description: Sets whether or not a filter is enabled

code: void SetFilterState ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter, bool bEnabledState )


description: Updating whether or not classes derived from the filter class should be included when applying filtering

module: SourceFilteringTrace

code: void UpdateClassFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass, bool bIncludeDerivedClasses )


code: virtual ~USourceFilterCollection()


className: USourceFilterCollection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USourceFilterCollection : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

ChildToParent

type: TMap<TObjectPt...

description: Child / Parent mapping for Filter (sets)

ClassFilters

type: TArray<FActorC...

description: Class filters, used for high-level filtering ofAActorinstances inside of aUWorld

FilterClasses

type: TArray<FString...

description: Flat version of the Filter classes contained by this collection, stored according to Filters ordering, with child filters inline

FilterClassMap

type: TMap<FObjectKe...

description: Mapping from Filter Instance FObjectKeys to their class names

Filters

type: TArray<TObject...

description: Root-level filter instances

SourceFiltersUpdatedDelegate

type: FSimpleMulticas...


className: UTraceSourceFilteringProjectSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, Meta=(DisplayName="Trace Source Filtering"), defaultconfig) class UTraceSourceFilteringProjectSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

CookedSourceFilterClasses

type: TArray<TSoftCl...

DefaultFilterPreset

type: TSoftObjectPtr<...


description: IAudioSpatializationimplementation

module: Spatialization

code: virtual void Initialize ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) InitializationParams )


description: Called when a source is assigned to a voice.

code: virtual void OnInitSource ( const uint32 SourceId, const [FName](API\Runtime\Core\UObject\FName) & AudioComponentUserId, [USpatializationPluginSourceSettingsBase](API\Runtime\AudioExtensions\USpatializationPluginSourceSetti-) * InSettings )


description: Called when a source is done playing and is released.

code: virtual void OnReleaseSource ( const uint32 SourceId )


description: Processes audio with the given input and output data structs.

code: virtual void ProcessAudio ( const [FAudioPluginSourceInputData](API\Runtime\AudioExtensions\FAudioPluginSourceInputData) & InputData, [FAudioPluginSourceOutputData](API\Runtime\AudioExtensions\FAudioPluginSourceOutputData) & OutputData )


description: Shuts down the audio plugin.

code: virtual void Shutdown()


className: FITDSpatialization

code: class FITDSpatialization : public [IAudioSpatialization](API\Runtime\AudioExtensions\IAudioSpatialization)


description: a new instance of your spatialization plugin, owned by a shared pointer.

code: virtual TAudioSpatializationPtr CreateNewSpatializationPlugin ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * OwningDevice )


description: Begin IAudioPluginWithMetadata implementation


description: the max amount of channels your plugin supports. For example, override this to return 2 to support spatializing mono and stereo sources.

code: virtual int32 GetMaxSupportedChannels()


description:
Returns whether this plugin supports use on the specified platform.
true if this plugin supports use on Platform, false otherwise.

code: virtual bool SupportsPlatform ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName )


className: FITDSpatializationPluginFactory

code: class FITDSpatializationPluginFactory : public [IAudioSpatializationFactory](API\Runtime\AudioExtensions\IAudioSpatializationFactory)


code: void ProcessSource ( const [FAudioPluginSourceInputData](API\Runtime\AudioExtensions\FAudioPluginSourceInputData) & InputData, [FAudioPluginSourceOutputData](API\Runtime\AudioExtensions\FAudioPluginSourceOutputData) & OutputData )


description: Zeros out all delay lines.

code: void ZeroOut()


code: void SetILDCurve ( const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & InCurve )


description: theUClasstype of your settings for spatialization. This allows us to only pass in user settings for your plugin.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetCustomSpatializationSettingsClass() const


code: FSourceSpatializer ( float InSampleRate )


className: FSourceSpatializer

code: struct FSourceSpatializer


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FSpatializationModule

code: class FSpatializationModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: UITDSpatializationSourceSettings

bEnableILD

type: bool

description: Whether we should use any level difference between the left and right channel in our spatialization algorithm.

PanningIntensityOverDistance

type: FRuntimeFloatCu...

description: This curve will map the intensity of panning (y-axis, 0.0-1.0) as a factor of distance (in Unreal Units)


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

module: SpatializationEditor

code: virtual uint32 GetCategories()


description: Returns the name of this type

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Get the supported class of this type.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


code: class FAssetTypeActions_ITDSpatializationSettings : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


className: FSpatializationEditorModule

code: class FSpatializationEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


className: UITDSpatializationSettingsFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, HideCategories=Object) class UITDSpatializationSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: EImportGeometryType

description: Geometry import type

module: SpeedTreeImporter

code: enum EImportGeometryType { IGT_3D, IGT_Billboards, IGT_Both, }


className: EImportLODType

description: LOD type

code: enum EImportLODType { ILT_PaintedFoliage, ILT_IndividualActors, }


code: UITDSpatializationSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: IDetailCustomizationinterface

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailLayout )


description: Makes a new instance of this detail layout class for a specific detail view requesting it

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FSpeedTreeImportDataDetails

description: No constructors are accessible with public or protected access.

code: class FSpeedTreeImportDataDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: Singleton-like access toISpeedTreeImporterReturns SpeedTreeImporter singleton instance, loading the module on demand if needed

code: static [ISpeedTreeImporter](API\Plugins\SpeedTreeImporter\ISpeedTreeImporter) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ISpeedTreeImporter

description: The public interface of the SpeedTreeImporter module

code: class ISpeedTreeImporter : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: Returns theUFactoryobject associated with this reimport handler

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * GetFactoryObject() const


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


code: UReimportSpeedTreeFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UReimportSpeedTreeFactory

description: ReimportSpeedTreeFactory.

GCMark

type: TObjectPtr<UOb...


code: void CopyFrom ( [USpeedTreeImportData](API\Plugins\SpeedTreeImporter\USpeedTreeImportData) * Other )


code: USpeedTreeImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USpeedTreeImportData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=EditorPerProjectUserSettings, PerObjectConfig, MinimalAPI) class USpeedTreeImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)

ImportGeometryType

type: TEnumAsByte< en...

description: Choose whether to import as a 3D asset, billboard or both

IncludeBranchSeamSmoothing

type: uint32:  1

LODType

description: Choose whether painted foliage or individual actor

TreeScale

type: float

description: Specify the tree scale


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


className: USpeedTreeImportFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=Object) class USpeedTreeImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

LoadedPackages

type: TSet<UPackage...

MasterBillboardMaterial

type: UMaterialInterf...


code: USpeedTreeImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: StageDataProvider

code: static [IStageDataProviderModule](API\Plugins\StageDataProvider\IStageDataProviderModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()during shutdown ifIsAvailable()returns true.
True if the module is loaded and ready to use


className: ModuleName

code: static const [FName](API\Runtime\Core\UObject\FName) ModuleName = TEXT("StageDataProvider");


code: virtual ~IStageDataProviderModule()


className: IStageDataProviderModule

description: Interface for the stage data provider module.

code: class IStageDataProviderModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: EGetProviderFlags

description: Flags controlling the behavior of struct serializer backends.

module: StageMonitor

code: enum EGetProviderFlags { None = 0, UseClearedProviders = 1 << 0, UseIdentifierMapping = 1 << 1, Default = UseClearedProviders | UseIdentifierMapping, }


className: FStageDataEntry

description: Data entry containing data received from a provider

code: struct FStageDataEntry

Data

type: TSharedPtr<FSt...

