G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
StateTreeModule

Classes

struct  FGameplayTagContainerMatchCondition
 HasAnyTags / HasAllTags condition Succeeds if the specified tag container has ANY or ALL of the tags in the other container. More...
struct  FGameplayTagContainerMatchConditionInstanceData
struct  FGameplayTagMatchCondition
 HasTag condition Succeeds if the tag container has the specified tag. More...
struct  FGameplayTagMatchConditionInstanceData
struct  FGameplayTagQueryCondition
 DoesContainerMatchTagQuery condition Succeeds if the specified tag container matches the given Tag Query. More...
struct  FGameplayTagQueryConditionInstanceData
struct  FStateTreeActiveStates
 Describes an array of active states in a State Tree. More...
struct  FStateTreeAnyEnum
 Enum that can be any type in the UI. Helper class to deal with any enum in property binding. More...
struct  FStateTreeBlueprintConditionWrapper
 Wrapper for Blueprint based Conditions. More...
struct  FStateTreeBlueprintEvaluatorWrapper
 Wrapper for Blueprint based Evaluators. More...
struct  FStateTreeBlueprintTaskWrapper
 Wrapper for Blueprint based Tasks. More...
struct  FStateTreeCompareBoolCondition
 Condition comparing two booleans. More...
struct  FStateTreeCompareBoolConditionInstanceData
struct  FStateTreeCompareDistanceCondition
 Condition comparing distance between two vectors. More...
struct  FStateTreeCompareDistanceConditionInstanceData
struct  FStateTreeCompareEnumCondition
 Condition comparing two enums. More...
struct  FStateTreeCompareEnumConditionInstanceData
struct  FStateTreeCompareFloatCondition
 Condition comparing two floats. More...
struct  FStateTreeCompareFloatConditionInstanceData
struct  FStateTreeCompareIntCondition
 Condition comparing two integers. More...
struct  FStateTreeCompareIntConditionInstanceData
struct  FStateTreeConditionBase
 Base struct for all conditions. More...
struct  FStateTreeConditionCommonBase
 Base class (namespace) for all common Conditions that are generally applicable. This allows schemas to safely include all conditions child of this struct. More...
struct  FStateTreeDataHandle
 Handle to a StateTree data. More...
struct  FStateTreeDebugTextTask
 Draws debug text on the HUD associated to the player controller. More...
struct  FStateTreeDebugTextTaskInstanceData
struct  FStateTreeDelayTask
 Simple task to wait indefinitely or for a given time (in seconds) before succeeding. More...
struct  FStateTreeDelayTaskInstanceData
struct  FStateTreeEvaluatorBase
 Base struct of StateTree Evaluators. Evaluators calculate and expose data to be used for decision making in a StateTree. More...
struct  FStateTreeEvaluatorCommonBase
 Base class (namespace) for all common Evaluators that are generally applicable. This allows schemas to safely include all Evaluators child of this struct. More...
struct  FStateTreeEvent
 StateTree event with payload. More...
struct  FStateTreeExecutionFrame
 Describes an active branch of a State Tree. More...
struct  FStateTreeExternalDataDesc
 Describes an external data. The data can point to a struct or object. The code that handles StateTree ticking is responsible for passing in the actually data, see FStateTreeExecutionContext. More...
struct  FStateTreeIndex16
 uint16 index that can be invalid. More...
struct  FStateTreeIndex8
 uint8 index that can be invalid. More...
struct  FStateTreeNodeBase
 Base struct of StateTree Conditions, Evaluators, and Tasks. More...
struct  FStateTreeObjectEqualsCondition
 Condition testing if two object pointers point to the same object. More...
struct  FStateTreeObjectEqualsConditionInstanceData
struct  FStateTreeObjectIsChildOfClassCondition
 Condition testing if object is child of specified class. More...
struct  FStateTreeObjectIsChildOfClassConditionInstanceData
struct  FStateTreeObjectIsValidCondition
 Condition testing if specified object is valid. More...
struct  FStateTreeObjectIsValidConditionInstanceData
struct  FStateTreeRandomCondition
 Random condition. More...
struct  FStateTreeRandomConditionInstanceData
struct  FStateTreeRandomTimeDuration
 Time duration with random variance. Stored compactly as two uint16s, which gives time range of about 650 seconds. The variance is symmetric (+-) around the specified duration. More...
struct  FStateTreeReference
 Struct to hold reference to a StateTree asset along with values to parameterized it. More...
struct  FStateTreeStateHandle
 Handle to a StateTree state. More...
 Link to another state in StateTree. More...
struct  FStateTreeStructRef
 StateTree struct ref allows to get a reference/pointer to a specified type via property binding. It is useful for referencing larger properties to avoid copies of the data, or to be able to write to a bounds property. More...
struct  FStateTreeTaskBase
 Base struct for StateTree Tasks. Tasks are logic executed in an active state. More...
struct  FStateTreeTaskCommonBase
 Base class (namespace) for all common Tasks that are generally applicable. This allows schemas to safely include all conditions child of this struct. More...
struct  FStateTreeTransitionRequest
 Transition request. More...
struct  FStateTreeTransitionResult
 Describes a state tree transition. Source is the state where the transition started, Target describes the state where the transition pointed at, and Next describes the selected state. The reason Transition and Next are different is that Transition state can be a selector state, in which case the children will be visited until a leaf state is found, which will be the next state. More...
class  UStateTree
 StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats. More...
class  UStateTreeConditionBlueprintBase
 Base class for Blueprint based Conditions. More...
class  UStateTreeEvaluatorBlueprintBase
 Base class for Blueprint based evaluators. More...
class  UStateTreeNodeBlueprintBase
class  UStateTreeSchema
 Schema describing which inputs, evaluators, and tasks a StateTree can contain. Each StateTree asset saves the schema class name in asset data tags, which can be used to limit which StatTree assets can be selected per use case, i.e.: More...
class  UStateTreeSchemaProvider
class  UStateTreeSettings
 Default StateTree settings. More...
class  UStateTreeTaskBlueprintBase
 Base class for Blueprint based Tasks. More...

