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API > API/Plugins > API/Plugins/StateTreeEditorModule > API/Plugins/StateTreeEditorModule/FCompilerManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool CompileSynchronously
(
TNotNull< UStateTree* > StateTree |
Compile the public and internal steps of a state tree asset. | StateTreeCompilerManager.h | |
static bool CompileSynchronously
(
TNotNull< UStateTree* > StateTree, |
StateTreeCompilerManager.h |
CompileSynchronously(TNotNull< UStateTree * >)
Description
Compile the public and internal steps of a state tree asset. It will compile all the pending state tree asset dependencies if they are queued.
Can only compile on the game thread or async loading thread.
| Name | CompileSynchronously |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeCompilerManager.h |
| Include Path | #include "StateTreeCompilerManager.h" |
| Source | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeCompilerManager.cpp |
static bool CompileSynchronously
(
TNotNull< UStateTree * > StateTree
)
whether the compilation succeeded or failed.
CompileSynchronously(TNotNull< UStateTree * >, FStateTreeCompilerLog &)
| Name | CompileSynchronously |
| Type | function |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeCompilerManager.h |
| Include Path | #include "StateTreeCompilerManager.h" |
| Source | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeCompilerManager.cpp |
static bool CompileSynchronously
(
TNotNull< UStateTree * > StateTree,
FStateTreeCompilerLog & Log
)