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API > API/Plugins > API/Plugins/StateTreeModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UStateTree
References
Module | StateTreeModule |
Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTree.h |
Include | #include "StateTree.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UStateTree : public UDataAsset
Remarks
StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats.
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< UObject > | EditorData | Edit time data for the StateTree, instance of UStateTreeEditorData |
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uint32 | LastCompiledEditorDataHash | Hash of the editor data from last compile. |
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FDelegateHandle | OnObjectsReinstancedHandle | |
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FDelegateHandle | OnUserDefinedStructReinstancedHandle |
Functions
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PostLoadAssetRegistryTags
(
const FAssetData& InAssetData, |
Performs fixup on loaded asset registry data. |
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void | Serialize
(
FStructuredArchiveRecord Record |
Handles reading, writing, and reference collecting using FArchive. |
Typedefs
Name | Description |
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FReplacementObjectMap |