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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/FStateTreeExecutionContext
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RequestTransition
(
const FStateTreeTransitionRequest& Request |
Requests transition to a state. | StateTreeExecutionContext.h | |
void RequestTransition
(
FStateTreeStateHandle TargetState, |
Requests transition to a state. | StateTreeExecutionContext.h | |
bool RequestTransition
(
const FStateTreeExecutionFrame& CurrentFrame, |
StateTreeExecutionContext.h |
RequestTransition(const FStateTreeTransitionRequest &)
Description
Requests transition to a state. If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state). If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
| Name | RequestTransition |
| 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 RequestTransition
(
const FStateTreeTransitionRequest & Request
)
Parameters
| Name | Remarks |
|---|---|
| Request | The state to transition to. |
RequestTransition(FStateTreeStateHandle, EStateTreeTransitionPriority, EStateTreeSelectionFallback)
Description
Requests transition to a state. If called during during transition processing (e.g. from FStateTreeTaskBase::TriggerTransitions()) the transition is attempted to be activate immediately (it can fail e.g. because of preconditions on a target state). If called outside the transition handling, the request is buffered and handled at the beginning of next transition processing.
| Name | RequestTransition |
| 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 RequestTransition
(
FStateTreeStateHandle TargetState,
EStateTreeTransitionPriority Priority,
EStateTreeSelectionFallback Fallback
)
Parameters
| Name | Remarks |
|---|---|
| TargetState | The state to transition to. |
| Priority | The priority of the transition. |
| Fallback | of the transition if it fails to select the target state. |
RequestTransition(const FStateTreeExecutionFrame &, const FStateTreeStateHandle, const EStateTreeTransitionPriority, const FStateTreeSharedEvent *, const EStateTreeSelectionFallback)
| Name | RequestTransition |
| 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 |
bool RequestTransition
(
const FStateTreeExecutionFrame & CurrentFrame,
const FStateTreeStateHandle NextState,
const EStateTreeTransitionPriority Priority,
const FStateTreeSharedEvent * TransitionEvent,
const EStateTreeSelectionFallback Fallback
)