MessageTime

type: double


code: bool operator== ( const [FStageSessionProviderEntry](API\Plugins\StageMonitor\FStageSessionProviderEntry) & Other ) const


code: bool operator!= ( const [FStageSessionProviderEntry](API\Plugins\StageMonitor\FStageSessionProviderEntry) & Other ) const


code: FStageSessionProviderEntry()


className: FStageSessionProviderEntry

description: Entry corresponding to a provider we are monitoring Contains information related to the provider so we can communicate with it and more dynamic information like last communication received

Address

type: FMessageAddress

description: Address of this provider

Descriptor

type: FStageInstanceD...

description: Detailed descriptor

Identifier

type: FGuid

description: Identifier of this provider

LastReceivedMessageTime

description: Timestamp when last message was received based onFApp::GetCurrentTime

State

type: EStageDataProvi...

description: State of this provider based on message reception


description: Returns true if monitor is actively listening for activities

code: bool IsActive() const


className: IStageMonitor

description: Interface for the stage monitor. Users can get the instance from the stage monitor module

code: class IStageMonitor


description: Enable or disables StageMonitor

code: void EnableMonitor ( bool bEnable )


code: static [IStageMonitorModule](API\Plugins\StageMonitor\IStageMonitorModule) & Get()


description: Returns the stage monitor instance


description: Returns the stage monitor session manager


code: static bool IsAvailable()


code: static const [FName](API\Runtime\Core\UObject\FName) ModuleName = TEXT("StageMonitor");


className: IStageMonitorModule

code: class IStageMonitorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Clear every activities of the session

code: void ClearAll()


description: Adds a new provider to the ones we're handling data for. Returns true if a provider was added

code: bool AddProvider ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier, const [FStageInstanceDescriptor](API\Runtime\StageDataCore\FStageInstanceDescriptor) & Descriptor, const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & Address )


description: Adds a message to the session

code: void AddProviderMessage ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Type, const [FStageProviderMessage](API\Runtime\StageDataCore\FStageProviderMessage) * MessageData )


className: FOnStageDataProviderListChanged

description: Callback triggered when provider list changed

code: typedef TMulticastDelegate_NoParams< void > FOnStageDataProviderListChanged


description: Clear unresponsive providers from active list

code: void ClearUnresponsiveProviders()


className: FOnStageDataProviderStateChanged

description: Callback triggered when provider state has changed

code: typedef TMulticastDelegate_TwoParams< void, const [FGuid](API\Runtime\Core\Misc\FGuid) &, EStageDataProviderState > FOnStageDataProviderStateChanged


className: FOnStageSessionDataCleared

description: Callback triggered when data from the session has been cleared

code: typedef TMulticastDelegate_NoParams< void > FOnStageSessionDataCleared


className: FOnStageSessionNewDataReceived

description: Callback triggered when new data has been added to the session

code: typedef TMulticastDelegate_OneParam< void, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStageDataEntry](API\Plugins\StageMonitor\FStageDataEntry) > > FOnStageSessionNewDataReceived


description: Returns all entries that have been received

code: void GetAllEntries ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStageDataEntry](API\Plugins\StageMonitor\FStageDataEntry) >> & OutEntries )


description: Get providers that were connected at some point but got cleared

code: TConstArrayView< [FStageSessionProviderEntry](API\Plugins\StageMonitor\FStageSessionProviderEntry) > GetClearedProviders() const


description: Returns a list of all sources that triggered a critical state

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetCriticalStateHistorySources() const


description: Returns a list of all sources that triggered a critical state during TimeInSeconds. If provided time is not part of a critical state, returned array will be empty

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetCriticalStateSources ( double TimeInSeconds ) const


description: Returns Source name of the current critical state. Returns None if not active


description: Returns the state of the desired provider

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStageDataEntry](API\Plugins\StageMonitor\FStageDataEntry) > GetLatest ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Type )


description: Get ProviderEntry associated to an identifier

code: bool GetProvider ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier, [FStageSessionProviderEntry](API\Plugins\StageMonitor\FStageSessionProviderEntry) & OutProviderEntry, [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Flags ) const


description: Get all providers that have been connected to the monitor

code: TConstArrayView< [FStageSessionProviderEntry](API\Plugins\StageMonitor\FStageSessionProviderEntry) > GetProviders() const


description: Returns the addresses of the providers currently monitored

code: [TArray](API\Runtime\Core\Containers\TArray)< [FMessageAddress](API\Runtime\Messaging\FMessageAddress) > GetProvidersAddress() const


code: EStageDataProviderState GetProviderState ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier )


description: Returns the name of that session.


description: Handles discovery response of a provider. Might already be found, unresponsive or a new one

code: void HandleDiscoveredProvider ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier, const [FStageInstanceDescriptor](API\Runtime\StageDataCore\FStageInstanceDescriptor) & Descriptor, const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & Address )


description: Returns true if stage monitor currently in critical state (i.e. recording)

code: bool IsStageInCriticalState() const


description: Returns true if the given time is part of a critical state time range.

code: bool IsTimePartOfCriticalState ( double TimeInSeconds ) const


description: Changes a provider's monitoring state

code: void SetProviderState ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Identifier, EStageDataProviderState State )


code: virtual ~IStageMonitorSession()


className: IStageMonitorSession

description: Interface describing a session of data received by the monitor Can be exported and reimported for future analysis

code: class IStageMonitorSession


description: Creates a new active session. If one is already present, it will return an invalid session


className: FOnStageMonitorSessionLoaded

description: Callback triggered when a requested session was loaded

code: typedef TMulticastDelegate_NoParams< void > FOnStageMonitorSessionLoaded


className: FOnStageMonitorSessionSaved

description: Callback triggered when a requested session was saved

code: typedef TMulticastDelegate_NoParams< void > FOnStageMonitorSessionSaved


description: Returns the current active (live) session


description: Returns the loaded session


description: Request to load a session. Returns true if loading was effectively requested Loading will be done async and a callback. Listen for OnStageMonitorSessionLoaded to know when it's done

code: bool LoadSession ( const [FString](API\Runtime\Core\Containers\FString) & FileName )


description: Request to save a session. Returns true if saving was effectively requested Loading will be done async and a callback. Listen for OnStageMonitorSessionSaved to know when it's done

code: bool SaveSession ( const [FString](API\Runtime\Core\Containers\FString) & FileName )


code: virtual ~IStageMonitorSessionManager()


className: IStageMonitorSessionManager

code: class IStageMonitorSessionManager


className: operator&

code: constexpr [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) operator& ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Lhs, [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Rhs )


className: operator&=

code: [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) & operator&= ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) & Lhs, [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Rhs )


className: operator~

code: constexpr [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) operator~ ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) E )


className: operator^=

code: [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) & operator^= ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) & Lhs, [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Rhs )


className: operator^

code: constexpr [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) operator^ ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Lhs, [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EGetProviderFlags](API\Plugins\StageMonitor\EGetProviderFlags) E )


className: EStageMonitorNodeStatus

module: StageMonitorCommon

code: enum EStageMonitorNodeStatus { Unknown, LoadingMap, Ready, HotReload, AssetCompiling, }


code: FFramePerformanceProviderMessage()


code: FFramePerformanceProviderMessage ( [EStageMonitorNodeStatus](API\Plugins\StageMonitorCommon\EStageMonitorNodeStatus) InStatus, float GameThreadTime, float GameThreadWaitTime, float RenderThreadTime, float RenderThreadWaitTime, float GPUTime, float IdleTime, uint64 CPUMem, uint64 GPUMem, int32 InAssetsToCompile )


className: FFramePerformanceProviderMessage

description: Message containing information about frame timings. Sent at regular intervals

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FFramePerformanceProviderMessage : public [FStageProviderPeriodicMessage](API\Runtime\StageDataCore\FStageProviderPeriodicMessage)

AssetInStatus

type: FString

description: Full path name of the asset involved in the status.

