diff --git a/Source/UnrealFightingFramework/State/FFState.cpp b/Source/UnrealFightingFramework/State/FFState.cpp index b1fbb4d..8e498dc 100644 --- a/Source/UnrealFightingFramework/State/FFState.cpp +++ b/Source/UnrealFightingFramework/State/FFState.cpp @@ -28,7 +28,7 @@ bool UFFState::CanTransition(const FFFStateContext& InStateContext) IFFStateAvatarInterface* SAI = Cast(InStateContext.Avatar); if(SAI) { - if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType) && SAI->CheckStateEntryConditions(EntryConditions))) + if(!(SAI->CheckStance(StanceRequired) && SAI->CheckStateEnabled(StateType))) { return false; } diff --git a/Source/UnrealFightingFramework/State/FFState.h b/Source/UnrealFightingFramework/State/FFState.h index bd73626..1efcdea 100644 --- a/Source/UnrealFightingFramework/State/FFState.h +++ b/Source/UnrealFightingFramework/State/FFState.h @@ -79,10 +79,6 @@ public: UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties") int32 StateType; - /** Conditions that need to be met in order for this state to be transitioned into */ - UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="UFF State Properties") - TArray EntryConditions; - /** * Input sequences that needs to be present in the controlling player's input buffer for this * state to be eligible for transitioning. diff --git a/Source/UnrealFightingFramework/State/IFFStateAvatarInterface.h b/Source/UnrealFightingFramework/State/IFFStateAvatarInterface.h index ed332e6..94609f6 100644 --- a/Source/UnrealFightingFramework/State/IFFStateAvatarInterface.h +++ b/Source/UnrealFightingFramework/State/IFFStateAvatarInterface.h @@ -24,6 +24,4 @@ public: virtual bool CheckStance(int32 Stance) = 0; virtual bool CheckStateEnabled(int32 StateType) = 0; - - virtual bool CheckStateEntryConditions(const TArray& EntryConditions) = 0; };