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Helper class to compile editor representation of property bindings into runtime representation. TODO: Better error reporting, something that can be shown in the UI.
| Name | FStateTreePropertyBindingCompiler |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreePropertyBindingCompiler.h |
| Include Path | #include "StateTreePropertyBindingCompiler.h" |
Syntax
USTRUCT ()
struct FStateTreePropertyBindingCompiler
Structs
| Name | Remarks |
|---|---|
| FCompiledReference | Representation of compiled reference. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddSourceStruct
(
const FStateTreeBindableStructDesc& SourceStruct |
Adds source struct. | StateTreePropertyBindingCompiler.h | |
bool CompileBatch
(
const FStateTreeBindableStructDesc& TargetStruct, |
Compiles a batch of property copies. | StateTreePropertyBindingCompiler.h | |
bool CompileDelegateDispatchers
(
const FStateTreeBindableStructDesc& SourceStruct, |
Compiles delegates dispatcher for selected struct. | StateTreePropertyBindingCompiler.h | |
bool CompileDelegateListeners
(
const FStateTreeBindableStructDesc& TargetStruct, |
Compiles delegates listener for selected struct. | StateTreePropertyBindingCompiler.h | |
bool CompileReferences
(
const FStateTreeBindableStructDesc& TargetStruct, |
Compiles references for selected struct | StateTreePropertyBindingCompiler.h | |
void Finalize() |
Finalizes compilation, should be called once all batches are compiled. | StateTreePropertyBindingCompiler.h | |
TArray< FStateTreeEditorDelegateDispatcherCompiledBinding > GetCompiledDelegateDispatchers() |
StateTreePropertyBindingCompiler.h | ||
FStateTreeDelegateDispatcher GetDispatcherFromPath
(
const FPropertyBindingPath& PathToDispatcher |
StateTreePropertyBindingCompiler.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGSFStateTreeIndex16 GetDispatcherIDFromPath
(
const FStateTreePropertyPath& PathToDispatcher |
StateTreePropertyBindingCompiler.h | ||
const FStateTreeBindableStructDesc * GetSourceStructDescByID
(
const FGuid& ID |
StateTreePropertyBindingCompiler.h | ||
bool Init
(
FStateTreePropertyBindings& InPropertyBindings, |
Initializes the compiler to compile copies to specified Property Bindings. | StateTreePropertyBindingCompiler.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void StoreSourceStructs() |
StateTreePropertyBindingCompiler.h |