AverageFPS

description: Average FrameRate read from GAverageFPS

CompilationTasksRemaining

description: Number of asynchronous compilation tasks currently in progress.

description: Current CPU Memory Usage (Physical) in bytes

GameThreadMS

description: Current GameThread time read from GGameThreadTime in milliseconds

GameThreadWaitMS

description: Current GameThread wait time read from GGameThreadWaitTime in milliseconds

description: Current GPU Memory Usage (Physical) in bytes

description: Current GPU time read from GGPUFrameTime in milliseconds

IdleTimeMS

description: Idle time (slept) in milliseconds during last frame

RenderThreadMS

description: Current RenderThread time read from GRenderThreadTime in milliseconds

RenderThreadWaitMS

description: Current RenderThread wait time read from GRenderThreadWaitTime in milliseconds

Status

type: EStageMonitorNo...

description: Average FrameRate read from GAverageFPS


className: FStageDataExportSettings

description: Settings associated to file exporter

bKeepOnlyLastPeriodMessage

description: Save only the last instance of periodic message types True by default to reduce file size

ExcludedMessageTypes

type: TArray<FStageM...

description: Message types to exclude from session when exporting


className: FStageDataProviderSettings

description: Settings associated to DataProviders

bUseRoleFiltering

type: bool

description: If true, DataProvider will only start if machine has a role contained in SupportedRoles

FramePerformanceSettings

type: FStageFramePerf...

description: Settings about Frame Performance messaging

HitchDetectionSettings

type: FStageHitchDete...

description: Settings about Hitch detection

MessageTypeRoleExclusion

type: TMap<FStageMes...

SupportedRoles

type: FGameplayTagCon...

description: If checked, VP Role of this instance must be part of these roles to have the monitor operational


className: FStageFramePerformanceSettings

description: Settings related to FramePerformance messages

UpdateInterval

type: float

description: Target FPS we're aiming for.


className: FStageHitchDetectionSettings

description: Settings related to HitchDetection messages

bEnableHitchDetection

description: Whether or not hitch detection should be enabled

MinimumFrameRate

type: FFrameRate

description: Target FPS we're aiming for.


code: bool operator== ( const [FStageMessageTypeWrapper](API\Plugins\StageMonitorCommon\FStageMessageTypeWrapper) & Other ) const


code: bool operator== ( const [FName](API\Runtime\Core\UObject\FName) Other ) const


code: FStageMessageTypeWrapper ( [FName](API\Runtime\Core\UObject\FName) Type )


code: FStageMessageTypeWrapper()


className: FStageMessageTypeWrapper

description: Wrapper structure holding a message type static struct. Used with a customization to generate a filtered list

MessageType

type: FName

description: Name of StaticStruct message type


description: Returns true if Monitor should start on launch. Can be overriden through commandline

code: bool ShouldAutoStartOnLaunch() const


code: FStageMonitorSettings()


className: FStageMonitorSettings

description: Settings for StageMonitor

bAutoStart

description: Whether we should start monitoring on launch.

bCommandLineAutoStart

type: TOptional< bool...

description: Override AutoStart project settings through command line. ie. "-StageMonitorAutoStart=1"

bUseRoleFiltering

description: If true, Monitor will only autostart if machine has a role contained in SupportedRoles Once in editor, you can always start a monitor manually independently of the roles.

DiscoveryMessageInterval

description: Interval between each discovery signal sent by Monitors


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: Gets the section text, uses the classes DisplayName by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const


description: Returns current SessionId either based on settings or overriden by commandline

code: int32 GetStageSessionId() const


code: UStageMonitoringSettings()


className: UStageMonitoringSettings

description: Settings for the StageMonitoring plugin modules. Data Provider, Monitor and shared settings are contained here to centralize access through project settings

bUseSessionId

description: If true, Stage monitor will only listen to Stage Providers with same sessionId

CommandLineFriendlyName

description: A friendly name for that instance given through command line (-StageFriendlyName=) to identify it when monitoring.

CommandLineSessionId

type: TOptional< int3...

description: The current SessionId in a virtual production context read from the command line.

ExportSettings

type: FStageDataExpor...

description: Settings for Data Providers

MonitorSettings

type: FStageMonitorSe...

description: Settings for monitors

ProviderSettings

type: FStageDataProvi...

description: Settings for Data Providers

StageSessionId

description: The projects Stage SessionId to differentiate data sent over network.

TimeoutInterval

description: Interval threshold between message reception before dropping out a provider or a monitor


className: EStateTreeNodeType

module: StateTreeEditorModule

code: enum EStateTreeNodeType { EnterCondition, Evaluator, Task, TransitionCondition, StateParameters, }


className: EStateTreeSaveOnCompile

code: enum EStateTreeSaveOnCompile { Never, SuccessOnly, Always, }


className: EStateTreeVisitor

code: enum EStateTreeVisitor { Continue, Break, }


description: Source path for given target path, or null if binding does not exists.

code: virtual const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) * GetPropertyBindingSource ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & InTargetPath ) const


description: Display name given property path.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPropertyPathDisplayName ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & InPath ) const


description: Leaf property based on property path.

code: virtual const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPropertyPathLeafProperty ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & InPath ) const


code: FStateTreeBindingLookup ( [IStateTreeEditorPropertyBindingsOwner](API\Plugins\StateTreeEditorModule\IStateTreeEditorPropertyBindings-) * InBindingOwner )


className: FStateTreeBindingLookup

description: TODO: We should merge this withIStateTreeEditorPropertyBindingsOwnerandFStateTreeEditorPropertyBindings. CurrentlyFStateTreeEditorPropertyBindingsis meant to be used as a member for just to store things,IStateTreeEditorPropertyBindingsOwneris meant return model specific stuff, andIStateTreeBindingLookupis used in non-editor code and it cannot be inFStateTreeEditorPropertyBindingsbecause bindings don't know about the owner.

code: struct FStateTreeBindingLookup : public [IStateTreeBindingLookup](API\Plugins\StateTreeModule\IStateTreeBindingLookup)

BindingOwner

type: IStateTreeEdito...


code: bool Compile ( [UStateTree](API\Plugins\StateTreeModule\UStateTree) & InStateTree )


code: FStateTreeCompiler ( [FStateTreeCompilerLog](API\Plugins\StateTreeEditorModule\FStateTreeCompilerLog) & InLog )


className: FStateTreeCompiler

description: Helper class to convert StateTree editor representation into a compact data. Holds data needed during compiling.

code: struct FStateTreeCompiler


description: Appends StateTree log to log listing.

code: void AppendToLog ( class [IMessageLogListing](API\Developer\MessageLog\IMessageLogListing) * LogListing ) const


description: Returns current state context.

code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * CurrentState() const


description: Dumps StateTree log to log

code: void DumpToLog ( const [FLogCategoryBase](API\Runtime\Core\Logging\FLogCategoryBase) & Category ) const


description: FStateTreeCompilerLogStateScope

code: void PopState ( const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


description: Pushes State to be reported along with the message.

code: void PushState ( const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


description: Reports a message.

code: void Report ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & InItem, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


description: Formatted version of theReport(), omits Item for convenience.

code: template<typename FmtType, typename... Types> void Reportf ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const FmtType & Fmt, Types... Args )


description: Formatted version of theReport().

code: template<typename FmtType, typename... Types> void Reportf ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & InItem, const FmtType & Fmt, Types... Args )


className: FStateTreeCompilerLog

description: Message log for StateTree compilation

Messages

type: TArray<FStateT...

StateStack

type: TArray<TObject...


code: FStateTreeCompilerLogMessage()


code: FStateTreeCompilerLogMessage ( const [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & InItem, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


className: FStateTreeCompilerLogMessage

description: StateTree compiler log message

Item

type: FStateTreeBinda...

description: (optional) The State tee item (condition/evaluator/task) the message refers to.

Message

type: FString

description: The message

Severity

description: Severity of the message.

