// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "GameplayStateTreeBlueprintFunctionLibrary.generated.h" #define UE_API GAMEPLAYSTATETREEMODULE_API class UStateTree; class AActor; UCLASS(MinimalAPI, meta = (ScriptName = "GameplayStateTreeLibrary")) class UGameplayStateTreeBlueprintFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** * Starts executing an instance of the provided state tree asset on the specified actor. * This will use the existing required component if present or add it if missing. * @param Actor The actor on which the StateTree must be executed. * @param StateTreeAsset The state tree asset to execute * @return Whether a state tree instance was successfully started */ UFUNCTION(BlueprintCallable, Category = "AI", meta=(ReturnDisplayName="bSuccess")) static UE_API bool RunStateTree(AActor* Actor, UStateTree* StateTreeAsset); }; #undef UE_API