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| Name | StateTreeModule |
| Type | Runtime |
| Part of Plugins | StateTree |
| Location | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/ |
| Module Build Rules | StateTreeModule.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FActiveStatePath | Describe the state list used to get to a specific state. |
| FStateTreeDynamicDelegate | |
| UStateTree | StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats. |
| UStateTreeConditionBlueprintBase | Base class for Blueprint based Conditions. |
| UStateTreeConsiderationBlueprintBase | Base class for Blueprint based Considerations. |
| UStateTreeEvaluatorBlueprintBase | Base class for Blueprint based evaluators. |
| UStateTreeExtension | Extension for the state tree asset. |
| UStateTreeFunctionLibrary | A collection of blueprint functions for state tree. |
| UStateTreeNodeBlueprintBase | |
| UStateTreeSchema | Schema describing which inputs, evaluators, and tasks a StateTree can contain. |
| UStateTreeSchemaProvider | |
| UStateTreeSettings | Default StateTree settings |
| UStateTreeTaskBlueprintBase | Base class for Blueprint based Tasks. |
Structs
| Name | Remarks |
|---|---|
| FActiveFrameID | A unique ID for FStateTreeExecutionFrame. |
| FActivePathInfo | |
| FActiveState | A state entry in the state path. |
| FActiveStateID | A unique ID for FStateTreeActiveStates state. |
| FCompactEventDesc | Runtime representation of an event description. |
| FCompactStateTransition | Runtime representation of a StateTree transition. |
| FCompactStateTreeFrame | Runtime representation of a StateTree frame. |
| FCompactStateTreeParameters | |
| FCompactStateTreeState | Runtime representation of a StateTree state. |
| FConstStateTreeExecutionContextView | The const version of a StateTree Execution Context that prevents using the FStateTreeInstanceData with non-const member function. |
| FEvaluationScopeInstanceContainer | Container of instance data for evaluation scope data. |
| FEvaluationScopeMemoryRequirement | The memory requirement for the container allocation. |
| FEventSentDelegateArgs | |
| FExecutionFrameHandle | Helper that identifies an execution frame with the root state and its tree asset. |
| FExecutionRuntimeData | Helper structure that holds the execution runtime instances. |
| FFinishedTask | Describes a finished task waiting to be processed by an execution context. |
| FGameplayTagContainerMatchCondition | HasAnyTags / HasAllTags condition Succeeds if the specified tag container has ANY or ALL of the tags in the other container. |
| FGameplayTagContainerMatchConditionInstanceData | |
| FGameplayTagMatchCondition | HasTag condition Succeeds if the tag container has the specified tag. |
| FGameplayTagMatchConditionInstanceData | |
| FGameplayTagQueryCondition | DoesContainerMatchTagQuery condition Succeeds if the specified tag container matches the given Tag Query. |
| FGameplayTagQueryConditionInstanceData | |
| FInstanceContainer | Container of instance data. |
| FNodeDelegateArgs | |
| FNodeReference | |
| FRecordedActiveState | Captured state cached for recording purposes. |
| FRecordedStateTreeExecutionFrame | Captured state tree execution frame that can be cached for recording purposes. |
| FRecordedStateTreeTransitionResult | Captured state tree transition result that can be cached for recording purposes. |
| FRuntimeValidation | For debugging purposes, test the actions that are made on the StateTree instance. |
| FScheduledTickHandle | ID of a scheduled tick request. |
| FStateHandleContext | Helper that combines the state handle and its tree asset. |
| FStateTreeActiveStates | Describes an array of active states in a State Tree. |
| FStateTreeAnyEnum | Enum that can be any type in the UI. Helper class to deal with any enum in property binding. |
| FStateTreeBindableStructDesc | Describes how the copy should be performed. |
| FStateTreeBlueprintConditionWrapper | Wrapper for Blueprint based Conditions. |
| FStateTreeBlueprintConsiderationWrapper | Wrapper for Blueprint based Considerations. |
| FStateTreeBlueprintEvaluatorWrapper | Wrapper for Blueprint based Evaluators. |
