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Execution context that can be saved/copied and used asynchronously. You are responsible for making it thread-safe if needed. The context is valid if the state (or global context) from which it was created is still active. The owner, state tree, and storage also need to be valid. ThreadSafeAsyncCallback.AddLambda( MyTag, WeakContext = Context.MakeWeakExecutionContext { if (WeakContext.SendEvent(MyTag)) { ... } });
| Name | FStateTreeWeakExecutionContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeAsyncExecutionContext.h |
| Include Path | #include "StateTreeAsyncExecutionContext.h" |
Syntax
struct FStateTreeWeakExecutionContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateTreeAsyncExecutionContext.h | |||
FStateTreeWeakExecutionContext
(
const FStateTreeExecutionContext& Context |
StateTreeAsyncExecutionContext.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FrameID | UE::StateTree::FActiveFrameID | StateTreeAsyncExecutionContext.h | ||
| NodeIndex | FStateTreeIndex16 | StateTreeAsyncExecutionContext.h | ||
| Owner | TWeakObjectPtr< UObject > | StateTreeAsyncExecutionContext.h | ||
| StateID | UE::StateTree::FActiveStateID | StateTreeAsyncExecutionContext.h | ||
| StateTree | TWeakObjectPtr< const UStateTree > | StateTreeAsyncExecutionContext.h | ||
| Storage | TWeakPtr< FStateTreeInstanceStorage > | StateTreeAsyncExecutionContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BindDelegate
(
const FStateTreeDelegateListener& Listener, |
Registers the delegate to the listener. | StateTreeAsyncExecutionContext.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool BindDelegate
(
const FStateTreeWeakTaskRef& Task, |
StateTreeAsyncExecutionContext.h | ||
bool BroadcastDelegate
(
const FStateTreeDelegateDispatcher& Dispatcher |
Broadcasts the delegate. | StateTreeAsyncExecutionContext.h | |
bool FinishTask
(
EStateTreeFinishTaskType FinishType |
Finishes a task. | StateTreeAsyncExecutionContext.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool FinishTask
(
const FStateTreeWeakTaskRef& Task, |
StateTreeAsyncExecutionContext.h | ||
TStrongObjectPtr< UObject > GetOwner() |
StateTreeAsyncExecutionContext.h | ||
TStrongObjectPtr< const UStateTree > GetStateTree() |
StateTreeAsyncExecutionContext.h | ||
FStateTreeStrongExecutionContext MakeStrongExecutionContext() |
StateTreeAsyncExecutionContext.h | ||
FStateTreeStrongReadOnlyExecutionContext MakeStrongReadOnlyExecutionContext() |
StateTreeAsyncExecutionContext.h | ||
bool RemoveDelegateListener
(
const FStateTreeDelegateListener& Listener |
Removes Delegate Listener. | StateTreeAsyncExecutionContext.h | |
bool RequestTransition
(
FStateTreeStateHandle TargetState, |
Requests transition to a state. | StateTreeAsyncExecutionContext.h | |
bool SendEvent
(
const FGameplayTag Tag, |
Sends event for the StateTree. | StateTreeAsyncExecutionContext.h | |
bool UnbindDelegate
(
const FStateTreeDelegateListener& Listener |
Unregisters the callback bound to the listener. | StateTreeAsyncExecutionContext.h | |
bool UpdateScheduledTickRequest
(
UE::StateTree::FScheduledTickHandle Handle, |
Updates the scheduled tick of a previous request. | StateTreeAsyncExecutionContext.h |