// Copyright Epic Games, Inc. All Rights Reserved. #include "BehaviorTree/ValueOrBBKeyBlueprintUtility.h" #include "BehaviorTree/ValueOrBBKey.h" #include "StructUtils/StructView.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(ValueOrBBKeyBlueprintUtility) bool UValueOrBBKeyBlueprintUtility::GetBool(const FValueOrBBKey_Bool& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } UClass* UValueOrBBKeyBlueprintUtility::GetClass(const FValueOrBBKey_Class& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } uint8 UValueOrBBKeyBlueprintUtility::GetEnum(const FValueOrBBKey_Enum& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } float UValueOrBBKeyBlueprintUtility::GetFloat(const FValueOrBBKey_Float& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } int32 UValueOrBBKeyBlueprintUtility::GetInt32(const FValueOrBBKey_Int32& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } FName UValueOrBBKeyBlueprintUtility::GetName(const FValueOrBBKey_Name& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } FString UValueOrBBKeyBlueprintUtility::GetString(const FValueOrBBKey_String& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } UObject* UValueOrBBKeyBlueprintUtility::GetObject(const FValueOrBBKey_Object& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } FRotator UValueOrBBKeyBlueprintUtility::GetRotator(const FValueOrBBKey_Rotator& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } FVector UValueOrBBKeyBlueprintUtility::GetVector(const FValueOrBBKey_Vector& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return Value.GetValue(BehaviorTreeComp); } FInstancedStruct UValueOrBBKeyBlueprintUtility::GetStruct(const FValueOrBBKey_Struct& Value, const UBehaviorTreeComponent* BehaviorTreeComp) { return FInstancedStruct(Value.GetValue(BehaviorTreeComp)); }