| FReentryGuard |
Ensures no reentry in a given scope |
| FSceneState |
Runtime information of a given State. |
| FSceneStateBlueprintableTaskInstance |
|
| FSceneStateBlueprintableTaskWrapper |
|
| FSceneStateConduit |
Defines a conduit, a transition indirection |
| FSceneStateConduitLink |
Holds information about the conduit that is only used in conduit link time |
| FSceneStateExecutionContext |
Struct representing an execution. |
| FSceneStateInstance |
Instance data of a State |
| FSceneStateMachine |
|
| FSceneStateMachineInstance |
Instance data of a State Machine |
| FSceneStateMachineTask |
|
| FSceneStateMachineTaskBinding |
|
| FSceneStateMachineTaskInstance |
|
| FSceneStateMetadata |
Metadata information about the State. Available only in editor |
| FSceneStatePlayerTask |
Task that runs a Scene State Object through a Player |
| FSceneStatePlayerTaskInstance |
|
| FSceneStateRange |
|
| FSceneStateTask |
|
| FSceneStateTaskBindingExtension |
Extension to allow custom bindings for a task. |
| FSceneStateTaskInstance |
Represents the Instance Data of a Task |
| FSceneStateTaskMetadata |
Metadata information about the Task. Available only in editor |
| FSceneStateTransition |
|
| FSceneStateTransitionInstance |
Instance data of a transition |
| FSceneStateTransitionLink |
Holds information about the transition that is only used in transition link time |
| FSceneStateTransitionMetadata |
Metadata information about the Transition. Available only in editor |
| FSceneStateTransitionResult |
|
| FSceneStateTransitionTarget |
Describes a transition's target via its type (e.g. State) and an index if required (e.g. the index of the State) |
| FTaskBindingDesc |
|
| FTaskExecutionContext |
Helper struct that can be passed over by copy in lambda captures, delegates while enabling functionality like safely accessing a Task, Task Instance, and Finishing a Task. |
| FTransitionEvaluationParams |
The parameters required for transition evaluation |