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Captured state tree execution frame that can be cached for recording purposes. Held in FRecordedStateTreeTransitionResult for its NextActiveFrames.
| Name | FRecordedStateTreeExecutionFrame |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
USTRUCT ()
struct FRecordedStateTreeExecutionFrame
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FRecordedStateTreeExecutionFrame
(
const FStateTreeExecutionFrame& ExecutionFrame |
StateTreeExecutionTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveStates | FStateTreeActiveStates | Active states in this frame. | StateTreeExecutionTypes.h | |
| bIsGlobalFrame | uint8 | If true, the global tasks of the State Tree should be handle in this frame. | StateTreeExecutionTypes.h | |
| EventIndices | TStaticArray< uint8, FStateTreeActiveStates::MaxStates > | Captured indices of the events we've recorded. | StateTreeExecutionTypes.h | |
| RootState | FStateTreeStateHandle | The root state of the frame (e.g. Root state or a subtree). | StateTreeExecutionTypes.h | |
| StateTree | TObjectPtr< const UStateTree > | The State Tree used for ticking this frame. | StateTreeExecutionTypes.h |