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Describes a finished task waiting to be processed by an execution context.
| Name | FFinishedTask |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
struct FFinishedTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FFinishedTask
(
FActiveFrameID FrameID, |
StateTreeExecutionTypes.h |
Enums
Public
| Name | Remarks |
|---|---|
| EReasonType |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bTickProcessed | bool | Set to true if the task is completed before or during the TickTasks. | StateTreeExecutionTypes.h | |
| FrameID | FActiveFrameID | Frame ID that identifies 1the active frame. | StateTreeExecutionTypes.h | |
| Reason | EReasonType | The reason of the finished task. | StateTreeExecutionTypes.h | |
| RunStatus | EStateTreeRunStatus | The result of the finished task. | StateTreeExecutionTypes.h | |
| StateID | FActiveStateID | State ID that contains the finished task. | StateTreeExecutionTypes.h | |
| TaskIndex | FStateTreeIndex16 | Task that is finished and needs to be processed. | StateTreeExecutionTypes.h |