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Holds all the data about States, State Machines, Tasks, etc. All this data is immutable in execution, and as such, it is not instanced to the Scene State Object instances.
| Name | USceneStateTemplateData |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneState/Public/SceneStateTemplateData.h |
| Include Path | #include "SceneStateTemplateData.h" |
Syntax
UCLASS (MinimalAPI)
class USceneStateTemplateData : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USceneStateTemplateData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingCollection | FSceneStateBindingCollection | Container for all the bindings | SceneStateTemplateData.h | |
| ConduitLinks | TArray< FSceneStateConduitLink > | Compiled conduit information used only in Link time | SceneStateTemplateData.h | |
| Conduits | TArray< FSceneStateConduit > | All the compiled conduits | SceneStateTemplateData.h | |
| EventHandlers | TArray< FSceneStateEventHandler > | Holds all the compiled event handlers (including from nested sources) contiguously | SceneStateTemplateData.h | |
| FunctionInstances | FInstancedStructContainer | Templates used to instantiate the function data | SceneStateTemplateData.h | |
| FunctionMetadata | TArray< FSceneStateFunctionMetadata > | Holds all the function editor-only metadata. This array matches in index with the functions. | SceneStateTemplateData.h | |
| Functions | FInstancedStructContainer | Holds all the compiled functions (including from nested sources) in a contiguous block of memory | SceneStateTemplateData.h | |
| RootStateIndex | uint16 | Index to the state that contains all top-level state machines | SceneStateTemplateData.h | |
| StateMachineGraphToIndex | TMap< FObjectKey, uint16 > | Map of a State Machine Graph to its State Machine Index | SceneStateTemplateData.h | |
| StateMachineIdToIndex | TMap< FGuid, uint16 > | Map of the Top-Level State machine Parameters id to the index in the state machine array | SceneStateTemplateData.h | |
| StateMachines | TArray< FSceneStateMachine > | SceneStateTemplateData.h | ||
| StateMetadata | TArray< FSceneStateMetadata > | Holds all the state editor-only metadata. This array matches in index with the states array. | SceneStateTemplateData.h | |
| StateNodeToIndex | TMap< FObjectKey, uint16 > | Map of a State Node to its State Index | SceneStateTemplateData.h | |
| States | TArray< FSceneState > | Holds all the compiled states including nested states | SceneStateTemplateData.h | |
| TaskInstances | FInstancedStructContainer | Templates used to instantiate the Task Instances | SceneStateTemplateData.h | |
| TaskMetadata | TArray< FSceneStateTaskMetadata > | Holds all the task editor-only metadata. This array matches in index with the tasks array. | SceneStateTemplateData.h | |
| TaskNodeToIndex | TMap< FObjectKey, uint16 > | Map of a Task Node to its Task Index | SceneStateTemplateData.h | |
| TaskPrerequisites | TArray< uint16 > | Array of the task prerequisites in their relative index. | SceneStateTemplateData.h | |
| Tasks | FInstancedStructContainer | Holds all the compiled tasks (including tasks from nested states) in a contiguous block of memory | SceneStateTemplateData.h | |
| TransitionLinks | TArray< FSceneStateTransitionLink > | Compiled transition information only used in Link time | SceneStateTemplateData.h | |
| TransitionMetadata | TArray< FSceneStateTransitionMetadata > | Holds all the transition editor-only metadata. | SceneStateTemplateData.h | |
| TransitionParameters | TMap< uint16, FInstancedPropertyBag > | Map of the Transition Index (absolute) to the template transition parameters map for evaluation function call. | SceneStateTemplateData.h | |
| Transitions | TArray< FSceneStateTransition > | Holds all the exit transitions (including nested sources) contiguously | SceneStateTemplateData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const UStruct * FindDataStruct
(
const UClass* InOwnerClass, |
Finds the struct type for the given data handle | SceneStateTemplateData.h | |
const FSceneState * FindStateFromNode
(
FObjectKey InStateNode |
Finds the mapped compiled state for a given state node | SceneStateTemplateData.h | |
const FSceneStateMachine * FindStateMachine
(
const FGuid& InStateMachineId |
Finds the state machine for a given state machine guid | SceneStateTemplateData.h | |
const FSceneStateTask * FindTaskFromNode
(
FObjectKey InTaskNode |
Finds the mapped compiled task for a given task node | SceneStateTemplateData.h | |
void ForEachStateInstance
(
const TSharedRef< UE::SceneState::FExecutionContextRegistry >& InContextRegistry, |
For a given root state and state node retrieves the mapped state instances | SceneStateTemplateData.h | |
void ForEachTaskInstance
(
const TSharedRef< UE::SceneState::FExecutionContextRegistry >& InContextRegistry, |
For a given root state and task node retrieves the mapped task instances | SceneStateTemplateData.h | |
const FSceneState * GetRootState() |
Gets the state that contains all top-level state machines | SceneStateTemplateData.h | |
void Link
(
const UClass* InOwnerClass |
Called at link time to cache the properties and functions to use (e.g. in transitions or conduits) | SceneStateTemplateData.h | |
| SceneStateTemplateData.h | |||
void OnStructsReinstanced
(
const UClass* InOwnerClass, |
SceneStateTemplateData.h | ||
void Reset() |
Resets all the elements that get compiled for this generated class (e.g. Tasks, State Machines, etc) | SceneStateTemplateData.h | |
void ResolveBindings
(
const UClass* InOwnerClass |
Patches bindings and resolves the binding paths for the owning binding collection | SceneStateTemplateData.h |