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State Tree Events are cleared at end of each transition processing phase. (Inside TriggerTransitions()). When in scope, events sent will live through the current phase and cleared on the next transition processing phase. Used internally by TriggerTransitions and ParallelTree.
| Name | FEventsPendingForNextTransitionProcessingScope |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeEvents.h |
| Include Path | #include "StateTreeEvents.h" |
Syntax
struct FEventsPendingForNextTransitionProcessingScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEventsPendingForNextTransitionProcessingScope
(
TNotNull< FStateTreeEventQueue* > EventQueue |
StateTreeEvents.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FEventsPendingForNextTransitionProcessingScope() |
StateTreeEvents.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSavedIsPendingForNextTransitionProcessingScope | uint8 | StateTreeEvents.h | ||
| ScopedEventQueue | TNotNull< FStateTreeEventQueue * > | StateTreeEvents.h |