G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UStateTreeTaskBlueprintBase Class Reference

Base class for Blueprint based Tasks. More...

Public Member Functions

StateTree
void FinishTask (bool bSucceeded=true)
 Finish the task and sets it's status.
Functions
void LatentEnterState (FStateTreeTransitionResult Transition)
 Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
void LatentTick (float32 DeltaTime)
 Called during state tree tick when the task is on active state. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
void StateCompleted (EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates)
 Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
void ExitState (FStateTreeTransitionResult Transition)
 Called when a current state is exited and task is part of active states.
void SetbShouldStateChangeOnReselect (bool Value)
 If set to true, the task will receive EnterState/ExitState even if the state was previously active. Generally this should be true for action type tasks, like playing animation, and false on state like tasks like claiming a resource that is expected to be acquired on child states.
void SetbShouldCallTickOnlyOnEvents (bool Value)
 If set to true, Tick() is called. Default false.
void SetbShouldCopyBoundPropertiesOnTick (bool Value)
 If set to true, copy the values of bound properties before calling Tick(). Default true.
void SetbShouldCopyBoundPropertiesOnExitState (bool Value)
 If set to true, copy the values of bound properties before calling ExitState(). Default true.
Public Member Functions inherited from UStateTreeNodeBlueprintBase
void SendEvent (FStateTreeEvent Event)
 Sends event to the StateTree.
void RequestTransition (FStateTreeStateLink TargetState, EStateTreeTransitionPriority Priority=EStateTreeTransitionPriority ::Normal)
 Request state transition.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UStateTreeNodeBlueprintBase
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

Base class for Blueprint based Tasks.

Member Function Documentation

◆ ExitState()

void ExitState ( FStateTreeTransitionResult Transition)

Called when a current state is exited and task is part of active states.

Parameters
TransitionDescribes the states involved in the transition

◆ FinishTask()

void FinishTask ( bool bSucceeded = true)

Finish the task and sets it's status.

◆ LatentEnterState()

void LatentEnterState ( FStateTreeTransitionResult Transition)

Called when a new state is entered and task is part of active states. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.

GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.

Parameters
TransitionDescribes the states involved in the transition

◆ LatentTick()

void LatentTick ( float32 DeltaTime)

Called during state tree tick when the task is on active state. Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.

Triggering GameplayTasks and other latent action should generally be done on EnterState. Tick is called on each update (or event) and can cause huge amount of task added if the logic is not handled carefully. Tick should be generally be used for monitoring that require polling, or actions that require constant ticking.

Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.

Parameters
DeltaTimeTime since last StateTree tick.

◆ SetbShouldCallTickOnlyOnEvents()

void SetbShouldCallTickOnlyOnEvents ( bool Value)

If set to true, Tick() is called. Default false.

◆ SetbShouldCopyBoundPropertiesOnExitState()

void SetbShouldCopyBoundPropertiesOnExitState ( bool Value)

If set to true, copy the values of bound properties before calling ExitState(). Default true.

◆ SetbShouldCopyBoundPropertiesOnTick()

void SetbShouldCopyBoundPropertiesOnTick ( bool Value)

If set to true, copy the values of bound properties before calling Tick(). Default true.

◆ SetbShouldStateChangeOnReselect()

void SetbShouldStateChangeOnReselect ( bool Value)

If set to true, the task will receive EnterState/ExitState even if the state was previously active. Generally this should be true for action type tasks, like playing animation, and false on state like tasks like claiming a resource that is expected to be acquired on child states.

◆ StateCompleted()

void StateCompleted ( EStateTreeRunStatus CompletionStatus,
const FStateTreeActiveStates CompletedActiveStates )

Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.

Parameters
CompletionStatusDescribes the running status of the completed state (Succeeded/Failed).
CompletedActiveStatesActive states at the time of completion.

◆ StaticClass()

UClass StaticClass ( )
static