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API > API/Plugins > API/Plugins/StateTreeModule > API/Plugins/StateTreeModule/UStateTreeTaskBlueprintBase
Description
Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
| Name | ReceiveLatentEnterState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h |
| Include Path | #include "Blueprint/StateTreeTaskBlueprintBase.h" |
UFUNCTION (BlueprintImplementableEvent, Meta=(DisplayName="EnterState"))
void ReceiveLatentEnterState
(
const FStateTreeTransitionResult & Transition
)
Parameters
| Name | Remarks |
|---|---|
| Transition | Describes the states involved in the transition |