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API > API/Plugins > API/Plugins/GameplayStateTreeModule > API/Plugins/GameplayStateTreeModule/Tasks
Inheritance Hierarchy
- FStateTreeNodeBase
- FStateTreeTaskBase
- FStateTreeTaskCommonBase
- FStateTreeRunEnvQueryTask
References
| Module | GameplayStateTreeModule |
| Header | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Tasks/StateTreeRunEnvQueryTask.h |
| Include | #include "Tasks/StateTreeRunEnvQueryTask.h" |
Syntax
USTRUCT (Meta=(DisplayName="Run Env Query", Category="Common"))
struct FStateTreeRunEnvQueryTask : public FStateTreeTaskCommonBase
Remarks
Task that runs an async environment query and outputs the result to an outside parameter. Supports Actor and vector types EQS. The task is usually run in a sibling state to the result user will be with the data being stored in the parent state's parameters.
- Parent (Has an EQS result parameter)
- Run Env Query (If success go to Use Query Result)
- Use Query Result
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 * | |||
| void | PostEditInstanceDataChangeChainProperty
(
const FPropertyChangedChainEvent& PropertyChangedEvent, |
Called when a property of node's instance data has been modified externally |
Typedefs
| Name | Description |
|---|---|
| FInstanceDataType |