G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FStateTreeTransitionResult Struct Reference

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.

Detailed Description

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.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ ChangeType

If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated.

◆ CurrentRunStatus

EStateTreeRunStatus CurrentRunStatus

Current Run status.

◆ CurrentState

FStateTreeStateHandle CurrentState

The current state being executed. On enter/exit callbacks this is the state of the task.

◆ NextActiveFrames

TArray<FStateTreeExecutionFrame> NextActiveFrames

States selected as result of the transition.

◆ Priority

Priority of the transition that caused the state change.

◆ SourceRootState

FStateTreeStateHandle SourceRootState

Root state the execution frame where the transition was requested.

◆ SourceState

FStateTreeStateHandle SourceState

Transition source state.

◆ SourceStateTree

const UStateTree SourceStateTree

StateTree asset that was active when the transition was requested.

◆ TargetState

FStateTreeStateHandle TargetState

Transition target state.