Navigation
API > API/Plugins > API/Plugins/StateTreeModule
Inheritance Hierarchy
- UObject
- UStateTreeSchema
- UAvaTransitionTreeSchema
- UCameraDirectorStateTreeSchema
- UGameplayInteractionStateTreeSchema
- UMassStateTreeSchema
- UStateTreeAnimNextSchema
- UStateTreeComponentSchema
- UStateTreeAIComponentSchema
References
| Module | StateTreeModule |
| Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeSchema.h |
| Include | #include "StateTreeSchema.h" |
Syntax
UCLASS (Abstract)
class UStateTreeSchema : public UObject
Remarks
Schema describing which inputs, evaluators, and tasks a StateTree can contain. Each StateTree asset saves the schema class name in asset data tags, which can be used to limit which StatTree assets can be selected per use case, i.e.:
UStateTree* StateTree;
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| TConstArrayView< FStateTreeExternalDataDesc > | |||
| bool | IsChildOfBlueprintBase
(
const UClass* InClass |
Helper function to check if a class is any of the Blueprint extendable item classes (Eval, Task, Condition). | |
| bool | IsClassAllowed
(
const UClass* InScriptStruct |
||
| bool | IsExternalItemAllowed
(
const UStruct& InStruct |
||
| bool | IsStructAllowed
(
const UScriptStruct* InScriptStruct |