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API > API/Plugins > API/Plugins/GameplayStateTreeModule > API/Plugins/GameplayStateTreeModule/Tasks
Inheritance Hierarchy
- FStateTreeNodeBase
- FStateTreeTaskBase
- FStateTreeAITaskBase
- FStateTreeAIActionTaskBase
- FStateTreeMoveToTask
References
| Module | GameplayStateTreeModule |
| Header | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Tasks/StateTreeMoveToTask.h |
| Include | #include "Tasks/StateTreeMoveToTask.h" |
Syntax
USTRUCT (Meta=(DisplayName="Move To", Category="AI|Action"))
struct FStateTreeMoveToTask : public FStateTreeAIActionTaskBase
Remarks
Task moving the given AIController's pawn using the AITask_MoveTo framework. Succeed when move ends at destinations, fails if move is impossible.
Functions
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeRunStatus | PerformMoveTask
(
FStateTreeExecutionContext& Context, |
||
| UAITask_MoveTo * | PrepareMoveToTask
(
FStateTreeExecutionContext& Context, |
Overridden from FStateTreeTaskBase
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeRunStatus | EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | |
| void | ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | |
| EStateTreeRunStatus | Tick
(
FStateTreeExecutionContext& Context, |
Called during state tree tick when the task is on active state. |
Overridden from FStateTreeNodeBase
| Type | Name | Description | |
|---|---|---|---|
| FText | GetDescription
(
const FGuid& ID, |
Returns description for the node, use in the UI. | |
| FColor | GetIconColor () |
||
| FName | GetIconName () |
||
| const UStruct * |
Typedefs
| Name | Description |
|---|---|
| FInstanceDataType |