| FStateTreeBlueprintExternalDataHandle | Struct use to copy external data to the Blueprint item instance, resolved during StateTree linking. |
| FStateTreeBlueprintPropertyRef | FStateTreeBlueprintPropertyRef is a PropertyRef intended to be used in State Tree Blueprint nodes like tasks, conditions or evaluators, but also as a StateTree parameter. |
| FStateTreeBlueprintTaskWrapper | Wrapper for Blueprint based Tasks. |
| FStateTreeCompareBoolCondition | Condition comparing two booleans. |
| FStateTreeCompareBoolConditionInstanceData | |
| FStateTreeCompareDistanceCondition | Condition comparing distance between two vectors. |
| FStateTreeCompareDistanceConditionInstanceData | |
| FStateTreeCompareEnumCondition | Condition comparing two enums. |
| FStateTreeCompareEnumConditionInstanceData | |
| FStateTreeCompareFloatCondition | Condition comparing two floats. |
| FStateTreeCompareFloatConditionInstanceData | |
| FStateTreeCompareIntCondition | Condition comparing two integers. |
| FStateTreeCompareIntConditionInstanceData | |
| FStateTreeCompareNameCondition | Condition comparing two FNames. |
| FStateTreeCompareNameConditionInstanceData | |
| FStateTreeConditionBase | Base struct for all conditions. |
| FStateTreeConditionCommonBase | Base class (namespace) for all common Conditions that are generally applicable. |
| FStateTreeConsiderationBase | This feature is experimental and the API is expected to change. |
| FStateTreeConsiderationCommonBase | Base class (namespace) for all common Utility Considerations that are generally applicable. |
| FStateTreeConsiderationResponseCurve | |
| FStateTreeConstantConsideration | Consideration using a constant as its score. |
| FStateTreeConstantConsiderationInstanceData | |
| FStateTreeCustomVersion | Custom serialization version for StateTree Asset |
| FStateTreeDataHandle | Handle to a StateTree data |
| FStateTreeDataView | Helper struct to facilitate transition to FPropertyBindingDataView in the StateTree module. |
| FStateTreeDelegateActiveListeners | Describes added delegate listeners. |
| FStateTreeDelegateDispatcher | StateTree's delegates are used to send events through the state's hierarchy. |
| FStateTreeDelegateListener | The receiver of a delegate binding. Can be bound in the editor to a delegate dispatcher. |
| FStateTreeEditorPropertyPath | |
| FStateTreeEnumInputConsideration | |
| FStateTreeEnumInputConsiderationInstanceData | |
| FStateTreeEnumValueScorePair | |
| FStateTreeEnumValueScorePairs | |
| FStateTreeEvaluatorBase | Base struct of StateTree Evaluators. |
| FStateTreeEvaluatorCommonBase | Base class (namespace) for all common Evaluators that are generally applicable. |
| FStateTreeEvent | StateTree event with payload. |
| FStateTreeEventQueue | Event queue buffering all the events to be processed by a State Tree. |
| FStateTreeExecutionContext | StateTree Execution Context is a helper that is used to update StateTree instance data. |
| FStateTreeExecutionExtension | Used by the execution context or a weak execution context to extend their functionalities. |
| FStateTreeExecutionFrame | Describes an active branch of a State Tree. |
| FStateTreeExecutionState | Describes the execution state of the current State Tree instance. |
| FStateTreeExternalDataDesc | Describes an external data. |
| FStateTreeExternalDataHandle | Handle to access an external struct or object. Note: Use the templated version below. |
| FStateTreeFloatInputConsideration | Consideration using a Float as input to the response curve. |
| FStateTreeFloatInputConsiderationInstanceData | |
| FStateTreeFrameStateSelectionEvents | Contains StateTree events used during State Selection for a single execution frame. |
| FStateTreeIndex16 | Uint16 index that can be invalid. |
| FStateTreeIndex8 | Uint8 index that can be invalid. |
| FStateTreeInstanceData | StateTree instance data is used to store the runtime state of a StateTree. |
| FStateTreeInstanceObjectWrapper | Wrapper class to store an object amongst the structs. |
| FStateTreeInstanceStorage | State Tree instance data is used to store the runtime state of a State Tree. |
| FStateTreeInstanceStorageCustomVersion | |
| FStateTreeLinker | The StateTree linker is used to resolved references to various StateTree data at load time. |