State

type: TObjectPtr< con...

description: (optional) The StateTree state the message refers to.


code: FStateTreeCompilerLogStateScope ( const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState, [FStateTreeCompilerLog](API\Plugins\StateTreeEditorModule\FStateTreeCompilerLog) & InLog )


code: ~FStateTreeCompilerLogStateScope()


className: FStateTreeCompilerLogStateScope

description: Helper struct to manage reported state within a scope.

code: struct FStateTreeCompilerLogStateScope

Log

type: FStateTreeCompi...

type: constUStateTre...


code: FStateTreeEditorBreakpoint()


code: FStateTreeEditorBreakpoint ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ID, const [EStateTreeBreakpointType](API\Plugins\StateTreeModule\Debugger\EStateTreeBreakpointType) BreakpointType )


className: FStateTreeEditorBreakpoint

BreakpointType

type: EStateTreeBreak...

description: The event type that should trigger the breakpoint (e.g. OnEnter, OnExit, etc.).

ID

type: FGuid

description: Unique Id of the Node or State associated to the breakpoint.


description: Creates an instance of StateTree editor. Only virtual so that it can be called across the DLL boundary.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IStateTreeEditor](API\Plugins\StateTreeEditorModule\IStateTreeEditor) > CreateStateTreeEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UStateTree](API\Plugins\StateTreeModule\UStateTree) * StateTree )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FStateTreeEditorModule

description: The public interface to this module

code: class FStateTreeEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)

MenuExtensibilityManager

type: TSharedPtr<FEx...

NodeClassCache

type: TSharedPtr<FSt...

OnUserDefinedStructReinstancedHandle

type: FDelegateHandle


code: const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) GetInstance() const


className: FStateTreeEditorNode

description: Base for Evaluator, Task and Condition nodes.

ConditionOperand

type: EStateTreeCondi...

Instance

type: FInstancedStruc...

InstanceObject

type: TObjectPtr<UOb...


description: Adds binding between source and destination paths. Removes any bindings to TargetPath before adding the new one.

code: void AddPropertyBinding ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & SourcePath, const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath )


description: true if any of the bindings references any of the Structs.

code: bool ContainsAnyStruct ( const [TSet](API\Runtime\Core\Containers\TSet)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > & Structs )


description: Deprecated* Use version withFStateTreePropertyPathinstead.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid AddPropertyBinding ( const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & SourcePath, const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & TargetPath )


description: Copies property bindings from an existing struct to another. Overrides a binding to a specific property if it already exists in ToStructID.

code: void CopyBindings ( const [FGuid](API\Runtime\Core\Misc\FGuid) FromStructID, const [FGuid](API\Runtime\Core\Misc\FGuid) ToStructID )


description: array view to all bindings.

code: TConstArrayView< [FStateTreePropertyPathBinding](API\Plugins\StateTreeModule\FStateTreePropertyPathBinding) > GetBindings() const


description: Source path for given target path, or null if binding does not exists.

code: const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) * GetPropertyBindingSource ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath ) const


code: const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) * GetPropertyBindingSource ( const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & TargetPath ) const


description: True of the target path has any bindings.

code: bool HasPropertyBinding ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath ) const


description: Returns all bindings for a specified structs based in struct ID.

code: void GetPropertyBindingsFor ( const [FGuid](API\Runtime\Core\Misc\FGuid) StructID, [TArray](API\Runtime\Core\Containers\TArray)< [FStateTreePropertyPathBinding](API\Plugins\StateTreeModule\FStateTreePropertyPathBinding) > & OutBindings ) const


code: bool HasPropertyBinding ( const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & TargetPath ) const


description: Removes all bindings to target path.

code: void RemovePropertyBindings ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath )


code: void RemovePropertyBindings ( const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & TargetPath )


description: Removes bindings which do not point to valid structs IDs.

code: void RemoveUnusedBindings ( const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) > & ValidStructs )


description: Deprecated* Use RemoveUnusedBindings with values instead.

code: void RemoveUnusedBindings ( const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > & ValidStructs )


className: FStateTreeEditorPropertyBindings

description: Editor representation of a all property bindings in a StateTree


code: static [FStateTreeEditorStyle](API\Plugins\StateTreeEditorModule\FStateTreeEditorStyle) & Get()


code: static void Register()


code: static void Unregister()


className: FStateTreeEditorStyle

description: No constructors are accessible with public or protected access.

code: class FStateTreeEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)


description: Adds a Class to keep track of

code: void AddRootClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * RootClass )


description: Adds a ScriptStruct to keep track of

code: void AddRootScriptStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RootStruct )


description: Adds a Struct to keep track of

code: void AddRootStruct ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * RootStruct )


description: Returns know derived Classes based on provided base. If the base Class is not added as root Class, nothing is returned.

code: void GetClasses ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * BaseClass, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStateTreeNodeClassData](API\Plugins\StateTreeEditorModule\FStateTreeNodeClassData) >> & AvailableClasses )


description: Returns know derived ScriptStructs based on provided base. If the base struct is not added as root ScriptStruct, nothing is returned.

code: void GetScripStructs ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * BaseStruct, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStateTreeNodeClassData](API\Plugins\StateTreeEditorModule\FStateTreeNodeClassData) >> & AvailableClasses )


description: Invalidates the cache, it will be rebuild on next access.

code: void InvalidateCache()


description: Returns know derived Structs based on provided base. If the base Struct is not added as root Struct, nothing is returned.

code: void GetStructs ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * BaseStruct, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStateTreeNodeClassData](API\Plugins\StateTreeEditorModule\FStateTreeNodeClassData) >> & AvailableClasses )


code: void OnAssetAdded ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: void OnAssetRemoved ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: void OnReloadComplete ( EReloadCompleteReason Reason )


code: FStateTreeNodeClassCache()


code: ~FStateTreeNodeClassCache()


className: FStateTreeNodeClassCache

description: Caches specified classes or structs and reacts to engine events to keep the lists always up to date. All the derived classes or structs are kept in the cache.

code: struct FStateTreeNodeClassCache


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClass ( bool bSilent )


code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct ( bool bSilent )


code: [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetStruct ( bool bSilent )


code: FStateTreeNodeClassData()


code: FStateTreeNodeClassData ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


code: FStateTreeNodeClassData ( const [FString](API\Runtime\Core\Containers\FString) & InClassAssetName, const [FString](API\Runtime\Core\Containers\FString) & InClassPackage, const [FName](API\Runtime\Core\UObject\FName) InStructName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct )


className: FStateTreeNodeClassData

description: Describes a class or struct. If the class or struct is from a package that is not yet loaded, the data will update on GetStruct/Class/Scripstruct()


description:
Compiles a batch of property copies.
True on success, false on failure.

code: bool CompileBatch ( const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & TargetStruct, TConstArrayView< [FStateTreePropertyPathBinding](API\Plugins\StateTreeModule\FStateTreePropertyPathBinding) > PropertyBindings, int32 & OutBatchIndex )


description:
Adds source struct. When compiling a batch, the bindings can be between any of the defined source structs, and the target struct. Source structs can be added between calls to Compilebatch().
Source struct index.

code: int32 AddSourceStruct ( const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & SourceStruct )


description: Finalizes compilation, should be called once all batches are compiled.

code: void Finalize()


description:
Checks if two property types can are compatible for copying.
Incompatible if the properties cannot be copied, Compatible if they are trivially copyable, or Promotable if numeric values can be promoted to another numeric type.

code: static EPropertyAccessCompatibility GetPropertyCompatibility ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FromProperty, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ToProperty )


description: Reference to a source struct based on ID.

code: const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & GetSourceStructDesc ( const int32 Index ) const


description: Indexof a source struct by specified ID, or INDEX_NONE if not found.

code: int32 GetSourceStructIndexByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ID ) const


description:
Initializes the compiler to compile copies to specified Property Bindings.
true on success.

code: bool Init ( [FStateTreePropertyBindings](API\Plugins\StateTreeModule\FStateTreePropertyBindings) & InPropertyBindings, [FStateTreeCompilerLog](API\Plugins\StateTreeEditorModule\FStateTreeCompilerLog) & InLog )


description:
Resolves a string based property path in specified struct into segments of property names and access types. If logging is required both, Log and LogContextStruct needs to be non-null.
True of the property was solved successfully.

code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS[[nodiscard]] bool ResolvePropertyPath ( const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & InStructDesc, const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & InPath, [TArray](API\Runtime\Core\Containers\TArray)< FStateTreePropertySegment > & OutSegments, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutLeafProperty, int32 & OutLeafArrayIndex, [FStateTreeCompilerLog](API\Plugins\StateTreeEditorModule\FStateTreeCompilerLog) * Log, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) * LogContextStruct )


code: void StoreSourceStructs()


className: FStateTreePropertyBindingCompiler

description: Helper class to compile editor representation of property bindings into runtime representation. TODO: Better error reporting, something that can be shown in the UI.

