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