| FStateTreeMemoryUsage | Struct containing information about the StateTree runtime memory usage. |
| FStateTreeMinimalExecutionContext | Minimal execution context to interact with the state tree instance data. |
| FStateTreeNodeBase | Base struct of StateTree Conditions, Considerations, Evaluators, and Tasks. |
| FStateTreeNodeIdToIndex | Pair of node id and its associated node index created at compilation. |
| FStateTreeObjectEqualsCondition | Condition testing if two object pointers point to the same object. |
| FStateTreeObjectEqualsConditionInstanceData | |
| FStateTreeObjectIsChildOfClassCondition | Condition testing if object is child of specified class. |
| FStateTreeObjectIsChildOfClassConditionInstanceData | |
| FStateTreeObjectIsValidCondition | Condition testing if specified object is valid. |
| FStateTreeObjectIsValidConditionInstanceData | |
| FStateTreePropertyAccess | Describes access to referenced property. |
| FStateTreePropertyBindings | Runtime storage and execution of property bindings. |
| FStateTreePropertyFunctionBase | Base struct for all property functions. |
| FStateTreePropertyFunctionCommonBase | |
| FStateTreePropertyPathBinding | Representation of a property binding in StateTree |
| FStateTreePropertyRef | Property ref allows to get a pointer to selected property in StateTree. |
| FStateTreePropertyRefExternalHandle | External Handle allows to wrap-up property reference to make it accessible without having an access to StateTreeExecutionContext. |
| FStateTreePropertyRefPath | Representation of a property reference binding in StateTree. |
| FStateTreeRandomCondition | Random condition |
| FStateTreeRandomConditionInstanceData | |
| FStateTreeRandomTimeDuration | Time duration with random variance. |
| FStateTreeReadOnlyExecutionContext | Read-only execution context to interact with the state tree instance data. |
| FStateTreeReference | Struct to hold reference to a StateTree asset along with values to parameterized it. |
| FStateTreeReferenceOverrideItem | Item describing a state tree override for a state with a specific tag. |
| FStateTreeReferenceOverrides | Overrides for linked State Trees. |
| FStateTreeRunParallelStateTreeExecutionExtension | |
| FStateTreeRunParallelStateTreeTask | Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state. |
| FStateTreeRunParallelStateTreeTaskInstanceData | |
| FStateTreeScheduledTick | Information on how a state tree should tick next. |
| FStateTreeSharedEvent | A struct wrapping FStateTreeEvent in shared struct, used to make it easier to refer to the events during State Tree update. |
| FStateTreeStateHandle | Handle to a StateTree state |
| FStateTreeStateIdToHandle | Pair of state guid and its associated state handle created at compilation. |
| FStateTreeStateLink | Link to another state in StateTree |
| FStateTreeStructRef | StateTree struct ref allows to get a reference/pointer to a specified type via property binding. |
| FStateTreeTaskBase | Base struct for StateTree Tasks. Tasks are logic executed in an active state. |
| FStateTreeTaskCommonBase | Base class (namespace) for all common Tasks that are generally applicable. |
| FStateTreeTasksCompletionStatus | Container for task status for all the active states and global tasks. |
| FStateTreeTemporaryInstanceData | Holds temporary instance data created during state selection. |
| FStateTreeTransitionDelayedState | Describes current state of a delayed transition. |
| FStateTreeTransitionIdToIndex | Pair of transition id and its associated compact transition index created at compilation. |
| FStateTreeTransitionRequest | Transition request |
| FStateTreeTransitionResult | Describes a state tree transition. |
| FStateTreeTransitionSource | Describes the origin of an applied transition. |
| FStateTreeWeakExecutionContext | Execution context that can be saved/copied and used asynchronously. |
| ICompileNodeContext | |
| IStateTreeBindingLookup | Helper interface to reason about bound properties. The implementation is in the editor plugin. |
| ITemporaryStorage | Interface of structure that can store temporary frames and states. |
| TStateTreeExternalDataHandle | Handle to access an external struct or object. |
