.h"
7#include "StateTreeTypes.h"
8#include "ArcanaStateTreeTask_PlayContextualAnim.generated.h"
10class UContextualAnimSceneAsset;
17 UPROPERTY(EditAnywhere, Category =
"Context")
18 TObjectPtr<AActor> Interactor =
nullptr;
20 UPROPERTY(EditAnywhere, Category = "Context")
21 TObjectPtr<AActor> SmartObjectActor =
nullptr;
23 UPROPERTY(EditAnywhere, Category = "Animation")
24 TObjectPtr<UContextualAnimSceneAsset> SceneAsset =
nullptr;
26 UPROPERTY(EditAnywhere, Category = "Animation")
27 FName InteractorRole = TEXT("Interactor");
29 UPROPERTY(EditAnywhere, Category = "Animation")
30 FName SmartObjectRole = TEXT("SmartObject");
41 bool bSceneWasStarted = false;
52 virtual const UStruct* GetInstanceDataType()
const override {
return FArcanaStateTreeTask_PlayContextualAnimInstanceData::StaticStruct(); }
54 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
55 virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context,
const float DeltaTime)
const override;
56 virtual void ExitState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
Definition: ArcanaStateTreeTask_PlayContextualAnim.h:14
Definition: ArcanaStateTreeTask_PlayContextualAnim.h:36
Definition: ArcanaStateTreeTask_PlayContextualAnim.h:46