PropertyBindings

type: FStateTreePrope...


className: FStateTreeStateParameters

bFixedLayout

type: bool

Parameters

type: FInstancedPrope...


code: template<typename T, typename... TArgs> [TStateTreeEditorNode](API\Plugins\StateTreeEditorModule\TStateTreeEditorNode)< T > & AddCondition ( TArgs &&... InArgs )


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FStateTreeTransition()


code: FStateTreeTransition ( const [EStateTreeTransitionTrigger](API\Plugins\StateTreeModule\EStateTreeTransitionTrigger) InTrigger, const [EStateTreeTransitionType](API\Plugins\StateTreeModule\EStateTreeTransitionType) InType, const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


code: FStateTreeTransition ( const [EStateTreeTransitionTrigger](API\Plugins\StateTreeModule\EStateTreeTransitionTrigger) InTrigger, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InEventTag, const [EStateTreeTransitionType](API\Plugins\StateTreeModule\EStateTreeTransitionType) InType, const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


className: FStateTreeTransition

description: Editor representation of a transition in StateTree

bDelayTransition

description: Delay the triggering of the transition.

bTransitionEnabled

description: True if the Transition is Enabled (i.e. not explicitly disabled in the asset).

Conditions

type: TArray<FStateT...

description: Conditions that must pass so that the transition can be triggered.

DelayDuration

type: float

description: Transition delay duration in seconds.

DelayRandomVariance

description: Transition delay random variance in seconds.

EventTag

type: FGameplayTag

description: Tag of the State Tree event that triggers the transition.

Priority

type: EStateTreeTrans...

description: Transition priority when multiple transitions happen at the same time.

State

type: FStateTreeState...

description: Transition target state.

Trigger

description: When to try trigger the transition.


description: Validation failed

code: bool DidFail() const


description: Validation succeeded

code: bool DidSucceed() const


description: Logs common validation forIsValidIndex16(),IsValidIndex8(),IsValidCount16(),IsValidCount8().

code: void Log ( [FStateTreeCompilerLog](API\Plugins\StateTreeEditorModule\FStateTreeCompilerLog) & Log, const TCHAR * ContextText, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & ContextStruct ) const


code: FValidationResult()


code: FValidationResult ( const bool bInResult, const int32 InValue, const int32 InMaxValue )


className: FValidationResult

code: struct FValidationResult


className: IStateTreeEditor

description: StateTree Editor public interface

code: class IStateTreeEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Returns structs within the owner that are visible for target struct.

code: virtual void GetAccessibleStructs &40; const FGuid TargetStructID, TArray< FStateTreeBindableStructDesc > & OutStructDescs &41; const


description:
Returns data view based on struct ID.
True if struct found.

code: virtual bool GetDataViewByID &40; const FGuid StructID, FStateTreeDataView & OutDataView &41; const


description: Pointer to editor property bindings.

code: virtual FStateTreeEditorPropertyBindings &42; GetPropertyEditorBindings&40;&41;


description:
Returns struct descriptor based on struct ID.
True if struct found.

code: virtual bool GetStructByID &40; const FGuid StructID, FStateTreeBindableStructDesc & OutStructDesc &41; const


className: IStateTreeEditorPropertyBindingsOwner


className: NodeType

code: typedef T NodeType


className: TStateTreeEditorNode

code: template<typename T> struct TStateTreeEditorNode : public [FStateTreeEditorNode](API\Plugins\StateTreeEditorModule\FStateTreeEditorNode)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FStateTreeTransition > : public [TStructOpsTypeTraitsBase2< FStateTreeTransition >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description:
Checks if given index can be represented as uint16, including MAX_uint16 as INDEX_NONE.
validation result.

code: namespace UE { namespace StateTree { namespace Compiler { [FValidationResult](API\Plugins\StateTreeEditorModule\FValidationResult) UE::StateTree::Compiler::IsValidIndex16 ( const int32 Index ) } } }


description:
Checks if given index can be represented as uint8, including MAX_uint8 as INDEX_NONE.
true if the index is valid.

code: namespace UE { namespace StateTree { namespace Compiler { [FValidationResult](API\Plugins\StateTreeEditorModule\FValidationResult) UE::StateTree::Compiler::IsValidIndex8 ( const int32 Index ) } } }


description:
Checks if given count can be represented as uint16.
true if the count is valid.

code: namespace UE { namespace StateTree { namespace Compiler { [FValidationResult](API\Plugins\StateTreeEditorModule\FValidationResult) UE::StateTree::Compiler::IsValidCount16 ( const int32 Count ) } } }


description:
Checks if given count can be represented as uint8.
true if the count is valid.

code: namespace UE { namespace StateTree { namespace Compiler { [FValidationResult](API\Plugins\StateTreeEditorModule\FValidationResult) UE::StateTree::Compiler::IsValidCount8 ( const int32 Count ) } } }


description:
Adds Evaluator of specified type.
reference to the new Evaluator.

code: template<typename T, typename... TArgs> [TStateTreeEditorNode](API\Plugins\StateTreeEditorModule\TStateTreeEditorNode)< T > & AddEvaluator ( TArgs &&... InArgs )


description:
Adds Global Task of specified type.
reference to the new task.

code: template<typename T, typename... TArgs> [TStateTreeEditorNode](API\Plugins\StateTreeEditorModule\TStateTreeEditorNode)< T > & AddGlobalTask ( TArgs &&... InArgs )


description: Adds property binding between two structs.

code: void AddPropertyBinding ( const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & SourcePath, const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath )


description: Deprecated* Use version withFStateTreePropertyPathinstead.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid AddPropertyBinding ( const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & SourcePath, const [FStateTreeEditorPropertyPath](API\Plugins\StateTreeModule\FStateTreeEditorPropertyPath) & TargetPath )


code: bool AddPropertyBinding ( const [FStateTreeEditorNode](API\Plugins\StateTreeEditorModule\FStateTreeEditorNode) & SourceNode, const [FString](API\Runtime\Core\Containers\FString) SourcePathStr, const [FStateTreeEditorNode](API\Plugins\StateTreeEditorModule\FStateTreeEditorNode) & TargetNode, const [FString](API\Runtime\Core\Containers\FString) TargetPathStr )


description:
Adds new Subtree named "Root".
Pointer to the new Subtree.


description:
Adds new Subtree with specified name.
Pointer to the new Subtree.

code: [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) & AddSubTree ( const [FName](API\Runtime\Core\UObject\FName) Name )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Finds a bindable context struct based on name and type.

code: [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) FindContextData ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ObjectType, const [FString](API\Runtime\Core\Containers\FString) ObjectNameHint ) const


className: FReplacementObjectMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FReplacementObjectMap


description: IStateTreeEditorPropertyBindingsOwner.