| TStateTreeInstanceDataStructRef | Stores indexed reference to a instance data struct. |
| TStateTreePropertyRef | TStateTreePropertyRef is a type-safe FStateTreePropertyRef wrapper against a single given type. |
| TStateTreePropertyRefExternalHandle | Single type safe external handle allows to wrap-up property reference to make it accessible without having an access to StateTreeExecutionContext. |
| TStateTreeStrongExecutionContext | Execution context to interact with the state tree instance data asynchronously. |
| TTasksCompletionStatus | |
| Validator |
Interfaces
| Name | Remarks |
|---|---|
| IStateTreeModule | The public interface to this module |
| IStateTreeSchemaProvider | Implementing this interface allows derived class to override the schema used to filter valid state trees for a FStateTreeReference. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FConstTasksCompletionStatus | TTasksCompletionStatus< const uint32 > | StateTreeTasksStatus.h | |
| FOnBreakpointsChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when breakpoints of the StateTree EditorData changed. | StateTreeDelegates.h |
| FOnCollectStateTreeExternalData | TBaseDelegate_FourParams< bool, const FStateTreeExecutionContext &, const UStateTree *, TArrayView< const FStateTreeExternalDataDesc >, TArrayView< FStateTreeDataView > > | Delegate used by the execution context to collect external data views for a given StateTree asset. | StateTreeExecutionContext.h |
| FOnGlobalDataChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when Global Tasks or Evaluators of the StateTree EditorData changed. | StateTreeDelegates.h |
| FOnIdentifierChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when linkable name in a StateTree has changed. | StateTreeDelegates.h |
| FOnParametersChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when parameters of the StateTree EditorData changed. | StateTreeDelegates.h |
| FOnPostCompile | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when the state tree compiles. | StateTreeDelegates.h |
| FOnRequestCompile | TBaseDelegate_OneParam< bool, UStateTree & > | Request StateTree compilation. | StateTreeDelegates.h |
| FOnRequestEditorHash | TBaseDelegate_OneParam< uint32, const UStateTree & > | Request the editor hash of the given state tree. | StateTreeDelegates.h |
| FOnSchemaChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when schema of the StateTree EditorData has changed. | StateTreeDelegates.h |
| FOnStateParametersChanged | TMulticastDelegate_TwoParams< void, const UStateTree &, const FGuid > | Called when parameters of a StateTree State changed. | StateTreeDelegates.h |
| FOnVisualThemeChanged | TMulticastDelegate_OneParam< void, const UStateTree & > | Called when the theme colors change. | StateTreeDelegates.h |
| FStateTreeStrongExecutionContext | TStateTreeStrongExecutionContext< true > | StateTreeAsyncExecutionContext.h | |
| FStateTreeStrongReadOnlyExecutionContext | TStateTreeStrongExecutionContext< false > | StateTreeAsyncExecutionContext.h | |
| FTasksCompletionStatus | TTasksCompletionStatus< uint32 > | StateTreeTasksStatus.h |
Enums
Public
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| UE::StateTree::NumberOfTaskStatus | int32 | Number of entry in the ETaskCompletionStatus. | StateTreeTasksStatus.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArrayProperty | const FArrayProperty * | Cached array property. | StateTreePropertyBindings.h | |
| BindingsBegin | FStateTreeIndex16 | Describes a batch of property copies from many sources to one target struct. | StateTreePropertyBindings.h | |
| BindingsEnd | FStateTreeIndex16 | Index to one past the last binding/copy. | StateTreePropertyBindings.h | |
| CopySize | int32 | Cached property element size * dim. | StateTreePropertyBindings.h | |
| InstanceStruct | TObjectPtr< const UStruct > | Type of the struct or object instance in case the segment is pointing into an instanced data. | StateTreePropertyBindings.h | |
| MaxExpressionIndent | int32 | StateTreeTypes.h | ||
| NextIndex | FStateTreeIndex16 | Cached offset of the property | StateTreePropertyBindings.h | |
