unreal.StateTreePropertyRef

class unreal.StateTreePropertyRef

Bases: StructBase

Property 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