UStateTree

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

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

Public variable UProperty

uint32

 

LastCompiledEditorDataHash

Hash of the editor data from last compile.

Functions

Name Description

Protected function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function Const

TArray< FSta...

 

CalculateEstimatedMemoryUsage()

Calculates runtime memory usage for different sections of the tree.

Protected function Static

void

 

DeclareConstructClasses

(
    TArray< FTopLevelAssetPath >& OutC...,
    const UClass* SpecificSubclass
)

Public function Const

TConstArrayV...

 

GetContextDataDescs()

Public function Const

const FInsta...

 

GetDefaultParameters()

Public function Const

TConstArrayV...

 

GetExternalDataDescs()

Public function Const

int32

 

GetNumDataViews()

Public function Const

const UState...

 

GetSchema()

Public function Const

TSharedPtr< ...

 

GetSharedInstanceData()

Public function Const

bool

 

IsReadyToRun()

Protected function

bool

 

Link()

Resolves references between data in the StateTree.

Public function

void

 

ResetCompiled()

Resets the compiled data to empty.

Overridden from UObject

Name Description

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

 

PostLoad()

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

Protected function Virtual Const

void

 

PostLoadAssetRegistryTags

(
    const FAssetData& InAssetData,
    TArray< FAssetRegistryTag >& OutTa...
)

Performs fixup on loaded asset registry data.

Protected function Virtual

void

 

Serialize

(
    FStructuredArchiveRecord Record
)

Handles reading, writing, and reference collecting using FArchive.

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