| Offset | uint16 | Cached offset of the property | StateTreePropertyBindings.h | |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS | Used internally. | StateTreePropertyBindings.h | ||
| PropertyFunctionsBegin | FStateTreeIndex16 | Index to first property function. | StateTreePropertyBindings.h | |
| PropertyFunctionsEnd | FStateTreeIndex16 | Index to one past the last property function. | StateTreePropertyBindings.h | |
| SourceDataHandle | FStateTreeDataHandle | Describes how to get the source data pointer for the copy. | StateTreePropertyBindings.h | |
| SourceLeafProperty | const FProperty * | Cached pointer to the leaf property of the access. | StateTreePropertyBindings.h | |
| SourceStructType | TObjectPtr< const UStruct > | Type of the source data, used for validation. | StateTreePropertyBindings.h | |
| TargetIndirection | FStateTreePropertyIndirection | Used internally. | StateTreePropertyBindings.h | |
| TargetLeafProperty | const FProperty * | Cached pointer to the leaf property of the access. | StateTreePropertyBindings.h | |
| Type | EPropertyBindingPropertyAccessType | Type of access/indirection. |
Type of the copy | StateTreePropertyBindings.h | |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateTreePropertyPath
(
const FPropertyBindingPath& Other |
Representation of a property path used for property binding in StateTree. | StateTreePropertyBindings.h | |
FStateTreeStrongTaskRef
(
TStrongObjectPtr< const UStateTree > StateTree, |
A reference to a task that can utilized in a async callback. | StateTreeNodeRef.h | |
const UStateTree * GetStateTree() |
StateTreeNodeRef.h | ||
const FStateTreeTaskBase * GetTask() |
StateTreeNodeRef.h | ||
FStateTreeIndex16 GetTaskIndex() |
StateTreeNodeRef.h | ||
bool IsValid() |
StateTreeNodeRef.h | ||
operator bool() |
StateTreeNodeRef.h | ||
bool operator!
(
EStateTreeStateSelectionRules E |
StateTreeTypes.h | ||
bool operator!
(
EStateTreeTransitionTrigger E |
StateTreeTypes.h | ||
bool operator!=
(
const EStateTreeTransitionPriority Lhs, |
StateTreeTypes.h | ||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
| StateTreeTypes.h | |||
bool operator==
(
const EStateTreeTransitionPriority Lhs, |
StateTreeTypes.h | ||
bool operator>
(
const EStateTreeTransitionPriority Lhs, |
StateTreeTypes.h | ||
bool operator>=
(
const EStateTreeTransitionPriority Lhs, |
StateTreeTypes.h | ||
| Debugger/StateTreeDebug.h | |||
| Debugger/StateTreeDebug.h | |||
UE::StateTree::Debug::DECLARE_TS_MULTICAST_DELEGATE_ThreeParams
(
FTransitionDelegate, |
Debugger/StateTreeDebug.h | ||
UE::StateTree::Debug::DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FEventSentDelegate, |
Debugger/StateTreeDebug.h | ||
UE::StateTree::Debug::DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FEventConsumedDelegate, |
Debugger/StateTreeDebug.h | ||
UE::StateTree::Debug::DECLARE_TS_MULTICAST_DELEGATE_TwoParams
(
FNodeDelegate, |
Debugger/StateTreeDebug.h | ||
FText UE::StateTree::DescHelpers::GetDescriptionForMathOperation
(
FText OperationText, |
StateTreeNodeDescriptionHelpers.h | ||
FText UE::StateTree::DescHelpers::GetDescriptionForSingleParameterFunc
(
FText OperationText, |
StateTreeNodeDescriptionHelpers.h | ||
| Checks if provided property is compatible with selected Class. | StateTreePropertyRefHelpers.h | ||
| Checks if provided property is compatible with selected Enum. | StateTreePropertyRefHelpers.h | ||
bool UE::StateTree::PropertyRefHelpers::IsPropertyCompatibleWithStruct
(
const FProperty& Property, |
Checks if provided property is compatible with selected ScriptStruct. | StateTreePropertyRefHelpers.h | |
const FName UE::StateTree::SchemaCanBeOverridenTag
(
TEXT("SchemaCanBeOverriden") |
StateTreeTypes.h | ||
const FName UE::StateTree::SchemaTag
(
TEXT("Schema") |
StateTreeTypes.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EStateTreeDataSourceType UE::StateTree::CastToDataSourceType
(
EStateTreeParameterDataType Value |
StateTreeTypes.h | ||
static T * UE::StateTree::PropertyRefHelpers::GetMutablePtrToProperty
(
const FStateTreePropertyRef& PropertyRef, |
StateTreePropertyRef.h | ||
static TTuple< T *... > UE::StateTree::PropertyRefHelpers::GetMutablePtrTupleToProperty
(
const FStateTreePropertyRef& PropertyRef, |
StateTreePropertyRef.h |