Enumerations

enum  EStateTreeBindableStructSource {
  Context , Parameter , Evaluator , GlobalTask ,
  State , Task , Condition , EStateTreeBindableStructSource_MAX
}
enum  EStateTreeBlueprintPropertyCategory {
  NotSet , Input , Parameter , Output ,
  ContextObject , EStateTreeBlueprintPropertyCategory_MAX
}
enum  EStateTreeBreakpointType {
  Unset , OnEnter , OnExit , OnTransition ,
  EStateTreeBreakpointType_MAX
}
enum  EStateTreeConditionEvaluationMode { Evaluated , ForcedTrue , ForcedFalse , EStateTreeConditionEvaluationMode_MAX }
enum  EStateTreeConditionOperand { Copy , And , Or , EStateTreeConditionOperand_MAX }
enum  EStateTreeDataSourceType {
  None , GlobalInstanceData , GlobalInstanceDataObject , ActiveInstanceData ,
  ActiveInstanceDataObject , SharedInstanceData , SharedInstanceDataObject , ContextData ,
  ExternalData , GlobalParameterData , SubtreeParameterData , StateParameterData ,
  EStateTreeDataSourceType_MAX
}
enum  EStateTreeExternalDataRequirement { Required , Optional , EStateTreeExternalDataRequirement_MAX }
enum  EStateTreeLinkerStatus { Succeeded , Failed , EStateTreeLinkerStatus_MAX }
enum  EStateTreeLoopEvents { Next , Break , EStateTreeLoopEvents_MAX }
enum  EStateTreePropertyAccessType {
  Offset , Object , WeakObject , SoftObject ,
  ObjectInstance , StructInstance , IndexArray , EStateTreePropertyAccessType_MAX
}
enum  EStateTreePropertyCopyType {
  None , CopyPlain , CopyComplex , CopyBool ,
  CopyStruct , CopyObject , CopyName , CopyFixedArray ,
  StructReference , PromoteBoolToByte , PromoteBoolToInt32 , PromoteBoolToUInt32 ,
  PromoteBoolToInt64 , PromoteBoolToFloat , PromoteBoolToDouble , PromoteByteToInt32 ,
  PromoteByteToUInt32 , PromoteByteToInt64 , PromoteByteToFloat , PromoteByteToDouble ,
  PromoteInt32ToInt64 , PromoteInt32ToFloat , PromoteInt32ToDouble , PromoteUInt32ToInt64 ,
  PromoteUInt32ToFloat , PromoteUInt32ToDouble , PromoteFloatToInt32 , PromoteFloatToInt64 ,
  PromoteFloatToDouble , DemoteDoubleToInt32 , DemoteDoubleToInt64 , DemoteDoubleToFloat ,
  EStateTreePropertyCopyType_MAX
}
enum  EStateTreePropertyUsage {
  Invalid , Context , Input , Parameter ,
  Output , EStateTreePropertyUsage_MAX
}
enum  EStateTreeRunStatus {
  Running , Failed , Succeeded , Stopped ,
  Unset , EStateTreeRunStatus_MAX
}
enum  EStateTreeSelectionFallback { None , NextSelectableSibling , EStateTreeSelectionFallback_MAX }
enum  EStateTreeStateChangeType { None , Changed , Sustained , EStateTreeStateChangeType_MAX }
