Add CogSample own BTTask to implement a custom description

This commit is contained in:
Arnaud Jamin
2023-10-17 15:05:38 -04:00
parent 0c00b4a2c4
commit 0529373683
6 changed files with 33 additions and 2 deletions
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+1
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@@ -8,6 +8,7 @@ public class CogSample : ModuleRules
PublicDependencyModuleNames.AddRange(new string[]
{
"AIModule",
"CogCommon",
"Core",
"CoreUObject",
@@ -0,0 +1,14 @@
#include "CogSampleBTTask_BlueprintBase.h"
//--------------------------------------------------------------------------------------------------------------------------
FString UCogSampleBTTask_BlueprintBase::GetStaticDescription() const
{
FString CustomDescripton = GetCustomStaticDescription();
if (CustomDescripton.IsEmpty() == false)
{
return CustomDescripton;
}
return Super::GetStaticDescription();
}
@@ -0,0 +1,18 @@
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Tasks/BTTask_BlueprintBase.h"
#include "CogSampleBTTask_BlueprintBase.generated.h"
UCLASS(Abstract, Blueprintable)
class UCogSampleBTTask_BlueprintBase : public UBTTask_BlueprintBase
{
GENERATED_BODY()
public:
virtual FString GetStaticDescription() const override;
UFUNCTION(BlueprintImplementableEvent, Category = AI)
FString GetCustomStaticDescription() const;
};
-2
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@@ -272,8 +272,6 @@ private:
void OnGameplayEffectRemoved(const FActiveGameplayEffect& RemovedGameplayEffect);
void OnCooldownEffectUpdated(const FActiveGameplayEffect& GameplayEffect, bool bIsEffectRemoved);
void OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount);
void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);