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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/FStateTreeTaskBase
Overloads
| 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. | StateTreeTaskBase.h | |
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext& Context, |
Note: The API has been deprecated. | StateTreeTaskBase.h |
EnterState(FStateTreeExecutionContext &, const FStateTreeTransitionResult &)
Description
Called when a new state is entered and task is part of active states.
| Name | EnterState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTaskBase.h |
| Include Path | #include "StateTreeTaskBase.h" |
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext & Context,
const FStateTreeTransitionResult & Transition
) const
Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.
Parameters
| Name | Remarks |
|---|---|
| Context | Reference to current execution context. |
| Transition | Describes the states involved in the transition |
EnterState(FStateTreeExecutionContext &, const EStateTreeStateChangeType, const FStateTreeTransitionResult &)
Description
Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult. You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
| Name | EnterState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTaskBase.h |
| Include Path | #include "StateTreeTaskBase.h" |
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext & Context,
const EStateTreeStateChangeType ChangeType,
const FStateTreeTransitionResult & Transition
) const