enum  EStateTreeStateSelectionBehavior {
  None , TryEnterState , TrySelectChildrenInOrder , TryFollowTransitions ,
  EStateTreeStateSelectionBehavior_MAX
}
enum  EStateTreeStateType {
  State , Group , Linked , LinkedAsset ,
  Subtree , EStateTreeStateType_MAX
}
enum  EStateTreeTraceEventType {
  Unset , OnEntering , OnEntered , OnExiting ,
  OnExited , Push , Pop , OnStateSelected ,
  OnStateCompleted , OnTicking , OnTaskCompleted , OnTicked ,
  Passed , Failed , ForcedSuccess , ForcedFailure ,
  InternalForcedFailure , OnEvaluating , OnTransition , OnTreeStarted ,
  OnTreeStopped , EStateTreeTraceEventType_MAX
}
enum  EStateTreeTransitionPriority {
  None , Normal , Medium , High ,
  Critical , EStateTreeTransitionPriority_MAX
}
enum  EStateTreeTransitionSourceType {
  Unset , Asset , ExternalRequest , Internal ,
  EStateTreeTransitionSourceType_MAX
}
enum  EStateTreeTransitionTrigger {
  None , OnStateCompleted , OnStateSucceeded , OnStateFailed ,
  OnTick , OnEvent , MAX
}
enum  EStateTreeTransitionType {
  None , Succeeded , Failed , GotoState ,
  NextState , NextSelectableState , NotSet , EStateTreeTransitionType_MAX
}
enum  EStateTreeUpdatePhase {
  Unset , StartTree , StopTree , StartGlobalTasks ,
  StopGlobalTasks , TickStateTree , ApplyTransitions , TriggerTransitions ,
  TickingGlobalTasks , TickingTasks , TransitionConditions , StateSelection ,
  TrySelectBehavior , EnterConditions , EnterStates , ExitStates ,
  StateCompleted , EStateTreeUpdatePhase_MAX
}

Detailed Description

Enumeration Type Documentation

◆ EStateTreeBindableStructSource

Enumerator
Context 
Parameter 
Evaluator 
GlobalTask 
State 
Task 
Condition 
EStateTreeBindableStructSource_MAX 

◆ EStateTreeBlueprintPropertyCategory

Enumerator
NotSet 
Input 
Parameter 
Output 
ContextObject 
EStateTreeBlueprintPropertyCategory_MAX 

◆ EStateTreeBreakpointType

Enumerator
Unset 
OnEnter 
OnExit 
OnTransition 
EStateTreeBreakpointType_MAX 

◆ EStateTreeConditionEvaluationMode

Enumerator
Evaluated 
ForcedTrue 
ForcedFalse 
EStateTreeConditionEvaluationMode_MAX 

◆ EStateTreeConditionOperand

Enumerator
Copy 
And 
Or 
EStateTreeConditionOperand_MAX 

◆ EStateTreeDataSourceType

Enumerator
None 
GlobalInstanceData 
GlobalInstanceDataObject 
ActiveInstanceData 
ActiveInstanceDataObject 
SharedInstanceData 
SharedInstanceDataObject 
ContextData 
ExternalData 
GlobalParameterData 
SubtreeParameterData 
StateParameterData 
EStateTreeDataSourceType_MAX 

