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Describes an array of active states in a State Tree.
| Name | FStateTreeActiveStates |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FStateTreeActiveStates
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FStateTreeActiveStates
(
const FStateTreeStateHandle StateHandle |
StateTreeExecutionTypes.h | ||
FStateTreeActiveStates
(
const FStateTreeStateHandle StateHandle, |
StateTreeExecutionTypes.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxStates | uint8 | Max number of active states. | StateTreeExecutionTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NumStates | uint8 | StateTreeExecutionTypes.h |
|
|
| StateIDs | UE::StateTree::FActiveStateID | StateTreeExecutionTypes.h | ||
| States | FStateTreeStateHandle | StateTreeExecutionTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FStateTreeStateHandle * begin () |
StateTreeExecutionTypes.h | ||
| DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support. | StateTreeExecutionTypes.h | ||
bool Contains
(
const UE::StateTree::FActiveStateID StateId |
Returns true if the state id is inside the container. | StateTreeExecutionTypes.h | |
bool Contains
(
const FStateTreeStateHandle StateHandle, |
Returns true of the array contains specified state within MaxNumStatesToCheck states. | StateTreeExecutionTypes.h | |
bool Contains
(
const FStateTreeStateHandle StateHandle |
Returns true of the array contains specified state. | StateTreeExecutionTypes.h | |
const FStateTreeStateHandle * end () |
StateTreeExecutionTypes.h | ||
FStateTreeStateHandle * end () |
StateTreeExecutionTypes.h | ||
FStateTreeStateHandle FindStateHandle
(
UE::StateTree::FActiveStateID StateId |
Returns the corresponding state handle for the active state ID. | StateTreeExecutionTypes.h | |
UE::StateTree::FActiveStateID FindStateID
(
FStateTreeStateHandle StateHandle |
Returns the corresponding state ID for the active state handle. | StateTreeExecutionTypes.h | |
FStateTreeStateHandle GetStateSafe
(
const int32 Index |
Returns a specified state in the array, or FStateTreeStateHandle::Invalid if Index is out of array bounds. | StateTreeExecutionTypes.h | |
int32 IndexOfReverse
(
const FStateTreeStateHandle StateHandle |
Returns index of a state, searching in reverse order. | StateTreeExecutionTypes.h | |
int32 IndexOfReverse
(
const UE::StateTree::FActiveStateID StateId |
Returns index of a state, searching in reverse order. | StateTreeExecutionTypes.h | |
bool IsEmpty() |
Returns true if the array is empty. | StateTreeExecutionTypes.h | |
bool IsValidIndex
(
const int32 Index |
Returns true if the index is within array bounds. | StateTreeExecutionTypes.h | |
FStateTreeStateHandle Last() |
Returns last state in the array, or invalid state if the array is empty. | StateTreeExecutionTypes.h | |
int32 Num() |
Returns number of states in the array. | StateTreeExecutionTypes.h | |
FStateTreeStateHandle Pop() |
Pops a state from the back of the array and returns the popped value, or invalid handle if the array was empty. | StateTreeExecutionTypes.h | |
bool Push
(
const FStateTreeStateHandle StateHandle, |
Pushes new state at the back of the array and returns true if there was enough space. | StateTreeExecutionTypes.h | |
bool Push
(
const FStateTreeStateHandle StateHandle |
Pushes new state at the back of the array and returns true if there was enough space. | StateTreeExecutionTypes.h | |
bool PushFront
(
const FStateTreeStateHandle StateHandle, |
Pushes new state at the front of the array and returns true if there was enough space. | StateTreeExecutionTypes.h | |
bool PushFront
(
const FStateTreeStateHandle StateHandle |
Pushes new state at the front of the array and returns true if there was enough space. | StateTreeExecutionTypes.h | |
void Reset() |
Resets the active state array to empty. | StateTreeExecutionTypes.h | |
void SetNum
(
const int32 NewNum |
Sets the number of states, new states are set to invalid state. | StateTreeExecutionTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FStateTreeStateHandle & operator[]
(
const int32 Index |
Returns a specified state in the array. | StateTreeExecutionTypes.h | |
FStateTreeStateHandle & operator[]
(
const int32 Index |
Returns mutable reference to a specified state in the array. | StateTreeExecutionTypes.h |