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Runtime-immutable information of a state. Holds the range of tasks, state machines and transitions belonging to the state. These states are stored in the Scene State Generated Class.
| Name | FSceneState |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/SceneState.h |
| Include Path | #include "SceneState.h" |
Syntax
USTRUCT ()
struct FSceneState
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EventHandlerRange | FSceneStateRange | Index and Count of the events that this state and its tasks and its sub state machines will be handling | SceneState.h | |
| ReentryHandle | UE::SceneState::FReentryHandle | Handle to ensure reentry is not hit | SceneState.h | |
| StateMachineRange | FSceneStateRange | Index and Count of the sub state machines that belong to this state. | SceneState.h | |
| TaskRange | FSceneStateRange | Index and Count of the tasks that belong to this state. | SceneState.h | |
| TransitionRange | FSceneStateRange | Index and count of the exit transitions that go out of this state and into other targets (states, conduits, exit). | SceneState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllocateTaskInstances
(
const FSceneStateExecutionContext& InContext, |
Called on start to create the required task instances that will run for this state | SceneState.h | |
void Enter
(
const FSceneStateExecutionContext& InContext |
Called the state becomes the active state in its parent state machine | SceneState.h | |
void Exit
(
const FSceneStateExecutionContext& InContext |
Called when the state is no longer active in its parent state machine | SceneState.h | |
FSceneStateRange GetEventHandlerRange() |
SceneState.h | ||
FSceneStateRange GetStateMachineRange() |
SceneState.h | ||
FStringView GetStateName
(
const FSceneStateExecutionContext& InContext |
Returns the State Name used for logging. Returns an empty string view if metadata is not available | SceneState.h | |
FSceneStateRange GetTaskRange() |
SceneState.h | ||
FSceneStateRange GetTransitionRange() |
SceneState.h | ||
bool HasPendingTasks
(
const FSceneStateExecutionContext& InContext |
Returns whether there's any Task pending to finish | SceneState.h | |
void Tick
(
const FSceneStateExecutionContext& InContext, |
Called on every tick while the state is active | SceneState.h | |
void UpdateActiveTasks
(
const FSceneStateExecutionContext& InContext, |
Starts pending tasks whose prerequisites are satisfied | SceneState.h |