// Unreal Fighting Engine by Kevin Poretti #include "FEState.h" // FE includes #include "FEStateMachineComponent.h" void UFEState::InitActorInfo(AActor* InOwner, AActor* InAvatar) { Owner = InOwner; Avatar = InAvatar; } void UFEState::Enter() { TicksInState = 0; OnEnter(); } void UFEState::Exit() { OnExit(); } void UFEState::Update(float OneFrame) { TicksInState++; OnUpdate(OneFrame); } void UFEState::OnEnter_Implementation() { } void UFEState::OnExit_Implementation() { } void UFEState::OnUpdate_Implementation(float OneFrame) { } UWorld* UFEState::GetWorld() const { UFEStateMachineComponent* SMC = Cast(GetOuter()); if(SMC) { return SMC->GetWorld(); } return nullptr; }