Navigation
API > API/Plugins > API/Plugins/GameplayStateTreeModule > API/Plugins/GameplayStateTreeModule/Components
Inheritance Hierarchy
- UObject
- UStateTreeSchema
- UStateTreeComponentSchema
- UStateTreeAIComponentSchema
References
| Module | GameplayStateTreeModule |
| Header | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponentSchema.h |
| Include | #include "Components/StateTreeAIComponentSchema.h" |
Syntax
UCLASS (BlueprintType, EditInlineNew, CollapseCategories,
Meta=(DisplayName="StateTree AI Component", CommonSchema))
class UStateTreeAIComponentSchema : public UStateTreeComponentSchema
Remarks
State tree schema to be used with StateTreeAIComponent. It guarantees access to an AIController and the Actor context value can be used to access the controlled pawn.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSubclassOf< AAIController > | AIControllerClass | AIController class the StateTree is expected to run on. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UStateTreeAIComponentSchema
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | SetContextRequirements
(
UBrainComponent& BrainComponent, |
Overridden from UStateTreeComponentSchema
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
||
| void | PostLoad () |
Overridden from UStateTreeSchema
| Type | Name | Description | |
|---|---|---|---|
| bool | IsStructAllowed
(
const UScriptStruct* InScriptStruct |