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Captured state tree transition result that can be cached for recording purposes. Primarily, when transitions are recorded through this structure, we can replicate them down to clients to keep our state tree in sync.
| Name | FRecordedStateTreeTransitionResult |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
USTRUCT ()
struct FRecordedStateTreeTransitionResult
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FRecordedStateTreeTransitionResult
(
const FStateTreeTransitionResult& Transition |
StateTreeExecutionTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NextActiveFrameEvents | TArray< FStateTreeEvent > | Captured events from the transition that we've recorded | StateTreeExecutionTypes.h | |
| NextActiveFrames | TArray< FRecordedStateTreeExecutionFrame > | States selected as result of the transition. | StateTreeExecutionTypes.h | |
| Priority | EStateTreeTransitionPriority | Priority of the transition that caused the state change. | StateTreeExecutionTypes.h | |
| SourceRootState | FStateTreeStateHandle | Root state the execution frame where the transition was requested. | StateTreeExecutionTypes.h | |
| SourceState | FStateTreeStateHandle | Transition source state. | StateTreeExecutionTypes.h | |
| SourceStateTree | TObjectPtr< const UStateTree > | StateTree asset that was active when the transition was requested. | StateTreeExecutionTypes.h | |
| TargetState | FStateTreeStateHandle | Transition target state. | StateTreeExecutionTypes.h |