unreal.StateTreePropertyRef¶
- class unreal.StateTreePropertyRef¶
Bases:
StructBaseProperty ref allows to get a pointer to selected property in StateTree. The expected type of the reference should be set in “RefType” meta specifier. PropertyRef is recommended to be used to avoid copying large struct. Otherwise, Output Binding offers a simpler workflow and designers can author the write-back inside Editor. Meta specifiers for the type:
- RefType = “<type>”
Specifies a comma separated list of type of property to reference
Supported types are: bool, byte, int32, int64, float, double, Name, String, Text, UObject pointers, and structs
Structs and Objects must use full path name
If multiple types are specified, GetMutablePtrTuple can be used to access the correct type
- IsRefToArray
If specified, the reference is to an TArray<RefType>
- CanRefToArray
If specified, the reference can bind to a Reftype or TArray<RefType>
- Optional
If specified, the reference can be left unbound, otherwise the compiler report error if the reference is not bound
Example
- // Reference to float
UPROPERTY(EditAnywhere, meta = (RefType = “float”)) FStateTreePropertyRef RefToFloat;
- // Reference to FTestStructBase
UPROPERTY(EditAnywhere, meta = (RefType = “/Script/ModuleName.TestStructBase”)) FStateTreePropertyRef RefToTest;
- // Reference to TArray<FTestStructBase>
UPROPERTY(EditAnywhere, meta = (RefType = “/Script/ModuleName.TestStructBase”, IsRefToArray)) FStateTreePropertyRef RefToArrayOfTests;
- // Reference to Vector, TArray<FVector>, AActor*, TArray<AActor*>
UPROPERTY(EditAnywhere, meta = (RefType = “/Script/CoreUObject.Vector, /Script/Engine.Actor”, CanRefToArray)) FStateTreePropertyRef RefToLocationLikeTypes;
C++ Source:
Plugin: StateTree
Module: StateTreeModule
File: StateTreePropertyRef.h