Navigation
API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/Tasks
Inheritance Hierarchy
- FStateTreeNodeBase
- FStateTreeTaskBase
- FStateTreeTaskCommonBase
- FStateTreeRunParallelStateTreeTask
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Tasks/StateTreeRunParallelStateTreeTask.h |
| Include | #include "Tasks/StateTreeRunParallelStateTreeTask.h" |
Syntax
USTRUCT (Meta=(DisplayName="Run Parallel Tree", Category="Common"))
struct FStateTreeRunParallelStateTreeTask : public FStateTreeTaskCommonBase
Remarks
Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state. It will succeed, fail or run depending on the result of the parallel tree. Less efficient then Linked Asset state, it has the advantage of allowing multiple trees to run in parallel.
Variables
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeTransitionPriority | EventHandlingPriority | At what priority the events should be handled in the parallel State Tree. | |
| FGameplayTag | StateTreeOverrideTag | If set the task will look at the linked state tree override to replace the state tree it's running. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| const FStateTreeReference & | GetStateTreeToRun
(
FStateTreeExecutionContext& Context, |
||
| void | SetEventHandlingPriority
(
const EStateTreeTransitionPriority NewPriority |
Sets event handling priority. |
Overridden from FStateTreeTaskBase
| Type | Name | Description | |
|---|---|---|---|
| EStateTreeRunStatus | EnterState
(
FStateTreeExecutionContext& Context, |
Called when a new state is entered and task is part of active states. | |
| void | ExitState
(
FStateTreeExecutionContext& Context, |
Called when a current state is exited and task is part of active states. | |
| 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 | |
|---|---|---|---|
| EDataValidationResult | Compile
(
FStateTreeDataView InstanceDataView, |
Called during State Tree compilation, allows to modify and validate the node and instance data. | |
| FText | GetDescription
(
const FGuid& ID, |
Returns description for the node, use in the UI. | |
| FColor | GetIconColor () |
||
| FName | GetIconName () |
||
| const UStruct * | |||
| void | PostEditInstanceDataChangeChainProperty
(
const FPropertyChangedChainEvent& PropertyChangedEvent, |
Called when a property of node's instance data has been modified externally | |
| void | PostLoad
(
FStateTreeDataView InstanceDataView |
Called after the state tree asset that contains this node is loaded from disk. |
Typedefs
| Name | Description |
|---|---|
| FInstanceDataType |