|
| 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...
|
| struct | FStateTreeStateLink |
| | 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...
|
|
| 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
} |