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Read-only execution context to interact with the state tree instance data. Only const and read accesses are available. Multiple FStateTreeReadOnlyExecutionContext can coexist on different threads as long no other (minimal, weak, regular) execution context exists. The user is responsible for preventing invalid multi-threaded access.
| Name | FStateTreeReadOnlyExecutionContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionContext.h |
| Include Path | #include "StateTreeExecutionContext.h" |
Syntax
struct FStateTreeReadOnlyExecutionContext
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionContext.h | |||
FStateTreeReadOnlyExecutionContext
(
TNotNull< UObject* > Owner, |
FStateTreeReadOnlyExecutionContext implementation | StateTreeExecutionContext.h | |
FStateTreeReadOnlyExecutionContext
(
TNotNull< UObject* > Owner, |
StateTreeExecutionContext.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FStateTreeReadOnlyExecutionContext() |
StateTreeExecutionContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DebugPrintInternalLayout() |
StateTreeExecutionContext.h | ||
TConstArrayView< FStateTreeExecutionFrame > GetActiveFrames() |
StateTreeExecutionContext.h | ||
FString GetActiveStateName() |
StateTreeExecutionContext.h | ||
| StateTreeExecutionContext.h | |||
EStateTreeRunStatus GetLastTickStatus() |
StateTreeExecutionContext.h | ||
FStateTreeScheduledTick GetNextScheduledTick() |
StateTreeExecutionContext.h | ||
uint64 GetOuterTraceId() |
StateTreeExecutionContext.h | ||
TNotNull< UObject * > GetOwner() |
StateTreeExecutionContext.h | ||
int32 GetStateChangeCount() |
StateTreeExecutionContext.h | ||
const FCompactStateTreeState * GetStateFromHandle
(
const FStateTreeStateHandle StateHandle |
StateTreeExecutionContext.h | ||
TNotNull< const UStateTree * > GetStateTree() |
StateTreeExecutionContext.h | ||
EStateTreeRunStatus GetStateTreeRunStatus() |
StateTreeExecutionContext.h | ||
UWorld * GetWorld() |
StateTreeExecutionContext.h | ||
bool HasEventToProcess
(
const FGameplayTag Tag |
StateTreeExecutionContext.h | ||
bool IsValid() |
Indicates if the instance is valid and would be able to run the instance of the associated StateTree asset with a regular execution context. | StateTreeExecutionContext.h | |
void SetOuterTraceId
(
const uint64 Id |
StateTreeExecutionContext.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetInstanceDescriptionInternal() |
StateTreeExecutionContext.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateTreeReadOnlyExecutionContext & operator=
(
const FStateTreeReadOnlyExecutionContext& |
StateTreeExecutionContext.h |