Navigation
API > API/Plugins > API/Plugins/SceneState
Base class for Tasks. Tasks are immutable in execution time, and so are meant to only hold logic and template read-only data. Each Task has a Task Instance Type that is allocated and used for instance data that the task can then mutate.
| Name | FSceneStateTask |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/Tasks/SceneStateTask.h |
| Include Path | #include "Tasks/SceneStateTask.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FSceneStateTask
Derived Classes
FSceneStateTask derived class hierarchy
- FAvaSceneStatePlaySequenceTask
- FAvaSceneStateRCTask
- FSceneStateSpawnActorTask
- FSceneStateBlueprintableTaskWrapper
- FSceneStateDelayTask
- FSceneStateMachineTask
- FSceneStatePlayerTask
- FSceneStatePrintStringTask
- FSceneStateRunDataLinkTask
- FSceneStateSetBoolTask
- FSceneStateSetFloatTask
- FSceneStateSetIntegerTask
- FSceneStateSetStringTask
- FSceneStateSetTextTask
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSceneStateTask() |
Tasks/SceneStateTask.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingsBatch | FPropertyBindingIndex16 | Bindings Batch where this Task is target | Tasks/SceneStateTask.h | |
| ParentStateIndex | uint16 | Absolute Index to the State owning this Task | Tasks/SceneStateTask.h | |
| PrerequisiteRange | FSceneStateRange | Absolute Range to the relative indices of the tasks that need to finish before this task can be executed | Tasks/SceneStateTask.h | |
| TaskFlags | ESceneStateTaskFlags | Additional Information about how this Task (e.g. how it Ticks, etc) | Tasks/SceneStateTask.h | |
| TaskIndex | uint16 | Absolute Index of this Task | Tasks/SceneStateTask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildTaskInstance
(
UObject* InOuter, |
Called to init properties (e.g. Guids) or instances objects within the task instance | Tasks/SceneStateTask.h | |
FStructView FindTaskInstance
(
const FSceneStateExecutionContext& InContext |
Finds the Task Instance for the given Execution Instance | Tasks/SceneStateTask.h | |
void Finish
(
const FSceneStateExecutionContext& InContext, |
Calls Stop with stop reason being that the task has finished | Tasks/SceneStateTask.h | |
const FSceneStateTaskBindingExtension * GetBindingExtension() |
Called to get the optional Binding Extension for a Task | Tasks/SceneStateTask.h | |
uint16 GetParentStateIndex() |
Tasks/SceneStateTask.h | ||
FSceneStateRange GetPrerequisiteRange() |
Tasks/SceneStateTask.h | ||
uint16 GetTaskIndex() |
Tasks/SceneStateTask.h | ||
const UScriptStruct * GetTaskInstanceType() |
Called in-editor to get the task instance type | Tasks/SceneStateTask.h | |
void PostEditChange
(
UE::SceneState::FTaskEditChange& InEditChange, |
Called when a property within a task or task instance has changed | Tasks/SceneStateTask.h | |
void Setup
(
const FSceneStateExecutionContext& InContext, |
Called when the State holding the Task first starts. | Tasks/SceneStateTask.h | |
void Start
(
const FSceneStateExecutionContext& InContext, |
Called once the State processes that the Task has all its prerequisites met. | Tasks/SceneStateTask.h | |
void Stop
(
const FSceneStateExecutionContext& InContext, |
Called to Stop the Task, because it either finished or was forcibly stopped by the state | Tasks/SceneStateTask.h | |
void Tick
(
const FSceneStateExecutionContext& InContext, |
Called by the State each Tick. | Tasks/SceneStateTask.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearFlags
(
ESceneStateTaskFlags InFlags |
Tasks/SceneStateTask.h | ||
virtual void OnBuildTaskInstance
(
UObject* InOuter, |
Called to init properties (e.g. Guids) or instances objects within the task instance | Tasks/SceneStateTask.h | |
virtual const FSceneStateTaskBindingExtension * OnGetBindingExtension () |
Called to get the optional Binding Extension for a Task | Tasks/SceneStateTask.h | |
virtual const UScriptStruct * OnGetTaskInstanceType () |
Called in-editor to get the task instance type | Tasks/SceneStateTask.h | |
virtual void OnPostEditChange
(
UE::SceneState::FTaskEditChange& InEditChange, |
Called when a property within a task has changed | Tasks/SceneStateTask.h | |
virtual void OnSetup
(
const FSceneStateExecutionContext& InContext, |
Called when the State holding the Task first starts. | Tasks/SceneStateTask.h | |
virtual void OnStart
(
const FSceneStateExecutionContext& InContext, |
Called once the State processes that the Task has all its prerequisites met. | Tasks/SceneStateTask.h | |
virtual void OnStop
(
const FSceneStateExecutionContext& InContext, |
Called when the Task has finished or forcibly stopped by the state | Tasks/SceneStateTask.h | |
virtual void OnTick
(
const FSceneStateExecutionContext& InContext, |
Called by the State each Tick if the Task is set to Tick via its TaskFlags | Tasks/SceneStateTask.h | |
void SetFlags
(
ESceneStateTaskFlags InFlags |
Tasks/SceneStateTask.h |