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API > API/Plugins > API/Plugins/StateTreeModule
Inheritance Hierarchy
- FStateTreeNodeBase
- FStateTreeConditionBase
- FAvaTransitionCondition
- FAvaSceneContainsTagAttributeConditionBase
- FAvaNoSceneContainsTagAttributeCondition
- FAvaSceneContainsTagAttributeCondition
- FAvaTransitionLayerCondition
- FAvaTransitionLayerMatchCondition
- FAvaTransitionSceneMatchCondition
- FAvaTransitionStateMatchCondition
- FAvaTransitionRCControllerMatchCondition
- FAvaTransitionTypeMatchCondition
- FGameplayCamerasStateTreeCondition
- FGameplayInteractionStateTreeCondition
- FStateTreeAIConditionBase
- FStateTreeBlueprintConditionWrapper
- FStateTreeConditionCommonBase
- FGameplayTagContainerMatchCondition
- FGameplayTagMatchCondition
- FGameplayTagQueryCondition
- FStateTreeCompareBoolCondition
- FStateTreeCompareDistanceCondition
- FStateTreeCompareEnumCondition
- FStateTreeCompareFloatCondition
- FStateTreeCompareIntCondition
- FStateTreeObjectEqualsCondition
- FStateTreeObjectIsChildOfClassCondition
- FStateTreeObjectIsValidCondition
- FStateTreeRandomCondition
- FZoneGraphTagCondition
- FZoneGraphTagFilterCondition
- FZoneGraphTagMaskCondition
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeConditionBase.h |
| Include | #include "StateTreeConditionBase.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FStateTreeConditionBase : public FStateTreeNodeBase
Remarks
Base struct for all conditions.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 = false | bHasShouldCallStateChangeEvents | If set to true, EnterState, ExitState, and StateCompleted are called on the condition. | |
| uint8: 1 = true | bShouldStateChangeOnReselect | If set to true, the condition will receive EnterState/ExitState even if the state was previously active. | |
| int8 | DeltaIndent | ||
| EStateTreeConditionEvaluationMode | EvaluationMode | ||
| EStateTreeExpressionOperand | Operand |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | |
| void | ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | |
| void | StateCompleted
(
FStateTreeExecutionContext& Context, |
Called right after a state has been completed, but before new state has been selected. | |
| bool | TestCondition
(
FStateTreeExecutionContext& Context |