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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/FStateTreeExecutionContext
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinishTask
(
const FStateTreeTaskBase& Task, |
Finishes a task. | StateTreeExecutionContext.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS void FinishTask
(
const UE::StateTree::FFinishedTask& Task, |
Finishes a task. | StateTreeExecutionContext.h |
FinishTask(const FStateTreeTaskBase &, EStateTreeFinishTaskType)
Description
Finishes a task. This fails if the Task is not currently the processed node. ie. Must be called from inside a FStateTreeTaskBase EnterState, ExitState, StateCompleted, Tick, TriggerTransitions. If called during tick processing, then the state completes immediately. If called outside of the tick processing, then the request is buffered and handled on the next tick.
| Name | FinishTask |
| 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 FinishTask
(
const FStateTreeTaskBase & Task,
EStateTreeFinishTaskType FinishType
)
FinishTask(const UE::StateTree::FFinishedTask &, EStateTreeFinishTaskType)
Description
Finishes a task. If called during tick processing, then the state completes immediately. If called outside of the tick processing, then the request is buffered and handled on the next tick.
| Name | FinishTask |
| 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 |
PRAGMA_DISABLE_DEPRECATION_WARNINGS void FinishTask
(
const UE::StateTree::FFinishedTask & Task,
EStateTreeFinishTaskType FinishType
)