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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/Blueprint > API/Plugins/StateTreeModule/Blueprint/UStateTreeTaskBlueprintBase
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h |
| Include | #include "Blueprint/StateTreeTaskBlueprintBase.h" |
UFUNCTION&40;BlueprintImplementableEvent, Meta&61;&40;DisplayName&61;"EnterState"&41;&41;
void ReceiveLatentEnterState
&40;
const FStateTreeTransitionResult & Transition
&41;
Remarks
Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
Parameters
| Name | Description |
|---|---|
| Transition | Describes the states involved in the transition |