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Base struct for all property functions. PropertyFunction is a node which is executed just before evaluating owner's bindings.
The property function's instance data is expected to have one property marked as output. This property is used to find which properties the function can be used for, and that property is hidden in the UI. It is expected that there's just one output property.
Example:
USTRUCT() struct FStateTreeBooleanOperationPropertyFunctionInstanceData {
bool bLeft = false;
bool bRight = false;
// This property is used to find which properties the function can be used for.
bool bResult = false; };
| Name | FStateTreePropertyFunctionBase |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreePropertyFunctionBase.h |
| Include Path | #include "StateTreePropertyFunctionBase.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FStateTreePropertyFunctionBase : public FStateTreeNodeBase
Inheritance Hierarchy
- FStateTreeNodeBase → FStateTreePropertyFunctionBase
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute
(
FStateTreeExecutionContext& Context |
Called right before evaluating bindings for the owning node. | StateTreePropertyFunctionBase.h |
Overridden from FStateTreeNodeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FColor GetIconColor() |
StateTreePropertyFunctionBase.h | ||
virtual FName GetIconName() |
StateTreePropertyFunctionBase.h |