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Event queue buffering all the events to be processed by a State Tree.
| Name | FStateTreeEventQueue |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeEvents.h |
| Include Path | #include "StateTreeEvents.h" |
Syntax
USTRUCT ()
struct FStateTreeEventQueue
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxActiveEvents | int32 | Maximum number of events that can be buffered. | StateTreeEvents.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearEventsForCurrentTransitionProcessingPhase() |
Clear all events in the queue that are not marked pending for next transition processing phase, And unmarks events that are pending for next transition processing since we are advancing to the next. | StateTreeEvents.h | |
bool ConsumeEvent
(
const FStateTreeSharedEvent& Event |
Consumes and removes the specified event from the event queue. | StateTreeEvents.h | |
void ForEachEvent
(
TFunc&& Function |
Iterates over all events. | StateTreeEvents.h | |
TConstArrayView< FStateTreeSharedEvent > GetEventsView() |
StateTreeEvents.h | ||
TArrayView< FStateTreeSharedEvent > GetMutableEventsView() |
StateTreeEvents.h | ||
bool HasEvents() |
StateTreeEvents.h | ||
void Reset() |
Resets the events in the event queue | StateTreeEvents.h | |
bool SendEvent
(
const UObject* Owner, |
Buffers and event to be sent to the State Tree. | StateTreeEvents.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FStateTreeSharedEvent > & GetEventsArray() |
Used by FStateTreeExecutionState to implement deprecated functionality. | StateTreeEvents.h |