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API > API/Plugins > API/Plugins/StateTreeModule
| Name | UStateTreeNodeBlueprintBase |
| Type | class |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeNodeBlueprintBase.h |
| Include Path | #include "Blueprint/StateTreeNodeBlueprintBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UStateTreeNodeBlueprintBase : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStateTreeNodeBlueprintBase
Derived Classes
- UStateTreeConditionBlueprintBase
- UStateTreeTaskBlueprintBase
- UStateTreeConsiderationBlueprintBase
- UStateTreeEvaluatorBlueprintBase
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CachedBindingLookup | const IStateTreeBindingLookup * | Blueprint/StateTreeNodeBlueprintBase.h | |
| CachedNodeID | FGuid | Cached values used during editor to make some BP nodes simpler to use. | Blueprint/StateTreeNodeBlueprintBase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers | |||
|---|---|---|---|---|---|---|---|
| CachedFrameRootState | FStateTreeStateHandle | Cached root state of owning execution frame. | Blueprint/StateTreeNodeBlueprintBase.h | ||||
| CachedFrameStateTree | TObjectPtr< const UStateTree > | Cached State Tree of owning execution frame. | Blueprint/StateTreeNodeBlueprintBase.h | ||||
| Description | FText | Description of the node. | Blueprint/StateTreeNodeBlueprintBase.h |
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| IconColor | FColor | Color of the icon. | Blueprint/StateTreeNodeBlueprintBase.h |
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| IconName | FName | Name of the icon in format: StyleSetName | StyleName [ | SmallStyleName | StatusOverlayStyleName] SmallStyleName and StatusOverlayStyleName are optional. | Blueprint/StateTreeNodeBlueprintBase.h |
|
| WeakExecutionContext | FStateTreeWeakExecutionContext | Cached execution context while the node is active for async nodes. | Blueprint/StateTreeNodeBlueprintBase.h | ||||
| WeakInstanceStorage | TWeakPtr< FStateTreeInstanceStorage > | Cached instance data while the node is active for async nodes. | Blueprint/StateTreeNodeBlueprintBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetDescription
(
const FGuid& ID, |
Blueprint/StateTreeNodeBlueprintBase.h | ||
FColor GetIconColor() |
Blueprint/StateTreeNodeBlueprintBase.h | ||
FName GetIconName() |
Blueprint/StateTreeNodeBlueprintBase.h | ||
| Blueprint/StateTreeNodeBlueprintBase.h |
|
||
void GetPropertyReference
(
const FStateTreeBlueprintPropertyRef& PropertyRef |
Returns a reference to selected property in State Tree. | Blueprint/StateTreeNodeBlueprintBase.h |
|
bool IsPropertyRefValid
(
const FStateTreeBlueprintPropertyRef& PropertyRef |
Returns true if reference to selected property in State Tree is accessible. | Blueprint/StateTreeNodeBlueprintBase.h | |
void RequestTransition
(
const FStateTreeStateLink& TargetState, |
Request state transition. | Blueprint/StateTreeNodeBlueprintBase.h |
|
void SendEvent
(
const FStateTreeEvent& Event |
Sends event to the StateTree. | Blueprint/StateTreeNodeBlueprintBase.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearCachedInstanceData() |
Blueprint/StateTreeNodeBlueprintBase.h | ||
AActor * GetOwnerActor
(
const FStateTreeExecutionContext& Context |
Blueprint/StateTreeNodeBlueprintBase.h | ||
FStateTreeWeakExecutionContext GetWeakExecutionContext() |
Blueprint/StateTreeNodeBlueprintBase.h | ||
virtual UWorld * GetWorld() |
Blueprint/StateTreeNodeBlueprintBase.h | ||
FText ReceiveGetDescription
(
EStateTreeNodeFormatting Formatting |
Event to implement to get node description. | Blueprint/StateTreeNodeBlueprintBase.h |
|
void SetCachedInstanceDataFromContext
(
const FStateTreeExecutionContext& Context |
These methods are const as they set mutable variables and need to be called from a const method. | Blueprint/StateTreeNodeBlueprintBase.h |