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API > API/Plugins > API/Plugins/StateTreeModule
Struct to hold reference to a StateTree asset along with values to parameterized it.
| Name | FStateTreeReference |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeReference.h |
| Include Path | #include "StateTreeReference.h" |
Syntax
USTRUCT (BlueprintType ,
Meta=(DisableSplitPin, HasNativeMake="/Script/StateTreeModule.StateTreeFunctionLibrary.MakeStateTreeReference"))
struct FStateTreeReference
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConditionallySyncParameters() |
Sync parameters to match the asset if required. | StateTreeReference.h | |
FInstancedPropertyBag & GetMutableParameters() |
StateTreeReference.h | ||
UStateTree * GetMutableStateTree() |
StateTreeReference.h | ||
const FInstancedPropertyBag & GetParameters() |
StateTreeReference.h | ||
const UStateTree * GetStateTree() |
StateTreeReference.h | ||
bool IsPropertyOverridden
(
const FGuid PropertyID |
StateTreeReference.h | ||
bool IsValid() |
StateTreeReference.h | ||
void PostSerialize
(
const FArchive& Ar |
StateTreeReference.h | ||
bool RequiresParametersSync() |
Indicates if current parameters are compatible with those available in the selected StateTree asset. | StateTreeReference.h | |
bool Serialize
(
FStructuredArchive::FSlot Slot |
StateTreeReference.h | ||
void SetPropertyOverridden
(
const FGuid PropertyID, |
Sets the override status of specified property by ID. | StateTreeReference.h | |
void SetStateTree
(
UStateTree* NewStateTree |
Sets the StateTree asset and referenced parameters. | StateTreeReference.h | |
void SyncParameters() |
Enforce self parameters to be compatible with those exposed by the selected StateTree asset. | StateTreeReference.h |