code: virtual void GetAccessibleStructs ( const [FGuid](API\Runtime\Core\Misc\FGuid) TargetStructID, [TArray](API\Runtime\Core\Containers\TArray)< [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) > & OutStructDescs ) const


description: Returns array of nodes along the execution path, up to the TargetStruct.

code: void GetAccessibleStructs ( const TConstArrayView< const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * > Path, const [FGuid](API\Runtime\Core\Misc\FGuid) TargetStructID, [TArray](API\Runtime\Core\Containers\TArray)< [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) > & OutStructDescs ) const


description: Deprecated* Use GetAllStructValues with values instead.

code: void GetAllStructIDs ( [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > & AllStructs ) const


description: the IDs and instance values of all bindable structs in the StateTree.

code: void GetAllStructValues ( [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) > & AllValues ) const


description: mutable state based on its ID, or nullptr if not found.

code: [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetMutableStateByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) StateID )


description:
Returns data view based on struct ID.
True if struct found.

code: virtual bool GetDataViewByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) StructID, [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) & OutDataView ) const


description: Pointer to editor property bindings.


description: state based on its ID, or nullptr if not found.

code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetStateByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) StateID ) const


description: parent state of a struct, or nullptr if not found.

code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetStateByStructID ( const [FGuid](API\Runtime\Core\Misc\FGuid) TargetStructID ) const


description:
Returns struct descriptor based on struct ID.
True if struct found.

code: virtual bool GetStructByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) StructID, [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) & OutStructDesc ) const


code: void OnObjectsReinstanced ( const [FReplacementObjectMap](API\Plugins\StateTreeEditorModule\UStateTreeEditorData\FReplacementObjectMap) & ObjectMap )


code: void OnUserDefinedStructReinstanced ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) & UserDefinedStruct )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void ReparentStates()


description: Iterates over all structs that are related to binding.

code: [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor) VisitAllNodes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) &Desc, const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView)Value)> InFunc ) const


description: Iterates over all structs at the global level (context, tree parameters, evaluators, global tasks) that are related to binding.

code: [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor) VisitGlobalNodes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) &Desc, const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView)Value)> InFunc ) const


description: Iterates over all structs that are related to binding


description: Iterates over all structs in the state hierarchy that are related to binding.

code: [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor) VisitHierarchyNodes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) &Desc, const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView)Value)> InFunc ) const


description: Deprecated* Use VisitHierarchyNodes with State, Desc, Value instead.

code: void VisitHierarchyNodes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FGuid](API\Runtime\Core\Misc\FGuid) &ID, const [FName](API\Runtime\Core\UObject\FName) &Name, const [EStateTreeNodeType](API\Plugins\StateTreeEditorModule\EStateTreeNodeType) NodeType, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *NodeStruct, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) *InstanceStruct)> InFunc ) const


description: Iterates over all nodes in a given state.

code: [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor) VisitStateNodes ( const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) & State, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FStateTreeBindableStructDesc](API\Plugins\StateTreeModule\FStateTreeBindableStructDesc) &Desc, const [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView)Value)> InFunc ) const


description: Deprecated* Use VisitStateNodes with State, Desc, Value instead.

code: [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor) VisitStateNodes ( const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) & State, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [EStateTreeVisitor](API\Plugins\StateTreeEditorModule\EStateTreeVisitor)(const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) *State, const [FGuid](API\Runtime\Core\Misc\FGuid) &ID, const [FName](API\Runtime\Core\UObject\FName) &Name, const [EStateTreeNodeType](API\Plugins\StateTreeEditorModule\EStateTreeNodeType) NodeType, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *NodeStruct, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) *InstanceStruct)> InFunc ) const


className: UStateTreeEditorData

description: Edit time data for StateTree asset. This data gets baked into runtime format before being used by the StateTreeInstance.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories) class UStateTreeEditorData : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IStateTreeEditorPropertyBindingsOwner](API\Plugins\StateTreeEditorModule\IStateTreeEditorPropertyBindings-)

Breakpoints

description: Transient list of breakpoints added in the debugging session.

EditorBindings

type: FStateTreeEdito...

RootParameters

description: Public parameters that could be used for bindings within the Tree.

Schema

type: TObjectPtr<USt...

description: Schema describing which inputs, evaluators, and tasks a StateTree can contain

SubTrees

type: TArray<TObject...

description: Top level States.


code: UStateTreeEditorPropertyBindingsOwner ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeEditorPropertyBindingsOwner

code: class UStateTreeEditorPropertyBindingsOwner : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: static [UStateTreeEditorSettings](API\Plugins\StateTreeEditorModule\UStateTreeEditorSettings) & Get()


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: Gets the description for the section, uses the classes ToolTip by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionDescription() const


description: Gets the section text, uses the classes DisplayName by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const


code: UStateTreeEditorSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeEditorSettings

bShouldDebuggerAutoRecordOnPIE

description: If enabled, debugger starts recording information at the start of each PIE session.

bShouldDebuggerResetDataOnNewPIESession

description: If enabled, debugger will clear previous tracks at the start of each PIE session.

SaveOnCompile

type: EStateTreeSaveO...

description: Determines when to save StateTrees post-compile


description:
Adds enter condition of specified type.
reference to the new condition.

code: template<typename T, typename... TArgs> [TStateTreeEditorNode](API\Plugins\StateTreeEditorModule\TStateTreeEditorNode)< T > & AddEnterCondition ( TArgs &&... InArgs )


description: Adds child state with specified name.

code: [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) & AddChildState ( const [FName](API\Runtime\Core\UObject\FName) ChildName, const [EStateTreeStateType](API\Plugins\StateTreeModule\EStateTreeStateType) StateType )


description:
Adds Task of specified type.
reference to the new Task.

code: template<typename T, typename... TArgs> [TStateTreeEditorNode](API\Plugins\StateTreeEditorModule\TStateTreeEditorNode)< T > & AddTask ( TArgs &&... InArgs )


description:
Adds Transition.
reference to the new Transition.

code: [FStateTreeTransition](API\Plugins\StateTreeEditorModule\FStateTreeTransition) & AddTransition ( const [EStateTreeTransitionTrigger](API\Plugins\StateTreeModule\EStateTreeTransitionTrigger) InTrigger, const [EStateTreeTransitionType](API\Plugins\StateTreeModule\EStateTreeTransitionType) InType, const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


code: [FStateTreeTransition](API\Plugins\StateTreeEditorModule\FStateTreeTransition) & AddTransition ( const [EStateTreeTransitionTrigger](API\Plugins\StateTreeModule\EStateTreeTransitionTrigger) InTrigger, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InEventTag, const [EStateTreeTransitionType](API\Plugins\StateTreeModule\EStateTreeTransitionType) InType, const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * InState )


description:
StateTree Builder API.
state link to this state.


code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetNextSelectableSiblingState() const


code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetNextSiblingState() const


code: const [UStateTreeState](API\Plugins\StateTreeEditorModule\UStateTreeState) * GetRootState() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UStateTreeState ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeState

description: Editor representation of a state in StateTree

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories) class UStateTreeState : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ID

type: FGuid

Name

type: FName

SelectionBehavior

type: EStateTreeState...

SingleTask

description: Single item used when schema calls for single task per state.


className: UStateTreeToolMenuContext

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UStateTreeToolMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

StateTreeEditor

type: TWeakPtr< FStat...


className: EStateTreeBlueprintPropertyCategory

module: StateTreeModule

code: enum EStateTreeBlueprintPropertyCategory { NotSet, Input, Parameter, Output, ContextObject, }


description: True if the condition passes.

code: virtual bool TestCondition ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


description: Struct that represents the runtime data of the node.

code: virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetInstanceDataType() const


className: FStateTreeBlueprintConditionWrapper

description: Wrapper for Blueprint based Conditions.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FStateTreeBlueprintConditionWrapper : public [FStateTreeConditionBase](API\Plugins\StateTreeModule\FStateTreeConditionBase)

ConditionClass

type: TSubclassOf<US...


description: Called each frame to update the evaluator.

code: virtual void Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime ) const


description: Called when StateTree is started.

code: virtual void TreeStart ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


description: Called when StateTree is stopped.

code: virtual void TreeStop ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


className: FStateTreeBlueprintExternalDataHandle

description: Struct use to copy external data to the Blueprint item instance, resolved during StateTree linking.