◆ EStateTreeExternalDataRequirement

Enumerator
Required 
Optional 
EStateTreeExternalDataRequirement_MAX 

◆ EStateTreeLinkerStatus

Enumerator
Succeeded 
Failed 
EStateTreeLinkerStatus_MAX 

◆ EStateTreeLoopEvents

Enumerator
Next 
Break 
EStateTreeLoopEvents_MAX 

◆ EStateTreePropertyAccessType

Enumerator
Offset 
Object 
WeakObject 
SoftObject 
ObjectInstance 
StructInstance 
IndexArray 
EStateTreePropertyAccessType_MAX 

◆ EStateTreePropertyCopyType

Enumerator
None 
CopyPlain 
CopyComplex 
CopyBool 
CopyStruct 
CopyObject 
CopyName 
CopyFixedArray 
StructReference 
PromoteBoolToByte 
PromoteBoolToInt32 
PromoteBoolToUInt32 
PromoteBoolToInt64 
PromoteBoolToFloat 
PromoteBoolToDouble 
PromoteByteToInt32 
PromoteByteToUInt32 
PromoteByteToInt64 
PromoteByteToFloat 
PromoteByteToDouble 
PromoteInt32ToInt64 
PromoteInt32ToFloat 
PromoteInt32ToDouble 
PromoteUInt32ToInt64 
PromoteUInt32ToFloat 
PromoteUInt32ToDouble 
PromoteFloatToInt32 
PromoteFloatToInt64 
PromoteFloatToDouble 
DemoteDoubleToInt32 
DemoteDoubleToInt64 
DemoteDoubleToFloat 
EStateTreePropertyCopyType_MAX 

◆ EStateTreePropertyUsage

Enumerator
Invalid 
Context 
Input 
Parameter 
Output 
EStateTreePropertyUsage_MAX 

◆ EStateTreeRunStatus

Enumerator
Running 
Failed 
Succeeded 
Stopped 
Unset 
EStateTreeRunStatus_MAX 

◆ EStateTreeSelectionFallback

Enumerator
None 
NextSelectableSibling 
EStateTreeSelectionFallback_MAX 

◆ EStateTreeStateChangeType

Enumerator
None 
Changed 
Sustained 
EStateTreeStateChangeType_MAX 

◆ EStateTreeStateSelectionBehavior

Enumerator
None 
TryEnterState 
TrySelectChildrenInOrder 
TryFollowTransitions 
EStateTreeStateSelectionBehavior_MAX 

◆ EStateTreeStateType

Enumerator
State 
Group 
Linked 
LinkedAsset 
Subtree 
EStateTreeStateType_MAX 

◆ EStateTreeTraceEventType

Enumerator
Unset 
OnEntering 
OnEntered 
OnExiting 
OnExited 
Push 
Pop 
OnStateSelected 
OnStateCompleted 
OnTicking 
OnTaskCompleted 
OnTicked 
Passed 
Failed 
ForcedSuccess 
ForcedFailure 
InternalForcedFailure 
OnEvaluating 
OnTransition 
OnTreeStarted 
OnTreeStopped 
EStateTreeTraceEventType_MAX 

◆ EStateTreeTransitionPriority

Enumerator
None 
Normal 
Medium 
High 
Critical 
EStateTreeTransitionPriority_MAX 

◆ EStateTreeTransitionSourceType

Enumerator
Unset 
Asset 
ExternalRequest 
Internal 
EStateTreeTransitionSourceType_MAX 

◆ EStateTreeTransitionTrigger

Enumerator
None 
OnStateCompleted 
OnStateSucceeded 
OnStateFailed 
OnTick 
OnEvent 
MAX 

◆ EStateTreeTransitionType

Enumerator
None 
Succeeded 
Failed 
GotoState 
NextState 
NextSelectableState 
NotSet 
EStateTreeTransitionType_MAX 

◆ EStateTreeUpdatePhase

Enumerator
Unset 
StartTree 
StopTree 
StartGlobalTasks 
StopGlobalTasks 
TickStateTree 
ApplyTransitions 
TriggerTransitions 
TickingGlobalTasks 
TickingTasks 
TransitionConditions 
StateSelection 
TrySelectBehavior 
EnterConditions 
EnterStates 
ExitStates 
StateCompleted 
EStateTreeUpdatePhase_MAX