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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/FStateTreeExecutionContext
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExitState
(
const FStateTreeTransitionResult& Transition |
StateTreeExecutionContext.h | ||
void ExitState
(
const TSharedPtr< const FSelectStateResult >& SelectStateResult, |
Handles logic for exiting State. | StateTreeExecutionContext.h |
ExitState(const FStateTreeTransitionResult &)
| Name | ExitState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h |
| Include Path | #include "StateTreeExecutionContext.h" |
| Source | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeExecutionContext.cpp |
void ExitState
(
const FStateTreeTransitionResult & Transition
)
ExitState(const TSharedPtr< const FSelectStateResult > &, const FStateTreeTransitionResult &)
Description
Handles logic for exiting State. ExitState is called on current active Evaluators and Tasks that are part of the re-planned tree. Re-planned tree is from the transition target up to the leaf state. States that are parent to the transition target state and still active after the transition will remain intact.
| Name | ExitState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h |
| Include Path | #include "StateTreeExecutionContext.h" |
| Source | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTreeExecutionContext.cpp |
void ExitState
(
const TSharedPtr < const FSelectStateResult > & SelectStateResult,
const FStateTreeTransitionResult & Transition
)