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Execution context to interact with the state tree instance data asynchronously. It should only be allocated on the stack. You are responsible for making it thread-safe if needed. ThreadSafeAsyncCallback.AddLambda( MyTag, WeakContext = Context.MakeWeakExecutionContext() { TStateTreeStrongExecutionContext
| Name | TStateTreeStrongExecutionContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeAsyncExecutionContext.h |
| Include Path | #include "StateTreeAsyncExecutionContext.h" |
Syntax
template<bool bWithWriteAccess>
struct TStateTreeStrongExecutionContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TStateTreeStrongExecutionContext
(
const FStateTreeWeakExecutionContext& WeakContext |
StateTreeAsyncExecutionContext.h | ||
| StateTreeAsyncExecutionContext.h | |||
TStateTreeStrongExecutionContext
(
const TStateTreeStrongExecutionContext& Other |
StateTreeAsyncExecutionContext.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~TStateTreeStrongExecutionContext() |
StateTreeAsyncExecutionContext.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAccessAcquired | uint8 | StateTreeAsyncExecutionContext.h | ||
| FrameID | UE::StateTree::FActiveFrameID | StateTreeAsyncExecutionContext.h | ||
| NodeIndex | FStateTreeIndex16 | StateTreeAsyncExecutionContext.h | ||
| Owner | TStrongObjectPtr< UObject > | StateTreeAsyncExecutionContext.h | ||
| StateID | UE::StateTree::FActiveStateID | StateTreeAsyncExecutionContext.h | ||
| StateTree | TStrongObjectPtr< const UStateTree > | StateTreeAsyncExecutionContext.h | ||
| Storage | TSharedPtr< FStateTreeInstanceStorage > | StateTreeAsyncExecutionContext.h | ||
| TemporaryStorage | TSharedPtr< UE::StateTree::ExecutionContext::ITemporaryStorage > | StateTreeAsyncExecutionContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BindDelegate
(
const FStateTreeDelegateListener& Listener, |
Registers the delegate to the listener. | StateTreeAsyncExecutionContext.h | |
bool BroadcastDelegate
(
const FStateTreeDelegateDispatcher& Dispatcher |
Broadcasts the delegate. | StateTreeAsyncExecutionContext.h | |
bool FinishTask
(
EStateTreeFinishTaskType FinishType |
Finishes a task. | StateTreeAsyncExecutionContext.h | |
UE::StateTree::Async::FActivePathInfo GetActivePathInfo() |
Get the info of active frame, state and node this Context is based on | StateTreeAsyncExecutionContext.h | |
std::conditional_t< bWithWriteAccess, T *, const T * > GetInstanceDataPtr () |
StateTreeAsyncExecutionContext.h | ||
std::conditional_t< bWithWriteAccess, T *, const T * > GetInstanceDataPtr () |
Get the Instance Data of recorded node. | StateTreeAsyncExecutionContext.h | |
TStrongObjectPtr< UObject > GetOwner() |
StateTreeAsyncExecutionContext.h | ||
TStrongObjectPtr< const UStateTree > GetStateTree() |
StateTreeAsyncExecutionContext.h | ||
TSharedPtr< const FStateTreeInstanceStorage > GetStorage() |
StateTreeAsyncExecutionContext.h | ||
bool IsValid () |
Checks if the context is valid. | 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 |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ScheduleNextTick
(
TNotNull< UObject* > Owner, |
StateTreeAsyncExecutionContext.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TStateTreeStrongExecutionContext & operator=
(
const TStateTreeStrongExecutionContext& Other |
StateTreeAsyncExecutionContext.h |