5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
7#include "ManagedStateActor.generated.h"
34 UFUNCTION(BlueprintCallable, Category =
"State Functions")
35 virtual
void SetState(AController* Sender, const uint8 NewState,
bool bIsFromInit = false);
36 UFUNCTION(BlueprintCallable, Category = "State Functions")
37 void RequestStateChange(AController* Sender, const uint8 NewState);
38 UFUNCTION(BlueprintPure, Category = "State Functions")
39 virtual uint8 GetStateCount() const;
40 UFUNCTION(BlueprintPure, Category = "State Functions")
41 virtual uint8 GetState() const;
42 UFUNCTION(BlueprintPure, Category = "State Functions")
43 virtual uint8 GetLastState() const;
44 UFUNCTION(BlueprintPure, Category = "State Functions")
45 virtual uint8 GetAutoIncrementState() const;
47 UFUNCTION(BlueprintImplementableEvent, Category = "State Events")
48 void OnStateChanged(
bool bIsFromInit);
EManagedActorState
Definition: ManagedStateActor.h:13
Definition: ActorStateManager.h:14
void SetState(AController *Sender, AManagedStateActor *Actor, const uint8 State)
Definition: ActorStateManager.cpp:42
Definition: ManagedStateActor.h:21