Handle

type: FStateTreeExter...

Property

type: constFProperty...


className: FStateTreeBlueprintEvaluatorWrapper

description: Wrapper for Blueprint based Evaluators.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FStateTreeBlueprintEvaluatorWrapper : public [FStateTreeEvaluatorBase](API\Plugins\StateTreeModule\FStateTreeEvaluatorBase)


description:
Called during State Tree compilation, allows to modify and validate the node and instance data. The method is called with node and instance that is duplicated during compilation and used at runtime (it's different than the data used in editor).
Validation result based on if the validation succeeded or not. Returning Invalid will fail compilation and messages will be displayed as errors.

code: virtual EDataValidationResult Compile ( [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) InstanceDataView, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationMessages )


description:
Called when a new state is entered and task is part of active states.
Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.

code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) EnterState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition ) const


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

code: virtual void ExitState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition ) const


description: 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.

code: virtual void StateCompleted ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) CompletionStatus, const [FStateTreeActiveStates](API\Plugins\StateTreeModule\FStateTreeActiveStates) & CompletedActiveStates ) const


description:
Called during state tree tick when the task is on active state. Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.

code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime ) const


className: FStateTreeBlueprintTaskWrapper

description: Wrapper for Blueprint based Tasks.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FStateTreeBlueprintTaskWrapper : public [FStateTreeTaskBase](API\Plugins\StateTreeModule\FStateTreeTaskBase)


code: UStateTreeConditionBlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeConditionBlueprintBase

description: Base class for Blueprint based Conditions.

bHasTestCondition

type: uint8:  1


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="Tick")) void ReceiveTick ( const float DeltaTime )


code: virtual void Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime )


code: virtual void TreeStart ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context )


code: virtual void TreeStop ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context )


code: UStateTreeEvaluatorBlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeEvaluatorBlueprintBase

description: Base class for Blueprint based evaluators.


description: Deprecated* UseClearCachedInstanceData()instead.

code: void ClearCachedEventQueue() const


code: void ClearCachedInstanceData() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwnerActor ( const [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


description: Request state transition.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="StateTree", Meta=(HideSelfPin="true", DisplayName="StateTree Request Transition")) void RequestTransition ( const [FStateTreeStateLink](API\Plugins\StateTreeModule\FStateTreeStateLink) & TargetState, const [EStateTreeTransitionPriority](API\Plugins\StateTreeModule\EStateTreeTransitionPriority) Priority )


description: Sends event to the StateTree.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="StateTree", Meta=(HideSelfPin="true", DisplayName="StateTree Send Event")) void SendEvent ( const [FStateTreeEvent](API\Plugins\StateTreeModule\FStateTreeEvent) & Event )


description: Deprecated* UseSetCachedInstanceDataFromContext()instead.

code: void SetCachedEventQueueFromContext ( const [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


description: These methods are const as they set mutable variables and need to be called from a const method.

code: void SetCachedInstanceDataFromContext ( const [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) EnterState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


className: UStateTreeNodeBlueprintBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UStateTreeNodeBlueprintBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Note: The API has been deprecated. ChangeType is moved intoFStateTreeTransitionResult. You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.

code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) EnterState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [EStateTreeStateChangeType](API\Plugins\StateTreeModule\EStateTreeStateChangeType) ChangeType, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


code: virtual void ExitState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


description: Deprecated* Use ExitState without ChangeType instead.

code: virtual void ExitState ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [EStateTreeStateChangeType](API\Plugins\StateTreeModule\EStateTreeStateChangeType) ChangeType, const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


description: Finish the task and sets it's status.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="StateTree", Meta=(HideSelfPin="true", DisplayName="Finish Task")) void FinishTask ( const bool bSucceeded )


description: Deprecated* Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EnterState (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")) [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) ReceiveEnterState ( const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="ExitState")) void ReceiveExitState ( const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


description: 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.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EnterState")) void ReceiveLatentEnterState ( const [FStateTreeTransitionResult](API\Plugins\StateTreeModule\FStateTreeTransitionResult) & Transition )


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="Tick")) void ReceiveLatentTick ( const float DeltaTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="StateCompleted")) void ReceiveStateCompleted ( const [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) CompletionStatus, const [FStateTreeActiveStates](API\Plugins\StateTreeModule\FStateTreeActiveStates) CompletedActiveStates )


description: Deprecated* Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="Tick (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")) [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) ReceiveTick ( const float DeltaTime )


code: virtual void StateCompleted ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) CompletionStatus, const [FStateTreeActiveStates](API\Plugins\StateTreeModule\FStateTreeActiveStates) & CompletedActiveStates )


code: virtual [EStateTreeRunStatus](API\Plugins\StateTreeModule\EStateTreeRunStatus) Tick ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, const float DeltaTime )


code: UStateTreeTaskBlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStateTreeTaskBlueprintBase

description: Base class for Blueprint based Tasks.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UStateTreeTaskBlueprintBase : public [UStateTreeNodeBlueprintBase](API\Plugins\StateTreeModule\Blueprint\UStateTreeNodeBlueprintBase)

bShouldCallTick

description: If set to true,Tick()is called.

bShouldCallTickOnlyOnEvents

description: If set to true,Tick()is called.

bShouldCopyBoundPropertiesOnExitState

description: If set to true, copy the values of bound properties before callingExitState().

bShouldCopyBoundPropertiesOnTick

description: If set to true, copy the values of bound properties before callingTick().

bShouldStateChangeOnReselect

description: If set to true, the task will receive EnterState/ExitState even if the state was previously active.

RunStatus

type: EStateTreeRunSt...

description: Run status when using latent EnterState and Tick


OtherContainer

type: FGameplayTagCon...

description: Container to check against.

TagContainer

description: Container to check if it matches any of the tags in the other container.


description: Struct that represents the runtime data of the node.

code: virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetInstanceDataType() const


description: True if the condition passes.

code: virtual bool TestCondition ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


code: FGameplayTagContainerMatchCondition()


className: FGameplayTagContainerMatchCondition

description: If TagContainer is empty/invalid it will always SUCCEED, because there were no failed checks.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Has Tags", Category="Gameplay Tags") struct FGameplayTagContainerMatchCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)

bExactMatch

type: bool

description: If true, the tag has to be exactly present, if false then TagContainer will include it's parent tags while matching

MatchType

type: EGameplayContai...


code: FGameplayTagMatchCondition()


className: FGameplayTagMatchCondition

description: Condition can be used with multiple configurations: Does TagContainer {"A.1"} has Tag "A" ? exact match 'false' will SUCCEED exact match 'true' will FAIL

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Has Tag", Category="Gameplay Tags") struct FGameplayTagMatchCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


className: FGameplayTagMatchConditionInstanceData

Tag

type: FGameplayTag

description: Tag to check for in the container.

