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API > API/Plugins > API/Plugins/StateTreeModule
Base class for Blueprint based Tasks.
| Name | UStateTreeTaskBlueprintBase |
| Type | class |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h |
| Include Path | #include "Blueprint/StateTreeTaskBlueprintBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Blueprintable)
class UStateTreeTaskBlueprintBase : public UStateTreeNodeBlueprintBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UStateTreeNodeBlueprintBase → UStateTreeTaskBlueprintBase
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UStateTreeTaskBlueprintBase
(
const FObjectInitializer& ObjectInitializer |
Blueprint/StateTreeTaskBlueprintBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanEditConsideredForCompletion | uint8 | True if the user can edit bConsideredForCompletion in the editor. | Blueprint/StateTreeTaskBlueprintBase.h |
|
| bConsideredForCompletion | uint8 | True if the task is considered for completion. | Blueprint/StateTreeTaskBlueprintBase.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EStateTreeRunStatus ReceiveEnterState
(
const FStateTreeTransitionResult& Transition |
Blueprint/StateTreeTaskBlueprintBase.h |
|
|
void ReceiveExitState
(
const FStateTreeTransitionResult& Transition |
Called when a current state is exited and task is part of active states. | Blueprint/StateTreeTaskBlueprintBase.h |
|
void ReceiveLatentEnterState
(
const FStateTreeTransitionResult& Transition |
Called when a new state is entered and task is part of active states. | Blueprint/StateTreeTaskBlueprintBase.h |
|
void ReceiveLatentTick
(
const float DeltaTime |
Called during state tree tick when the task is on active state. | Blueprint/StateTreeTaskBlueprintBase.h |
|
void ReceiveStateCompleted
(
const EStateTreeRunStatus CompletionStatus, |
Called right after a state has been completed, but before new state has been selected. | Blueprint/StateTreeTaskBlueprintBase.h |
|
EStateTreeRunStatus ReceiveTick
(
const float DeltaTime |
Blueprint/StateTreeTaskBlueprintBase.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BindDelegate
(
const FStateTreeDelegateListener& Listener, |
Registers the callback to the listener. | Blueprint/StateTreeTaskBlueprintBase.h |
|
void BroadcastDelegate
(
FStateTreeDelegateDispatcher Dispatcher |
Broadcasts the dispatcher. | Blueprint/StateTreeTaskBlueprintBase.h |
|
virtual EStateTreeRunStatus EnterState
(
FStateTreeExecutionContext& Context, |
Blueprint/StateTreeTaskBlueprintBase.h | ||
virtual void ExitState
(
FStateTreeExecutionContext& Context, |
Blueprint/StateTreeTaskBlueprintBase.h | ||
void FinishTask
(
const bool bSucceeded |
Finish the task and sets it's status. | Blueprint/StateTreeTaskBlueprintBase.h |
|
virtual void StateCompleted
(
FStateTreeExecutionContext& Context, |
Blueprint/StateTreeTaskBlueprintBase.h | ||
virtual EStateTreeRunStatus Tick
(
FStateTreeExecutionContext& Context, |
Blueprint/StateTreeTaskBlueprintBase.h | ||
void UnbindDelegate
(
const FStateTreeDelegateListener& Listener |
Unregisters the callback bound to the listener. | Blueprint/StateTreeTaskBlueprintBase.h |
|
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasEnterState_DEPRECATED | uint8 | Blueprint/StateTreeTaskBlueprintBase.h | ||
| bHasTick_DEPRECATED | uint8 | Blueprint/StateTreeTaskBlueprintBase.h |