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API > API/Plugins > API/Plugins/StateTreeEditorModule
Helper class to convert StateTree editor representation into a compact data. Holds data needed during compiling.
| Name | FStateTreeCompiler |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeCompiler.h |
| Include Path | #include "StateTreeCompiler.h" |
Syntax
struct FStateTreeCompiler
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateTreeCompiler
(
FStateTreeCompilerLog& InLog |
StateTreeCompiler.h |
Structs
| Name | Remarks |
|---|---|
| FValidatedPathBindings |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCompiled | bool | The Compile function executed. | StateTreeCompiler.h | |
| BindingsByTargetStructID | TMultiMap< FGuid, const FPropertyBindingBinding * > | StateTreeCompiler.h | ||
| BindingsCompiler | FStateTreePropertyBindingCompiler | StateTreeCompiler.h | ||
| EditorBindingsNum | int32 | Number of binding in the editor data. | StateTreeCompiler.h | |
| EditorData | TObjectPtr< UStateTreeEditorData > | StateTreeCompiler.h | ||
| EditorDataHash | TOptional< uint32 > | The state tree hash. | StateTreeCompiler.h | |
| EvaluationScopeStructs | TArray< FInstancedStruct > | StateTreeCompiler.h | ||
| ExecutionRuntimeStructs | TArray< FInstancedStruct > | StateTreeCompiler.h | ||
| GlobalTaskEndBit | int32 | Cached result of MakeCompletionTasksMask for global tasks. | StateTreeCompiler.h | |
| IDToNode | TMap< FGuid, int32 > | StateTreeCompiler.h | ||
| IDToState | TMap< FGuid, int32 > | StateTreeCompiler.h | ||
| IDToStructValue | TMap< FGuid, const FStateTreeDataView > | StateTreeCompiler.h | ||
| IDToTransition | TMap< FGuid, int32 > | StateTreeCompiler.h | ||
| InstanceStructs | TArray< FInstancedStruct > | StateTreeCompiler.h | ||
| Log | FStateTreeCompilerLog & | StateTreeCompiler.h | ||
| Nodes | TArray< FInstancedStruct > | StateTreeCompiler.h | ||
| SharedInstanceStructs | TArray< FInstancedStruct > | StateTreeCompiler.h | ||
| SourceStates | TArray< TObjectPtr< UStateTreeState > > | StateTreeCompiler.h | ||
| StateHandleToFrameIndex | TMap< FStateTreeStateHandle, int32 > | StateTreeCompiler.h | ||
| StatePaths | TArray< FString > | StateTreeCompiler.h | ||
| StateTree | TObjectPtr< UStateTree > | StateTreeCompiler.h | ||
| TaskCompletionDispatcherIDs | TSet< FGuid > | All struct IDs that are used as task completion delegate dispatcher (from all bindings). | StateTreeCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool Compile
(
TNotNull< UStateTree* > StateTree |
Compile the public and internal steps of a state tree asset. | StateTreeCompiler.h | |
bool Compile
(
UStateTree& InStateTree |
Compile the public and internal steps of a state tree asset. | StateTreeCompiler.h | |
bool CompileInternal
(
TNotNull< UStateTree* > StateTree |
Compile the internal step of a state tree asset. | StateTreeCompiler.h | |
bool CompilePublic
(
TNotNull< UStateTree* > StateTree |
Compile the public step of a state tree asset. | StateTreeCompiler.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AppendToStateTreeClassSchema
(
FAppendToClassSchemaContext& Context |
Append config values that can change how state tree asset compiles when cooked. | StateTreeCompiler.h | |
static void CheckCompiledStateTreeOuters
(
TNotNull< const UStateTree* > InStateTree, |
Tests that all instanced sub-objects in the compiled StateTree have correct outers. | StateTreeCompiler.h |