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UnrealEngine/Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/GameplayStateTreeBlueprintFunctionLibrary.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

31 lines
992 B
C++

// 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