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API > API/Plugins > API/Plugins/AvalancheSequence > API/Plugins/AvalancheSequence/Transition
Inheritance Hierarchy
- FStateTreeTaskBase
- FAvaTransitionNode
- FAvaTransitionTask
- FAvaTransitionSequenceTaskBase
- FAvaTransitionInitializeSequence
- FAvaTransitionSequenceTask
- FAvaTransitionContinueSequenceTask
- FAvaTransitionPlaySequenceTask
- FAvaTransitionWaitForSequenceTask
References
| Module | AvalancheSequence |
| Header | /Engine/Plugins/Experimental/Avalanche/Source/AvalancheSequence/Public/Transition/AvaTransitionSequenceTask.h |
| Include | #include "Transition/AvaTransitionSequenceTask.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FAvaTransitionSequenceTaskBase : public FAvaTransitionTask
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bPerformExactMatch | ||
| EAvaTransitionSequenceQueryType | QueryType | ||
| FName | SequenceName | ||
| TStateTreeExternalDataHandle< UAvaSequenceSubsystem > | SequenceSubsystemHandle | ||
| FAvaTagHandle | SequenceTag |
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< UAvaSequencePlayer * > | ExecuteSequenceTask
(
FStateTreeExecutionContext& InContext |
Execute the Sequence Task (overriden by implementation) | |
| TArray< TWeakObjectPtr< UAvaSequence > > | GetActiveSequences
(
TConstArrayView< UAvaSequencePlayer* > InSequencePlayers |
Gets all the Sequences from the provided Sequence Players that are Active (playing) | |
| IAvaSequencePlaybackObject * | GetPlaybackObject
(
FStateTreeExecutionContext& InContext |
Attempts to Retrieve the Playback Object from the given Execution Context | |
| FText | |||
| EAvaTransitionSequenceWaitType | GetWaitType () |
Gets the Wait Type to use when Waiting for Active Sequences | |
| bool | Determines whether the Current Sequence information is valid for query | ||
| void | StopActiveSequences
(
FStateTreeExecutionContext& InContext |
Helper function to stop all the currently active sequences | |
| EStateTreeRunStatus | WaitForActiveSequences
(
FStateTreeExecutionContext& InContext |
Helper function to determine the Tree Run Status by updating and checking if all activated Sequence Players are in a state that match the Wait Type |
Overridden from FStateTreeTaskBase
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeRunStatus | EnterState
(
FStateTreeExecutionContext& InContext, |
Called when a new state is entered and task is part of active states. | |
| void | ExitState
(
FStateTreeExecutionContext& InContext, |
Called when a current state is exited and task is part of active states. | |
| EStateTreeRunStatus | Tick
(
FStateTreeExecutionContext& InContext, |
Called during state tree tick when the task is on active state. |
Overridden from FStateTreeNodeBase
| Type | Name | Description | |
|---|---|---|---|
| const UStruct * | |||
| bool | Link
(
FStateTreeLinker& InLinker |
Called when the StateTree asset is linked. Allows to resolve references to other StateTree data. |
Typedefs
| Name | Description |
|---|---|
| FInstanceDataType |