Pass state context to GetFollowupState
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@ -164,9 +164,9 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
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// to rethink the way we handle logic for ending a state and which class is in charge of handling
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// to rethink the way we handle logic for ending a state and which class is in charge of handling
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// what
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// what
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if(GetFollowupState() != NAME_None)
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if(GetFollowupState(InStateContext) != NAME_None)
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{
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{
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InStateContext.Parent->GoToState(GetFollowupState(), StateFinishReason);
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InStateContext.Parent->GoToState(GetFollowupState(InStateContext), StateFinishReason);
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}
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}
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else
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else
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{
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{
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@ -175,7 +175,7 @@ void UFFState::Finish(const FFFStateContext& InStateContext, EFFStateFinishReaso
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}
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}
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FName UFFState::GetFollowupState_Implementation()
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FName UFFState::GetFollowupState_Implementation(const FFFStateContext& InStateContext)
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{
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{
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return FollowupState;
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return FollowupState;
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}
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}
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@ -273,7 +273,7 @@ public:
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* NAME_None if the FollowupState is not specified.
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* NAME_None if the FollowupState is not specified.
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*/
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*/
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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UFUNCTION(BlueprintNativeEvent, Category="UFF|State|Events")
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FName GetFollowupState();
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FName GetFollowupState(const FFFStateContext& InStateContext);
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// TODO: Don't like this at all and needs to be refactored or redesigned
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// TODO: Don't like this at all and needs to be refactored or redesigned
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UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")
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UFUNCTION(BlueprintCallable, Category="UFF|State|Animations")
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