Navigation
API > API/Plugins > API/Plugins/StateTreeModule
Describes a state tree transition. Source is the state where the transition started, Target describes the state where the transition pointed at, and Next describes the selected state. The reason Transition and Next are different is that Transition state can be a selector state, in which case the children will be visited until a leaf state is found, which will be the next state.
| Name | FStateTreeTransitionResult |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h |
| Include Path | #include "StateTreeExecutionTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FStateTreeTransitionResult
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FStateTreeTransitionResult () |
StateTreeExecutionTypes.h | ||
| StateTreeExecutionTypes.h | |||
| StateTreeExecutionTypes.h | |||
FStateTreeTransitionResult
(
const FRecordedStateTreeTransitionResult& RecordedTransition |
StateTreeExecutionTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChangeType | EStateTreeStateChangeType | If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated. | StateTreeExecutionTypes.h |
|
| CurrentRunStatus | EStateTreeRunStatus | Current Run status. | StateTreeExecutionTypes.h |
|
| CurrentState | FStateTreeStateHandle | The current state being executed. On enter/exit callbacks this is the state of the task. | StateTreeExecutionTypes.h |
|
| NextActiveFrameEvents | TArray< FStateTreeFrameStateSelectionEvents > | Events used in state selection. | StateTreeExecutionTypes.h | |
| NextActiveFrames | TArray< FStateTreeExecutionFrame > | States selected as result of the transition. | StateTreeExecutionTypes.h |
|
| Priority | EStateTreeTransitionPriority | Priority of the transition that caused the state change. | StateTreeExecutionTypes.h |
|
| SourceFrameID | UE::StateTree::FActiveFrameID | Frame that was active when the transition was requested. | StateTreeExecutionTypes.h | |
| SourceRootState | FStateTreeStateHandle | Root state the execution frame where the transition was requested. | StateTreeExecutionTypes.h |
|
| SourceState | FStateTreeStateHandle | Transition source state. | StateTreeExecutionTypes.h |
|
| SourceStateID | UE::StateTree::FActiveStateID | The state the transition was requested from. | StateTreeExecutionTypes.h | |
| SourceStateTree | TObjectPtr< const UStateTree > | StateTree asset that was active when the transition was requested. | StateTreeExecutionTypes.h |
|
| TargetState | FStateTreeStateHandle | Transition target state. It can be a completion state. | StateTreeExecutionTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Reset() |
StateTreeExecutionTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeExecutionTypes.h | |||
| StateTreeExecutionTypes.h |