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API > API/Plugins > API/Plugins/GameplayStateTreeModule
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.
| Name | UStateTreeAIComponentSchema |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/Components/StateTreeAIComponentSchema.h |
| Include Path | #include "Components/StateTreeAIComponentSchema.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, EditInlineNew, CollapseCategories,
Meta=(DisplayName="StateTree AI Component", CommonSchema))
class UStateTreeAIComponentSchema : public UStateTreeComponentSchema
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStateTreeSchema → UStateTreeComponentSchema → UStateTreeAIComponentSchema
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UStateTreeAIComponentSchema
(
const FObjectInitializer& ObjectInitializer |
Components/StateTreeAIComponentSchema.h |
Functions
Public
Overridden from UStateTreeComponentSchema
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetContextData
(
FContextDataSetter& ContextDataSetter, |
Components/StateTreeAIComponentSchema.h |
Overridden from UStateTreeSchema
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsStructAllowed
(
const UScriptStruct* InScriptStruct |
Components/StateTreeAIComponentSchema.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Components/StateTreeAIComponentSchema.h | ||
virtual void PostLoad() |
Components/StateTreeAIComponentSchema.h |