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API > API/Plugins > API/Plugins/StateTreeEditorModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UStateTreeState
References
| Module | StateTreeEditorModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeState.h |
| Include | #include "StateTreeState.h" |
Syntax
UCLASS (BlueprintType, EditInlineNew, CollapseCategories)
class UStateTreeState :
public UObject ,
public IStateTreeSchemaProvider
Remarks
Editor representation of a state in StateTree
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCheckPrerequisitesWhenActivatingChildDirectly | Should state's required event and enter conditions be evaluated when transition leads directly to it's child. | |
| bool | bEnabled | ||
| bool | bExpanded | ||
| bool | bHasRequiredEventToEnter | ||
| TArray< TObjectPtr< UStateTreeState > > | Children | ||
| FStateTreeEditorColorRef | ColorRef | Display color of the State | |
| TArray< FStateTreeEditorNode > | Considerations | Expression of enter conditions that needs to evaluate true to allow the state to be selected. | |
| TArray< FStateTreeEditorNode > | EnterConditions | Expression of enter conditions that needs to evaluate true to allow the state to be selected. | |
| FGuid | ID | ||
| TObjectPtr< UStateTree > | LinkedAsset | Another State Tree asset to run as extension of this State. | |
| FStateTreeStateLink | LinkedSubtree | Subtree to run as extension of this State. | |
| FName | Name | Display name of the State | |
| FStateTreeStateParameters | Parameters | Parameters of this state. | |
| TObjectPtr< UStateTreeState > | Parent | ||
| FStateTreeEventDesc | RequiredEventToEnter | Defines the event required to be present during state selection for the state to be selected. | |
| EStateTreeStateSelectionBehavior | SelectionBehavior | How to treat child states when this State is selected. | |
| FStateTreeEditorNode | SingleTask | Single item used when schema calls for single task per state. | |
| FGameplayTag | Tag | GameplayTag describing the State | |
| TArray< FStateTreeEditorNode > | Tasks | ||
| TArray< FStateTreeTransition > | Transitions | ||
| EStateTreeStateType | Type | Type the State, allows e.g. states to be linked to other States. | |
| float | Weight | Weight used to scale the normalized final utility score for this state |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UStateTreeState
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| UStateTreeState & | AddChildState
(
const FName ChildName, |
Adds child state with specified name. | |
| TStateTreeEditorNode< T > & | AddEnterCondition
(
TArgs&&... InArgs |
Adds enter condition of specified type. | |
| TStateTreeEditorNode< T > & | AddTask
(
TArgs&&... InArgs |
Adds Task of specified type. | |
| FStateTreeTransition & | AddTransition
(
const EStateTreeTransitionTrigger InTrigger, |
Adds Transition. | |
| FStateTreeTransition & | AddTransition
(
const EStateTreeTransitionTrigger InTrigger, |
||
| const FInstancedPropertyBag * | |||
| FGuid | GetEventID () |
||
| FStateTreeStateLink | StateTree Builder API. | ||
| const UStateTreeState * | |||
| const UStateTreeState * | |||
| FString | GetPath () |
||
| const UStateTreeState * | GetRootState () |
||
| bool | IsParametersPropertyOverridden
(
const FGuid PropertyID |
||
| void | OnTreeCompiled
(
const UStateTree& StateTree |
||
| void | SetLinkedStateAsset
(
UStateTree* InLinkedAsset |
Sets linked asset and updates parameters to match the linked asset. | |
| void | SetParametersPropertyOverridden
(
const FGuid PropertyID, |
Sets the override status of specified property by ID. | |
| void |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreEditChange
(
FEditPropertyChain& PropertyAboutToChange |
This alternate version of PreEditChange is called when properties inside structs are modified. |
Overridden from IStateTreeSchemaProvider
| Type | Name | Description | |
|---|---|---|---|
| TSubclassOf< UStateTreeSchema > | GetSchema () |
IStateTreeSchemaProvider API. |