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API > API/Plugins > API/Plugins/StateTreeModule
Inheritance Hierarchy
- FStateTreeNodeBase
- FStateTreeTaskBase
- FAnimNextStateTreeTaskBase
- FAnimNextStateTreeGraphInstanceTask
- FAvaTransitionTask
- FAvaCameraBlendTask
- FAvaSceneTask
- FAvaSceneAddTagAttributeTask
- FAvaSceneRemoveTagAttributeTask
- FAvaTransitionDelayTask
- FAvaTransitionDiscardSceneTask
- FAvaTransitionLayerTask
- FAvaTransitionWaitForLayerTask
- FAvaTransitionSequenceTaskBase
- FAvaTransitionInitializeSequence
- FAvaTransitionSequenceTask
- FAvaTransitionContinueSequenceTask
- FAvaTransitionPlaySequenceTask
- FAvaTransitionWaitForSequenceTask
- FAvaTransitionWaitForAllSequencesTask
- FGameplayCamerasStateTreeTask
- FGameplayCamerasActivateCameraRigTask
- FGameplayCamerasActivateCameraRigViaProxyTask
- FGameplayInteractionStateTreeTask
- FMassStateTreeTaskBase
- FMassClaimSmartObjectTask
- FMassCrowdClaimWaitSlotTask
- FMassFindSmartObjectTask
- FMassLookAtTask
- FMassUseSmartObjectTask
- FMassZoneGraphFindEscapeTarget
- FMassZoneGraphFindSmartObjectTarget
- FMassZoneGraphFindWanderTarget
- FMassZoneGraphPathFollowTask
- FMassZoneGraphStandTask
- FStateTreeAITaskBase
- FStateTreeAIActionTaskBase
- FStateTreeMoveToTask
- FStateTreeBlueprintTaskWrapper
- FStateTreeTaskCommonBase
- FStateTreeRunEnvQueryTask
- FStateTreeRunParallelStateTreeTask
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTaskBase.h |
| Include | #include "StateTreeTaskBase.h" |
Syntax
USTRUCT (Meta=(Hidden))
struct FStateTreeTaskBase : public FStateTreeNodeBase
Remarks
Base struct for StateTree Tasks. Tasks are logic executed in an active state.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bShouldAffectTransitions | If set to true, TriggerTransitions() is called during transition handling. | |
| uint8: 1 | bShouldCallTick | If set to true, Tick() is called. | |
| uint8: 1 | bShouldCallTickOnlyOnEvents | If set to true, Tick() is called only when there are events. | |
| uint8: 1 | bShouldCopyBoundPropertiesOnExitState | If set to true, copy the values of bound properties before calling ExitState(). | |
| uint8: 1 | bShouldCopyBoundPropertiesOnTick | If set to true, copy the values of bound properties before calling Tick(). | |
| uint8: 1 | bShouldStateChangeOnReselect | If set to true, the task will receive EnterState/ExitState even if the state was previously active. | |
| uint8: 1 | bTaskEnabled | True if the node is Enabled (i.e. not explicitly disabled in the asset). | |
| EStateTreeTransitionPriority | TransitionHandlingPriority |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeRunStatus | EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | |
| EStateTreeRunStatus | EnterState
(
FStateTreeExecutionContext& Context, |
Note: The API has been deprecated. | |
| void | ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | |
| void | ExitState
(
FStateTreeExecutionContext& Context, |
Note: The API has been deprecated. | |
| void | StateCompleted
(
FStateTreeExecutionContext& Context, |
Called right after a state has been completed, but before new state has been selected. | |
| EStateTreeRunStatus | Tick
(
FStateTreeExecutionContext& Context, |
Called during state tree tick when the task is on active state. | |
| void | TriggerTransitions
(
FStateTreeExecutionContext& Context |
Called when state tree triggers transitions. |
Overridden from FStateTreeNodeBase
| Type | Name | Description | |
|---|---|---|---|
| FColor | GetIconColor () |
||
| FName | GetIconName () |