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API > API/Plugins > API/Plugins/GameplayStateTreeModule
| Name | FStateTreeRunEnvQueryInstanceData |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Tasks/StateTreeRunEnvQueryTask.h |
| Include Path | #include "Tasks/StateTreeRunEnvQueryTask.h" |
Syntax
USTRUCT ()
struct FStateTreeRunEnvQueryInstanceData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| QueryConfig | TArray< FAIDynamicParam > | Query config associated with the query template. | Tasks/StateTreeRunEnvQueryTask.h |
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| QueryOwner | TObjectPtr< AActor > | The query will be run with this actor has the owner object. | Tasks/StateTreeRunEnvQueryTask.h |
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| QueryTemplate | TObjectPtr< UEnvQuery > | The query template to run. | Tasks/StateTreeRunEnvQueryTask.h |
|
| RequestId | int32 | Tasks/StateTreeRunEnvQueryTask.h | ||
| Result | FStateTreePropertyRef | Result of the query. If an array is binded, it will output all the created values otherwise it will output the best one. | Tasks/StateTreeRunEnvQueryTask.h |
|
| RunMode | TEnumAsByte< EEnvQueryRunMode::Type > | Determines which item will be stored (All = only first matching) | Tasks/StateTreeRunEnvQueryTask.h |
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