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API > API/Plugins > API/Plugins/StateTreeModule
Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state. It will succeed, fail or run depending on the result of the parallel tree. Less efficient then Linked Asset state, it has the advantage of allowing multiple trees to run in parallel.
| Name | FStateTreeRunParallelStateTreeTask |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Tasks/StateTreeRunParallelStateTreeTask.h |
| Include Path | #include "Tasks/StateTreeRunParallelStateTreeTask.h" |
Syntax
USTRUCT (Meta=(DisplayName="Run Parallel Tree", Category="Common"))
struct FStateTreeRunParallelStateTreeTask : public FStateTreeTaskCommonBase
Inheritance Hierarchy
- FStateTreeNodeBase → FStateTreeTaskBase → FStateTreeTaskCommonBase → FStateTreeRunParallelStateTreeTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateTreeRunParallelStateTreeTask() |
Tasks/StateTreeRunParallelStateTreeTask.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FInstanceDataType | FStateTreeRunParallelStateTreeTaskInstanceData | Tasks/StateTreeRunParallelStateTreeTask.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetEventHandlingPriority
(
const EStateTreeTransitionPriority NewPriority |
Sets event handling priority. | Tasks/StateTreeRunParallelStateTreeTask.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FStateTreeReference & GetStateTreeToRun
(
FStateTreeExecutionContext& Context, |
Tasks/StateTreeRunParallelStateTreeTask.h |
Overridden from FStateTreeTaskBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual void ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual EStateTreeRunStatus Tick
(
FStateTreeExecutionContext& Context, |
Called during state tree tick when the task is on active state. | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual void TriggerTransitions
(
FStateTreeExecutionContext& Context |
Called when state tree triggers transitions. | Tasks/StateTreeRunParallelStateTreeTask.h |
Overridden from FStateTreeNodeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult Compile
(
UE::StateTree::ICompileNodeContext& CompileContext |
Called during State Tree compilation, allows to modify and validate the node and instance data. | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual FText GetDescription
(
const FGuid& ID, |
Returns description for the node, use in the UI. | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual FColor GetIconColor() |
Tasks/StateTreeRunParallelStateTreeTask.h | ||
virtual FName GetIconName() |
Tasks/StateTreeRunParallelStateTreeTask.h | ||
virtual const UStruct * GetInstanceDataType() |
Tasks/StateTreeRunParallelStateTreeTask.h | ||
virtual void PostEditInstanceDataChangeChainProperty
(
const FPropertyChangedChainEvent& PropertyChangedEvent, |
Called when a property of node's instance data has been modified externally | Tasks/StateTreeRunParallelStateTreeTask.h | |
virtual void PostLoad
(
FStateTreeDataView InstanceDataView |
Called after the state tree asset that contains this node is loaded from disk. | Tasks/StateTreeRunParallelStateTreeTask.h |