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Holds the exit transition conditions and information from its owner state to a target.
| Name | FSceneStateTransition |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/Transition/SceneStateTransition.h |
| Include Path | #include "Transition/SceneStateTransition.h" |
Syntax
USTRUCT ()
struct FSceneStateTransition
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingsBatch | FPropertyBindingIndex16 | Bindings Batch where this Transition is target | Transition/SceneStateTransition.h | |
| EvaluationEvent | TObjectPtr< UFunction > | Transition Evaluation Event to execute | Transition/SceneStateTransition.h |
|
| EvaluationFlags | ESceneStateTransitionEvaluationFlags | Transition flags indicating how a transition should be evaluated | Transition/SceneStateTransition.h | |
| ResultProperty | FStructProperty * | Pointer to the result property of this transition | Transition/SceneStateTransition.h | |
| Target | FSceneStateTransitionTarget | Target to transition to if this transition evaluates to true This is used to set the Active State Index if the type is state (which is relative to the state machine states start index) in a State Machine | Transition/SceneStateTransition.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Evaluate
(
const UE::SceneState::FTransitionEvaluationParams& InParams |
Called to evaluate this transition. Returns true if the transition should take place | Transition/SceneStateTransition.h | |
void Exit
(
const FSceneStateExecutionContext& InContext |
Called when the State has exited. Cleans up the transition instance | Transition/SceneStateTransition.h | |
FSceneStateTransitionTarget GetTarget() |
Transition/SceneStateTransition.h | ||
void Link
(
const FSceneStateTransitionLink& InTransitionLink, |
Called when the Owner Class is linking to cache the Event function and Result property | Transition/SceneStateTransition.h | |
void Setup
(
const FSceneStateExecutionContext& InContext |
Called when the State has entered. Allocates and initializes the transition instance | Transition/SceneStateTransition.h |