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The World Condition context is used to activate, update, and deactivate a world condition. It ties together the context data, query definition, and query state, and allows data access for the query conditions.
| Name | FWorldConditionContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h |
| Include Path | #include "WorldConditionContext.h" |
Syntax
struct FWorldConditionContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWorldConditionContext
(
FWorldConditionQueryState& InQueryState, |
WorldConditionContext.h | ||
FWorldConditionContext
(
FWorldConditionContext&& Other |
WorldConditionContext.h | ||
FWorldConditionContext
(
const FWorldConditionContext& Other |
FWorldConditionContext should not be stored for longer durations. | WorldConditionContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Activate() |
Calls Activate() on the world conditions in the query. | WorldConditionContext.h | |
void Deactivate() |
Calls Deactivate() on the world conditions in the query. | WorldConditionContext.h | |
T * GetContextDataPtr
(
const FWorldConditionContextDataRef& Ref |
WorldConditionContext.h | ||
TTuple< T *... > GetContextDataTuplePtr
(
const FWorldConditionContextDataRef& Ref |
Usage Example : auto [Actor, Position] = Context.GetContextDataTuplePtr |
WorldConditionContext.h | |
EWorldConditionContextDataType GetContextDataType
(
const FWorldConditionContextDataRef& Ref |
WorldConditionContext.h | ||
FWorldConditionResultInvalidationHandle GetInvalidationHandle
(
const FWorldConditionBase& Condition |
Returns handle that can be used to invalidate specific condition and recalculate the condition. | WorldConditionContext.h | |
const UObject * GetOwner() |
WorldConditionContext.h | ||
FWorldConditionQueryState & GetQueryState() |
WorldConditionContext.h | ||
const UWorldConditionSchema * GetSchema() |
WorldConditionContext.h | ||
T::FStateType & GetState
(
const T& Condition |
WorldConditionContext.h | ||
T::UStateType & GetState
(
const T& Condition |
WorldConditionContext.h | ||
UWorld * GetWorld() |
WorldConditionContext.h | ||
bool IsTrue () |
Evaluates the result of the query. | WorldConditionContext.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWorldConditionContext & operator=
(
const FWorldConditionContext& Other |
WorldConditionContext.h | ||
FWorldConditionContext & operator=
(
FWorldConditionContext&& Other |
WorldConditionContext.h |