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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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...
Public Member Functions | |
Functions | |
| FStateTreeTransitionResult & | opAssign (FStateTreeTransitionResult Other) |
Public Attributes | |
Default | |
| FStateTreeStateHandle | CurrentState |
| The current state being executed. On enter/exit callbacks this is the state of the task. | |
| EStateTreeRunStatus | CurrentRunStatus |
| Current Run status. | |
| FStateTreeStateHandle | SourceState |
| Transition source state. | |
| FStateTreeStateHandle | TargetState |
| Transition target state. | |
| TArray< FStateTreeExecutionFrame > | NextActiveFrames |
| States selected as result of the transition. | |
| EStateTreeStateChangeType | ChangeType |
| If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated. | |
| EStateTreeTransitionPriority | Priority |
| Priority of the transition that caused the state change. | |
| const UStateTree | SourceStateTree |
| StateTree asset that was active when the transition was requested. | |
| FStateTreeStateHandle | SourceRootState |
| Root state the execution frame where the transition was requested. | |
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.
| FStateTreeTransitionResult & opAssign | ( | FStateTreeTransitionResult | Other | ) |
| EStateTreeStateChangeType ChangeType |
If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated.
| EStateTreeRunStatus CurrentRunStatus |
Current Run status.
| FStateTreeStateHandle CurrentState |
The current state being executed. On enter/exit callbacks this is the state of the task.
| TArray<FStateTreeExecutionFrame> NextActiveFrames |
States selected as result of the transition.
| EStateTreeTransitionPriority Priority |
Priority of the transition that caused the state change.
| FStateTreeStateHandle SourceRootState |
Root state the execution frame where the transition was requested.
| FStateTreeStateHandle SourceState |
Transition source state.
| const UStateTree SourceStateTree |
StateTree asset that was active when the transition was requested.
| FStateTreeStateHandle TargetState |
Transition target state.