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doc update
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Mikea15 committed Sep 24, 2024
1 parent ebb9eed commit c9918d5
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4 changes: 0 additions & 4 deletions src/content/docs/guides/FlowPilotEditorSettings.mdx
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Expand Up @@ -14,7 +14,3 @@ import { Steps } from '@astrojs/starlight/components';
Editor settings are located in menu `Edit` > `Editor Preferences..` > `FlowPilot`

<Image src={editor_settings} alt="editor_settings" />

| Name | Description |
| -- | -- |
| Override Description with Parent Task | Developer Setting to verify Parent-Child Task relationship. |
3 changes: 2 additions & 1 deletion src/content/docs/reference/FlowActorReference.mdx
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Expand Up @@ -14,7 +14,8 @@ __FileName:__ `FlowActorReference.h`



FFlowActorReference
This class allows referencing a level actor with Scope "inLevel", an actor via Gameplay Tag
with score "Runtime", or the owner of the FlowPilot that is running with scope "self"

### Properties

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1 change: 0 additions & 1 deletion src/content/docs/reference/FlowPilot.mdx
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Expand Up @@ -17,7 +17,6 @@ __Parent Classes:__
[ `UDataAsset` ]


FlowPilot Data Asset
- Defines FlowName
- Defines Root Sequence
By default, all FlowPilot Assets are Sequences which is a good enough point to start your flow.
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50 changes: 48 additions & 2 deletions src/content/docs/reference/FlowPilotParent.mdx
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Expand Up @@ -17,7 +17,53 @@ __Parent Classes:__
[ `UFlowPilotTask` ]


FlowPilotParent
Base class that contains an array of Tasks

- Implements base functionality to query, add, remove tasks, etc..
Inherited by Tasks that handle multiple Tasks.

### Properties

```cpp
// Tasks this Parent Task handles
UPROPERTY(EditDefaultsOnly, Instanced, Category="FlowPilot")
TArray<TObjectPtr<UFlowPilotTask>> Tasks;

```

### Functions

#### `SetTasks`
> Set Initial set of tasks
```cpp
void SetTasks(const TArray<TObjectPtr<UFlowPilotTask>>& InTasks);
```
#### `AddTask`
> Adds a new task
```cpp
bool AddTask(const TObjectPtr<UFlowPilotTask>& InTask);
```
#### `RemoveTask`
> Removes a task
```cpp
bool RemoveTask(const TObjectPtr<UFlowPilotTask>& InTask);
```
#### `HasTask`
> Returns true if `InTask` is contained in `Tasks`
```cpp
bool HasTask(const TObjectPtr<UFlowPilotTask>& InTask) const;
```
#### `GetTaskCount`
> Returns number of Tasks
```cpp
int32 GetTaskCount() const { return Tasks.Num(); }
```
#### `GetTasks`
> Returns const array of Tasks
```cpp
const TArray<TObjectPtr<UFlowPilotTask>>& GetTasks() const;
```
#### `GetTasksMutable`
> Returns mutable array of Tasks
```cpp
TArray<TObjectPtr<UFlowPilotTask>>& GetTasksMutable();
```

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