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Helper interface to reason about bound properties. The implementation is in the editor plugin.
| Name | IStateTreeBindingLookup |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreePropertyBindings.h |
| Include Path | #include "StateTreePropertyBindings.h" |
Syntax
struct IStateTreeBindingLookup
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IStateTreeBindingLookup() |
StateTreePropertyBindings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FText GetBindingSourceDisplayName
(
const FPropertyBindingPath& InTargetPath, |
StateTreePropertyBindings.h | ||
virtual FText GetBindingSourceDisplayName
(
const FStateTreePropertyPath& InTargetPath, |
StateTreePropertyBindings.h | ||
const FPropertyBindingPath * GetPropertyBindingSource
(
const FPropertyBindingPath& InTargetPath |
StateTreePropertyBindings.h | ||
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS const FStateTreePropertyPath * GetPropertyBindingSource
(
const FStateTreePropertyPath& InTargetPath |
StateTreePropertyBindings.h | ||
FText GetPropertyPathDisplayName
(
const FPropertyBindingPath& InPath, |
StateTreePropertyBindings.h | ||
virtual FText GetPropertyPathDisplayName
(
const FStateTreePropertyPath& InPath, |
StateTreePropertyBindings.h | ||
const FProperty * GetPropertyPathLeafProperty
(
const FPropertyBindingPath& InPath |
StateTreePropertyBindings.h | ||
virtual const FProperty * GetPropertyPathLeafProperty
(
const FStateTreePropertyPath& InPath |
StateTreePropertyBindings.h |