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API > API/Plugins > API/Plugins/StateTreeModule
Describes the execution state of the current State Tree instance.
| Name | FStateTreeExecutionState |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
USTRUCT ()
struct FStateTreeExecutionState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FStateTreeExecutionState
(
const FStateTreeExecutionState& |
StateTreeExecutionTypes.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS FStateTreeExecutionState () |
StateTreeExecutionTypes.h |
Structs
| Name | Remarks |
|---|---|
| FScheduledTickRequest | ScheduledTick |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveFrames | TArray< FStateTreeExecutionFrame > | Currently active frames (and states) | StateTreeExecutionTypes.h | |
| bHasPendingCompletedState | bool | A task that completed a state or a global task that completed a global frame. | StateTreeExecutionTypes.h | |
| CompletedFrameIndex | FStateTreeIndex16 | Handle of the state that was first to report state completed (success or failure), used to trigger completion transitions. | StateTreeExecutionTypes.h | |
| CompletedStateHandle | FStateTreeStateHandle | StateTreeExecutionTypes.h | ||
| CurrentExecutionContext | FStateTreeExecutionContext * | StateTreeExecutionTypes.h | ||
| CurrentPhase | EStateTreeUpdatePhase | Current update phase used to validate reentrant calls to the main entry points of the execution context (i.e. Start, Stop, Tick). | StateTreeExecutionTypes.h | |
| DelayedTransitions | TArray< FStateTreeTransitionDelayedState > | Pending delayed transitions. | StateTreeExecutionTypes.h | |
| DelegateActiveListeners | FStateTreeDelegateActiveListeners | Active delegate listeners. | StateTreeExecutionTypes.h | |
| EnterStateFailedFrameIndex | FStateTreeIndex16 | StateTreeExecutionTypes.h | ||
| EnterStateFailedTaskIndex | FStateTreeIndex16 | StateTreeExecutionTypes.h | ||
| ExecutionExtension | TInstancedStruct< FStateTreeExecutionExtension > | Optional extension for the execution context. | StateTreeExecutionTypes.h |
|
| FinishedTasks | PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< UE::StateTree::FFinishedTask > | Pending finished tasks that need processing. | StateTreeExecutionTypes.h | |
| LastExitedNodeIndex | FStateTreeIndex16 | StateTreeExecutionTypes.h | ||
| LastTickStatus | EStateTreeRunStatus | Result of last TickTasks | StateTreeExecutionTypes.h | |
| RandomStream | FRandomStream | Used by state tree random-based operations. | StateTreeExecutionTypes.h | |
| RequestedStop | EStateTreeRunStatus | Completion status stored if Stop was called during the Tick and needed to be deferred. | StateTreeExecutionTypes.h | |
| StateChangeCount | uint16 | Number of times a new state has been changed. | StateTreeExecutionTypes.h | |
| TreeRunStatus | EStateTreeRunStatus | Running status of the instance | StateTreeExecutionTypes.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedScheduledTickRequest | FStateTreeScheduledTick | The current computed value from ScheduledTickRequests. | StateTreeExecutionTypes.h | |
| ScheduledTickRequests | TArray< FScheduledTickRequest > | StateTreeExecutionTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE::StateTree::FScheduledTickHandle AddScheduledTickRequest
(
FStateTreeScheduledTick ScheduledTick |
Adds a scheduled tick request. | StateTreeExecutionTypes.h | |
const FStateTreeExecutionFrame * FindActiveFrame
(
UE::StateTree::FActiveFrameID FrameID |
StateTreeExecutionTypes.h | ||
| StateTreeExecutionTypes.h | |||
TArray< FStateTreeTransitionDelayedState, TInlineAllocator< 8 > > FindAndRemoveExpiredDelayedTransitions
(
const UStateTree* OwnerStateTree, |
Finds all delayed transition states for a specific transition and removes them. | StateTreeExecutionTypes.h | |
UE::StateTree::FActiveStatePath GetActiveStatePath() |
StateTreeExecutionTypes.h | ||
FStateTreeScheduledTick GetScheduledTickRequest() |
StateTreeExecutionTypes.h | ||
bool HasScheduledTickRequests() |
StateTreeExecutionTypes.h | ||
int32 IndexOfActiveFrame
(
UE::StateTree::FActiveFrameID FrameID |
StateTreeExecutionTypes.h | ||
bool RemoveScheduledTickRequest
(
UE::StateTree::FScheduledTickHandle Handle |
Removes a request. | StateTreeExecutionTypes.h | |
void Reset() |
StateTreeExecutionTypes.h | ||
bool UpdateScheduledTickRequest
(
UE::StateTree::FScheduledTickHandle Handle, |
Updates the scheduled tick of a previous request. | StateTreeExecutionTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
FStateTreeExecutionState & operator=
(
const FStateTreeExecutionState& |
StateTreeExecutionTypes.h |