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Adds the given State Machine to the Execution Stack on scope enter / constructor and removes it on scope exit / destructor. Stores references and should be short-lived within a function's scope.
| Name | FExecutionScope |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/SceneStateExecutionScope.h |
| Include Path | #include "SceneStateExecutionScope.h" |
Syntax
class FExecutionScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FExecutionScope
(
const FSceneStateExecutionContext& InContext, |
SceneStateExecutionScope.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FExecutionScope() |
SceneStateExecutionScope.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ExecutionContext | const FSceneStateExecutionContext & | The execution context containing the execution stack | SceneStateExecutionScope.h | |
| StateMachineIndex | uint16 | Index to the state machine in the execution scope | SceneStateExecutionScope.h |