| ChangeType |
EStateTreeStateChangeType |
If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated. |
StateTreeExecutionTypes.h |
- EditDefaultsOnly
- Category="Default"
- BlueprintReadOnly
|
| CurrentRunStatus |
EStateTreeRunStatus |
Current Run status. |
StateTreeExecutionTypes.h |
- EditDefaultsOnly
- Category="Default"
- BlueprintReadOnly
|
| CurrentState |
FStateTreeStateHandle |
The current state being executed. On enter/exit callbacks this is the state of the task. |
StateTreeExecutionTypes.h |
- EditDefaultsOnly
- Category="Default"
- BlueprintReadOnly
|
| NextActiveFrameEvents |
TArray< FStateTreeFrameStateSelectionEvents > |
Events used in state selection. |
StateTreeExecutionTypes.h |
|
| NextActiveFrames |
TArray< FStateTreeExecutionFrame > |
States selected as result of the transition. |
StateTreeExecutionTypes.h |
- Category="Default"
- BlueprintReadOnly
- Meta=(DeprecatedProperty)
|
| Priority |
EStateTreeTransitionPriority |
Priority of the transition that caused the state change. |
StateTreeExecutionTypes.h |
- EditDefaultsOnly
- Category="Default"
- BlueprintReadOnly
|
| SourceFrameID |
UE::StateTree::FActiveFrameID |
Frame that was active when the transition was requested. |
StateTreeExecutionTypes.h |
|
| SourceRootState |
FStateTreeStateHandle |
Root state the execution frame where the transition was requested. |
StateTreeExecutionTypes.h |
- Category="Default"
- BlueprintReadOnly
- Meta=(DeprecatedProperty)
|
| SourceState |
FStateTreeStateHandle |
Transition source state. |
StateTreeExecutionTypes.h |
- Category="Default"
- BlueprintReadOnly
- Meta=(DeprecatedProperty)
|
| SourceStateID |
UE::StateTree::FActiveStateID |
The state the transition was requested from. |
StateTreeExecutionTypes.h |
|
| SourceStateTree |
TObjectPtr< const UStateTree > |
StateTree asset that was active when the transition was requested. |
StateTreeExecutionTypes.h |
- Category="Default"
- BlueprintReadOnly
- Meta=(DeprecatedProperty)
|
| TargetState |
FStateTreeStateHandle |
Transition target state. It can be a completion state. |
StateTreeExecutionTypes.h |
- EditDefaultsOnly
- Category="Default"
- BlueprintReadOnly
|