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API > API/Plugins > API/Plugins/StateTreeModule
Wrapper for Blueprint based Tasks.
| Name | FStateTreeBlueprintTaskWrapper |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h |
| Include Path | #include "Blueprint/StateTreeTaskBlueprintBase.h" |
Syntax
USTRUCT ()
struct FStateTreeBlueprintTaskWrapper : public FStateTreeTaskBase
Inheritance Hierarchy
- FStateTreeNodeBase → FStateTreeTaskBase → FStateTreeBlueprintTaskWrapper
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TaskClass | TSubclassOf< UStateTreeTaskBlueprintBase > | Blueprint/StateTreeTaskBlueprintBase.h | ||
| TaskFlags | uint8 | Blueprint/StateTreeTaskBlueprintBase.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanEditConsideredForCompletion | uint8 | True if the user can edit bConsideredForCompletion in the editor. | Blueprint/StateTreeTaskBlueprintBase.h | |
| bConsideredForCompletion | uint8 | The node will use the blueprint data instead. | Blueprint/StateTreeTaskBlueprintBase.h |
Functions
Public
Overridden from FStateTreeTaskBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | Blueprint/StateTreeTaskBlueprintBase.h | |
virtual void ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | Blueprint/StateTreeTaskBlueprintBase.h | |
virtual void StateCompleted
(
FStateTreeExecutionContext& Context, |
Called right after a state has been completed, but before new state has been selected. | Blueprint/StateTreeTaskBlueprintBase.h | |
virtual EStateTreeRunStatus Tick
(
FStateTreeExecutionContext& Context, |
Called during state tree tick when the task is on active state. | Blueprint/StateTreeTaskBlueprintBase.h |
Overridden from FStateTreeNodeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult Compile
(
UE::StateTree::ICompileNodeContext& CompileContext |
Called during State Tree compilation, allows to modify and validate the node and instance data. | Blueprint/StateTreeTaskBlueprintBase.h | |
virtual FText GetDescription
(
const FGuid& ID, |
Returns description for the node, use in the UI. | Blueprint/StateTreeTaskBlueprintBase.h | |
virtual FColor GetIconColor() |
Blueprint/StateTreeTaskBlueprintBase.h | ||
virtual FName GetIconName() |
Blueprint/StateTreeTaskBlueprintBase.h | ||
virtual const UStruct * GetInstanceDataType() |
Blueprint/StateTreeTaskBlueprintBase.h | ||
virtual bool Link
(
FStateTreeLinker& Linker |
Called when the StateTree asset is linked. Allows to resolve references to other StateTree data. | Blueprint/StateTreeTaskBlueprintBase.h |