UStateTree

StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats.

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Inheritance Hierarchy

References

Module

StateTreeModule

Header

/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTree.h

Include

#include "StateTree.h"

Syntax

UCLASS(BlueprintType)
class UStateTree : public UDataAsset

Remarks

StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats.

Variables

Name Description

Public variable UProperty

TObjectPtr< UOb...

 

EditorData

Edit time data for the StateTree, instance of UStateTreeEditorData.

Constructors

Name Description

Public function

UStateTree

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~UStateTree()

Functions

Name Description

Public function Const

int32

 

GetExternalDataBaseIndex()

Public function Const

TConstArrayV...

 

GetExternalDataDescs()

Public function Const

const FInsta...

 

GetInstanceStorageDefaultValue()

Public function Const

const UScrip...

 

GetInstanceStorageStruct()

Public function Const

int32

 

GetNumDataViews()

Public function Const

int32

 

GetNumInstances()

Public function Const

const UState...

 

GetSchema()

Protected function

void

 

InitInstanceStorageType()

Initializes the types and default values related to StateTree runtime storage

Public function Const

bool

 

IsValidStateTree()

Protected function

void

 

Link()

Resolved references between data in the StateTree.

Public function

void

 

OnPIEStarted

(
    const bool bIsSimulating
)

Public function

void

 

ResetBaked()

Resets the baked data to empty.

Public function

void

 

ResolvePropertyPaths()

Public function

void

 

SetSchema

(
    UStateTreeSchema* InSchema
)

Overridden from UObject

Name Description

Protected function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Protected function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.