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Base class for Blueprint Tasks. Following the design of blueprints, unlike C++ Tasks that have Logic and Instance Data separated, Blueprint Tasks holds the logic and mutable instance data together and so get allocated when the task starts.
| Name | USceneStateBlueprintableTask |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/Tasks/SceneStateBlueprintableTask.h |
| Include Path | #include "Tasks/SceneStateBlueprintableTask.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Blueprintable, BlueprintType, AutoExpandCategories=("Task Settings"),
EditInlineNew)
class USceneStateBlueprintableTask :
public UObject ,
public ISceneStateEventHandlerProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USceneStateBlueprintableTask
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FSceneStateBlueprintableTaskWrapper | friend | Tasks/SceneStateBlueprintableTask.h | ||
| TaskExecutionContext | UE::SceneState::FTaskExecutionContext | Context to retrieve the underlying Task/Task Instance for this blueprint task | Tasks/SceneStateBlueprintableTask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinishTask() |
Called to indicate the task has completed | Tasks/SceneStateBlueprintableTask.h |
|
UObject * GetContextObject() |
Gets the context object of the scene state object | Tasks/SceneStateBlueprintableTask.h |
|
USceneStateEventStream * GetEventStream() |
Gets the scene state object's event stream | Tasks/SceneStateBlueprintableTask.h |
|
const FSceneStateExecutionContext & GetExecutionContext() |
Gets the execution context of the task | Tasks/SceneStateBlueprintableTask.h | |
USceneStateObject * GetRootState() |
Gets the scene state object that owns this blueprint task | Tasks/SceneStateBlueprintableTask.h |
|
virtual UWorld * GetWorld() |
Tasks/SceneStateBlueprintableTask.h | ||
void ReceiveStart() |
Called once when the Task starts | Tasks/SceneStateBlueprintableTask.h |
|
void ReceiveStop
(
ESceneStateTaskStopReason InStopReason |
Called once when the Task ends | Tasks/SceneStateBlueprintableTask.h |
|
void ReceiveTick
(
float InDeltaSeconds |
Called every frame after the Task has started Must have bCanTick set to true | Tasks/SceneStateBlueprintableTask.h |
|
Overridden from ISceneStateEventHandlerProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool FindEventHandlerId
(
const FSceneStateEventSchemaHandle& InEventSchemaHandle, |
Tasks/SceneStateBlueprintableTask.h |