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API > API/Plugins > API/Plugins/StateTreeModule
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTypes.h |
| Include | #include "StateTreeTypes.h" |
Syntax
USTRUCT ()
struct FCompactStateTreeState
Remarks
Runtime representation of a StateTree state.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 = false | bCheckPrerequisitesWhenActivatingChildDirectly | Should state's required event and enter conditions be evaluated when transition leads directly to it's child. | |
| uint8: 1 = true | bConsumeEventOnSelect | If set to true, the required event is consumed (later state selection cannot react to it) if state selection can be made. | |
| uint8: 1 = true | bEnabled | True if the state is Enabled (i.e. not explicitly marked as disabled). | |
| uint8: 1 = false | bHasStateChangeConditions | True if the state contains conditions which require call to enter/completed/exit state. | |
| uint8: 1 = false | bHasTransitionTasks | True if the state contains tasks that should be called during transition handling. | |
| uint16 | ChildrenBegin | Index to first child state | |
| uint16 | ChildrenEnd | Index one past the last child state. | |
| uint8 | Depth | Distance to root state. | |
| uint16 | EnterConditionsBegin | Index to first state enter condition | |
| uint8 | EnterConditionsNum | Number of enter conditions | |
| FStateTreeIndex16 | EventDataIndex | ||
| uint8 | InstanceDataNum | Number of instance data | |
| TObjectPtr< UStateTree > | LinkedAsset | ||
| FStateTreeStateHandle | LinkedState | Linked state handle if the state type is linked state. | |
| FName | Name | Name of the State | |
| FStateTreeIndex16 | ParameterBindingsBatch | ||
| FStateTreeDataHandle | ParameterDataHandle | ||
| FStateTreeIndex16 | ParameterTemplateIndex | Index to state instance data. | |
| FStateTreeStateHandle | Parent | Parent state handle, invalid if root state. | |
| FCompactEventDesc | RequiredEventToEnter | Description of an event required to enter the state. | |
| EStateTreeStateSelectionBehavior | SelectionBehavior | What to do when the state is considered for selection. | |
| FGameplayTag | Tag | GameplayTag describing the State | |
| uint16 | TasksBegin | Index to first task | |
| uint8 | TasksNum | Number of tasks | |
| uint16 | TransitionsBegin | Index to first transition | |
| uint8 | TransitionsNum | Number of transitions | |
| EStateTreeStateType | Type | Type of the state | |
| uint16 | UtilityConsiderationsBegin | Index to first state utility consideration | |
| uint8 | UtilityConsiderationsNum | Number of utility considerations | |
| float | Weight | Weight used to scale the normalized final utility score for this state |
Functions
| Type | Name | Description | |
|---|---|---|---|
| uint16 | |||
| bool | HasChildren () |