// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/Object.h" #include "Tickable.h" #include "AISystem.h" #include "AISubsystem.generated.h" class UAISystem; /** A class representing a common interface and behavior for AI subsystems */ UCLASS(config = Engine, defaultconfig, MinimalAPI) class UAISubsystem : public UObject, public FTickableGameObject { GENERATED_BODY() private: UPROPERTY() TObjectPtr AISystem; public: AIMODULE_API UAISubsystem(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); AIMODULE_API virtual UWorld* GetWorld() const override; AIMODULE_API virtual void BeginDestroy() override; // FTickableGameObject begin virtual UWorld* GetTickableGameObjectWorld() const override { return GetWorldFast(); } virtual void Tick(float DeltaTime) override {} AIMODULE_API virtual ETickableTickType GetTickableTickType() const override; AIMODULE_API virtual TStatId GetStatId() const override; // FTickableGameObject end UWorld* GetWorldFast() const { return AISystem ? AISystem->GetOuterWorld() : GetOuter()->GetWorld(); } };