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API > API/Plugins > API/Plugins/StateTreeEditorModule
Editor representation of a state in StateTree
| Name | UStateTreeState |
| Type | class |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeState.h |
| Include Path | #include "StateTreeState.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, EditInlineNew, CollapseCategories,
Meta=(DisallowLevelActorReference=true))
class UStateTreeState :
public UObject ,
public IStateTreeSchemaProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStateTreeState
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UStateTreeState
(
const FObjectInitializer& ObjectInitializer |
StateTreeState.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UStateTreeState() |
StateTreeState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCheckPrerequisitesWhenActivatingChildDirectly | bool | Should state's required event and enter conditions be evaluated when transition leads directly to it's child. | StateTreeState.h |
|
| bEnabled | bool | StateTreeState.h |
|
|
| bExpanded | bool | StateTreeState.h |
|
|
| bHasCustomTickRate | bool | Activate the CustomTickRate. | StateTreeState.h |
|
| bHasRequiredEventToEnter | bool | StateTreeState.h |
|
|
| Children | TArray< TObjectPtr< UStateTreeState > > | StateTreeState.h |
|
|
| ColorRef | FStateTreeEditorColorRef | Display color of the State | StateTreeState.h |
|
| Considerations | TArray< FStateTreeEditorNode > | Expression of enter conditions that needs to evaluate true to allow the state to be selected. | StateTreeState.h |
|
| CustomTickRate | float | Tick rate in seconds the state tasks and transitions should tick. | StateTreeState.h |
|
| Description | FString | Description of the State | StateTreeState.h |
|
| EnterConditions | TArray< FStateTreeEditorNode > | Expression of enter conditions that needs to evaluate true to allow the state to be selected. | StateTreeState.h |
|
| ID | FGuid | StateTreeState.h |
|
|
| LinkedAsset | TObjectPtr< UStateTree > | Another State Tree asset to run as extension of this State. | StateTreeState.h |
|
| LinkedSubtree | FStateTreeStateLink | Subtree to run as extension of this State. | StateTreeState.h |
|
| Name | FName | Display name of the State | StateTreeState.h |
|
| Parameters | FStateTreeStateParameters | Parameters of this state. | StateTreeState.h |
|
| Parent | TObjectPtr< UStateTreeState > | StateTreeState.h |
|
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| RequiredEventToEnter | FStateTreeEventDesc | Defines the event required to be present during state selection for the state to be selected. | StateTreeState.h |
|
| SelectionBehavior | EStateTreeStateSelectionBehavior | How to treat child states when this State is selected. | StateTreeState.h |
|
| SingleTask | FStateTreeEditorNode | Single item used when schema calls for single task per state. | StateTreeState.h |
|
| Tag | FGameplayTag | GameplayTag describing the State | StateTreeState.h |
|
| Tasks | TArray< FStateTreeEditorNode > | StateTreeState.h |
|
|
| TasksCompletion | EStateTreeTaskCompletionType | How tasks will complete the state. | StateTreeState.h |
|
| Transitions | TArray< FStateTreeTransition > | StateTreeState.h |
|
|
| Type | EStateTreeStateType | Type the State, allows e.g. states to be linked to other States. | StateTreeState.h |
|
| Weight | float | Weight used to scale the normalized final utility score for this state | StateTreeState.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UStateTreeState & AddChildState
(
const FName ChildName, |
Adds child state with specified name. | StateTreeState.h | |
TStateTreeEditorNode< T > & AddEnterCondition
(
TArgs&&... InArgs |
Adds enter condition of specified type. | StateTreeState.h | |
TStateTreeEditorNode< T > & AddTask
(
TArgs&&... InArgs |
Adds Task of specified type. | StateTreeState.h | |
FStateTreeTransition & AddTransition
(
const EStateTreeTransitionTrigger InTrigger, |
Adds Transition. | StateTreeState.h | |
FStateTreeTransition & AddTransition
(
const EStateTreeTransitionTrigger InTrigger, |
StateTreeState.h | ||
const FInstancedPropertyBag * GetDefaultParameters() |
StateTreeState.h | ||
FGuid GetEventID() |
StateTreeState.h | ||
FStateTreeStateLink GetLinkToState() |
StateTreeState.h | ||
const UStateTreeState * GetNextSelectableSiblingState() |
StateTreeState.h | ||
const UStateTreeState * GetNextSiblingState() |
StateTreeState.h | ||
FString GetPath() |
StateTreeState.h | ||
const UStateTreeState * GetRootState() |
StateTreeState.h | ||
bool IsParametersPropertyOverridden
(
const FGuid PropertyID |
StateTreeState.h | ||
void OnTreeCompiled
(
const UStateTree& StateTree |
StateTreeState.h | ||
void SetLinkedState
(
FStateTreeStateLink InStateLink |
Sets linked state and updates parameters to match the linked state. | StateTreeState.h | |
void SetLinkedStateAsset
(
UStateTree* InLinkedAsset |
Sets linked asset and updates parameters to match the linked asset. | StateTreeState.h | |
void SetParametersPropertyOverridden
(
const FGuid PropertyID, |
Sets the override status of specified property by ID. | StateTreeState.h | |
void UpdateParametersFromLinkedSubtree() |
StateTreeState.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
StateTreeState.h | ||
virtual void PostInitProperties() |
StateTreeState.h | ||
virtual void PostLoad() |
StateTreeState.h | ||
virtual void PreEditChange
(
FEditPropertyChain& PropertyAboutToChange |
StateTreeState.h |
Overridden from IStateTreeSchemaProvider
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSubclassOf< UStateTreeSchema > GetSchema() |
StateTreeState.h |