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API > API/Plugins > API/Plugins/SceneState
Task that runs a Scene State Object through a Player
| Name | FSceneStatePlayerTask |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/Tasks/SceneStatePlayerTask.h |
| Include Path | #include "Tasks/SceneStatePlayerTask.h" |
Syntax
USTRUCT (DisplayName="Run Player", Category="Core")
struct FSceneStatePlayerTask : public FSceneStateTask
Inheritance Hierarchy
- FSceneStateTask → FSceneStatePlayerTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneStatePlayerTask() |
Tasks/SceneStatePlayerTask.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FInstanceDataType | FSceneStatePlayerTaskInstance | Tasks/SceneStatePlayerTask.h |
Functions
Public
Protected
Overridden from FSceneStateTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnBuildTaskInstance
(
UObject* InOuter, |
Called to init properties (e.g. Guids) or instances objects within the task instance | Tasks/SceneStatePlayerTask.h | |
virtual const UScriptStruct * OnGetTaskInstanceType () |
Called in-editor to get the task instance type | Tasks/SceneStatePlayerTask.h | |
virtual void OnSetup
(
const FSceneStateExecutionContext& InContext, |
Called when the State holding the Task first starts. | Tasks/SceneStatePlayerTask.h | |
virtual void OnStart
(
const FSceneStateExecutionContext& InContext, |
Called once the State processes that the Task has all its prerequisites met. | Tasks/SceneStatePlayerTask.h | |
virtual void OnStop
(
const FSceneStateExecutionContext& InContext, |
Called when the Task has finished or forcibly stopped by the state | Tasks/SceneStatePlayerTask.h | |
virtual void OnTick
(
const FSceneStateExecutionContext& InContext, |
Called by the State each Tick if the Task is set to Tick via its TaskFlags | Tasks/SceneStatePlayerTask.h |