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.
- 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