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

64 lines
2.2 KiB
C++

// 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));
}