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UnrealEngine/Engine/Source/Runtime/AIModule/Private/BehaviorTree/ValueOrBBKeyBlueprintUtility.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

57 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "ValueOrBBKeyBlueprintUtility.generated.h"
struct FValueOrBBKey_Bool;
struct FValueOrBBKey_Class;
struct FValueOrBBKey_Enum;
struct FValueOrBBKey_Float;
struct FValueOrBBKey_Int32;
struct FValueOrBBKey_Name;
struct FValueOrBBKey_String;
struct FValueOrBBKey_Object;
struct FValueOrBBKey_Rotator;
struct FValueOrBBKey_Vector;
UCLASS()
class UValueOrBBKeyBlueprintUtility : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = Blackboard)
static bool GetBool(const FValueOrBBKey_Bool& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static UClass* GetClass(const FValueOrBBKey_Class& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static uint8 GetEnum(const FValueOrBBKey_Enum& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static float GetFloat(const FValueOrBBKey_Float& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static int32 GetInt32(const FValueOrBBKey_Int32& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static FName GetName(const FValueOrBBKey_Name& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static FString GetString(const FValueOrBBKey_String& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static UObject* GetObject(const FValueOrBBKey_Object& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static FRotator GetRotator(const FValueOrBBKey_Rotator& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static FVector GetVector(const FValueOrBBKey_Vector& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
UFUNCTION(BlueprintPure, Category = Blackboard)
static FInstancedStruct GetStruct(const FValueOrBBKey_Struct& Value, const UBehaviorTreeComponent* BehaviorTreeComp);
};