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Defines a conduit, a transition indirection
| Name | FSceneStateConduit |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/Conduit/SceneStateConduit.h |
| Include Path | #include "Conduit/SceneStateConduit.h" |
Syntax
USTRUCT ()
struct FSceneStateConduit
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EvaluationEvent | TObjectPtr< UFunction > | Conduit evaluation event to execute | Conduit/SceneStateConduit.h |
|
| EvaluationFlags | ESceneStateTransitionEvaluationFlags | Transition flags indicating how a transition should be evaluated | Conduit/SceneStateConduit.h | |
| ResultProperty | FStructProperty * | Pointer to the result property of this conduit evaluation | Conduit/SceneStateConduit.h | |
| TransitionRange | FSceneStateRange | Index and count of the exit transitions that go out of this conduit and into other targets (states, conduits, exit). | Conduit/SceneStateConduit.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Evaluate
(
const UE::SceneState::FTransitionEvaluationParams& InParams |
Called to evaluate this conduit. Returns true if the conduit should take place | Conduit/SceneStateConduit.h | |
void Exit
(
const FSceneStateExecutionContext& InContext |
Called when the State has exited. Cleans up the conduit instance | Conduit/SceneStateConduit.h | |
FSceneStateRange GetTransitionRange() |
Conduit/SceneStateConduit.h | ||
void Link
(
const FSceneStateConduitLink& InConduitLink, |
Called when the Owner Class is linking to cache the Event function and Result property | Conduit/SceneStateConduit.h | |
void Setup
(
const FSceneStateExecutionContext& InContext |
Called when a state that could evaluate this conduit has entered. | Conduit/SceneStateConduit.h |