| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTree.h |
Include |
#include "StateTree.h" |
UCLASS(BlueprintType)
class UStateTree : public UDataAsset
StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats.
Name | Description | ||
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TObjectPtr< UOb... |
EditorData |
Edit time data for the StateTree, instance of UStateTreeEditorData |
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uint32 |
LastCompiledEditorDataHash |
Hash of the editor data from last compile. |
Name | Description | ||
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void |
AddReferencedObjects ( |
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CalculateEstimatedMemoryUsage() |
Calculates runtime memory usage for different sections of the tree. |
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void |
DeclareConstructClasses ( |
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TConstArrayV... |
GetContextDataDescs() |
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const FInsta... |
GetDefaultParameters() |
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TConstArrayV... |
GetExternalDataDescs() |
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int32 |
GetNumDataViews() |
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const UState... |
GetSchema() |
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TSharedPtr< ... |
GetSharedInstanceData() |
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bool |
IsReadyToRun() |
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bool |
Link() |
Resolves references between data in the StateTree. |
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void |
ResetCompiled() |
Resets the compiled data to empty. |
Name | Description | ||
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void |
GetAssetRegistryTags ( |
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 |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
PostLoadAssetRegistryTags ( |
Performs fixup on loaded asset registry data. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |