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UnrealEngine/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EnvQueryNode.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "EnvironmentQuery/EnvQueryTypes.h"
#include "EnvQueryNode.generated.h"
struct FPropertyChangedEvent;
UCLASS(Abstract, MinimalAPI)
class UEnvQueryNode : public UObject
{
GENERATED_UCLASS_BODY()
/** Versioning for updating deprecated properties */
UPROPERTY()
int32 VerNum;
AIMODULE_API virtual void UpdateNodeVersion();
AIMODULE_API virtual FText GetDescriptionTitle() const;
AIMODULE_API virtual FText GetDescriptionDetails() const;
/**
* To be extended by any Node who offloads its work to another thread.
* Returns false by default, unless overridden.
* If overridden, will return whether or not this Node is currently being processed asynchronously.
*/
virtual inline bool IsCurrentlyRunningAsync() const { return false; }
#if WITH_EDITOR
AIMODULE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif //WITH_EDITOR
};