TagContainer

description: Container to check for the tag.


code: FGameplayTagQueryCondition()


className: FGameplayTagQueryCondition

description: DoesContainerMatchTagQuery condition Succeeds if the specified tag container matches the given Tag Query.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Does Container Match Tag Query", Category="Gameplay Tags") struct FGameplayTagQueryCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)

TagQuery

type: FGameplayTagQue...

description: Query to match against


className: FGameplayTagQueryConditionInstanceData

TagContainer

description: Container that needs to match the query.


code: FStateTreeCompareBoolCondition()


code: FStateTreeCompareBoolCondition ( const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


code: FStateTreeCompareBoolCondition ( const bool bInInverts )


className: FStateTreeCompareBoolCondition

description: Condition comparing two booleans.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Bool Compare") struct FStateTreeCompareBoolCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


code: FStateTreeCompareDistanceCondition()


code: FStateTreeCompareDistanceCondition ( const EGenericAICheck InOperator, const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


className: FStateTreeCompareDistanceCondition

description: Condition comparing distance between two vectors.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Distance Compare") struct FStateTreeCompareDistanceCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)

Operator

type: EGenericAICheck


description: Called when binding of any of the properties in the node changes.

code: virtual void OnBindingChanged ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ID, [FStateTreeDataView](API\Plugins\StateTreeModule\FStateTreeDataView) InstanceData, const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & SourcePath, const [FStateTreePropertyPath](API\Plugins\StateTreeModule\FStateTreePropertyPath) & TargetPath, const [IStateTreeBindingLookup](API\Plugins\StateTreeModule\IStateTreeBindingLookup) & BindingLookup )


code: FStateTreeCompareEnumCondition()


code: FStateTreeCompareEnumCondition ( const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


code: FStateTreeCompareEnumCondition ( const bool bInInverts )


className: FStateTreeCompareEnumCondition

description: Condition comparing two enums.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Enum Compare") struct FStateTreeCompareEnumCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


Left

type: FStateTreeAnyEn...


description: True if the condition passes.

code: virtual bool TestCondition ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context ) const


code: virtual const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetInstanceDataType() const


code: FStateTreeCompareFloatCondition()


code: FStateTreeCompareFloatCondition ( const EGenericAICheck InOperator, const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


className: FStateTreeCompareFloatCondition

description: Condition comparing two floats.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Float Compare") struct FStateTreeCompareFloatCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


code: FStateTreeCompareIntCondition()


className: FStateTreeCompareIntCondition

description: Condition comparing two integers.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Integer Compare") struct FStateTreeCompareIntCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


type: TObjectPtr<UOb...


Class

type: TObjectPtr<UCl...


code: FStateTreeCompareIntCondition ( const EGenericAICheck InOperator, const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


code: FStateTreeObjectEqualsCondition()


className: FStateTreeObjectEqualsCondition

description: Condition testing if two object pointers point to the same object.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Object Equals", Category="Object") struct FStateTreeObjectEqualsCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


code: FStateTreeObjectEqualsCondition ( const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


code: FStateTreeObjectIsChildOfClassCondition ( const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


className: FStateTreeObjectIsChildOfClassCondition

description: Condition testing if object is child of specified class.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Object Class Is", Category="Object") struct FStateTreeObjectIsChildOfClassCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


code: FStateTreeObjectIsValidCondition()


code: FStateTreeObjectIsValidCondition ( const [EStateTreeCompare](API\Plugins\StateTreeModule\EStateTreeCompare) InInverts )


className: FStateTreeObjectIsValidCondition

description: Condition testing if specified object is valid.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(DisplayName="Object Is Valid", Category="Object") struct FStateTreeObjectIsValidCondition : public [FStateTreeConditionCommonBase](API\Plugins\StateTreeModule\FStateTreeConditionCommonBase)


description: True if the condition passes.


code: FStateTreeRandomCondition()


className: FStateTreeRandomConditionInstanceData

Threshold

type: float


className: Value

code: enum &123; Value = true &125;


code: template<> struct TIsPODType< FStateTreeCompareBoolConditionInstanceData >


code: template<> struct TIsPODType< FStateTreeCompareDistanceConditionInstanceData >


code: template<> struct TIsPODType< FStateTreeCompareEnumConditionInstanceData >


code: template<> struct TIsPODType< FStateTreeCompareFloatConditionInstanceData >


code: template<> struct TIsPODType< FStateTreeCompareIntConditionInstanceData >


className: FStateTreeRandomCondition

description: Random condition


code: template<> struct TIsPODType< FStateTreeRandomConditionInstanceData >


className: WithNoDestructor

code: enum &123; WithNoDestructor = true &125;


className: WithZeroConstructor

code: enum &123; WithZeroConstructor = true &125;


code: template<> struct TStructOpsTypeTraits< FStateTreeCompareBoolConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeCompareBoolConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStateTreeCompareDistanceConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeCompareDistanceConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStateTreeCompareEnumConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeCompareEnumConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStateTreeCompareFloatConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeCompareFloatConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStateTreeCompareIntConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeCompareIntConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStateTreeRandomConditionInstanceData > : public [TStructOpsTypeTraitsBase2< FStateTreeRandomConditionInstanceData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: EStateTreeBreakpointType

code: enum EStateTreeBreakpointType { Unset, OnEnter, OnExit, OnTransition, }


className: EStateTreeTraceEventType

code: enum EStateTreeTraceEventType { Unset, OnEntering, OnEntered, OnExiting, OnExited, Push, Pop, OnStateSelected, OnStateCompleted, OnTicking, OnTaskCompleted, OnTicked, Passed, Failed, OnEvaluating, OnTransition, OnTreeStarted, OnTreeStopped, }


className: EStateTreeCompare

code: enum EStateTreeCompare { Default, Invert, }


className: EStateTreeBindableStructSource

code: enum EStateTreeBindableStructSource { Context, Parameter, Evaluator, GlobalTask, State, Task, Condition, }


className: EStateTreeConditionEvaluationMode

description: Defines how to assign the result of a condition to evaluate.

code: enum EStateTreeConditionEvaluationMode { Evaluated, ForcedTrue, ForcedFalse, }


className: EStateTreeConditionOperand

description: Operand between conditions

code: enum EStateTreeConditionOperand { Copy, And, Or, }


className: EStateTreeExternalDataRequirement

code: enum EStateTreeExternalDataRequirement { Required, Optional, }


className: EStateTreeLinkerStatus

code: enum EStateTreeLinkerStatus { Succeeded, Failed, }


className: EStateTreeLoopEvents

description: Enum used for flow control during event iteration.

code: enum EStateTreeLoopEvents { Next, Break, }


className: EStateTreePropertyAccessType

description: The type of access a property path describes.

code: enum EStateTreePropertyAccessType { Offset, Object, WeakObject, SoftObject, ObjectInstance, StructInstance, IndexArray, }


className: EStateTreePropertyCopyType

description: Describes how the copy should be performed.

code: 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, }


className: EStateTreePropertyUsage

code: enum EStateTreePropertyUsage { Invalid, Context, Input, Parameter, Output, }


className: EStateTreeRunStatus

description: Status describing current run status of a State Tree.

code: enum EStateTreeRunStatus { Running, Failed, Succeeded, Stopped, Unset, }


className: EStateTreeStateChangeType

description: State change type. Passed to EnterState() and ExitState() to indicate how the state change affects the state and Evaluator or Task is on.

code: enum EStateTreeStateChangeType { None, Changed, Sustained, }


className: EStateTreeStateSelectionBehavior

code: enum EStateTreeStateSelectionBehavior { None, TryEnterState, TrySelectChildrenInOrder, TryFollowTransitions, }


className: EStateTreeStateType

code: enum EStateTreeStateType { State, Group, Linked, Subtree, }


className: EStateTreeTransitionPriority

description: Transition priority. When multiple transitions trigger at the same time, the first transition of highest priority is selected.

code: enum EStateTreeTransitionPriority { None, Normal, Medium, High, Critical, }


className: EStateTreeTransitionSourceType

code: enum EStateTreeTransitionSourceType { Unset, Asset, ExternalRequest, Internal, }


className: EStateTreePropertyAccessCompatibility

description: Enum describing property compatibility

code: enum EStateTreePropertyAccessCompatibility { Incompatible, Compatible, Promotable, }


className: EStateTreeTransitionTrigger

description: Transitions trigger.

code: enum EStateTreeTransitionTrigger { None = 0, OnStateCompleted = 0x1 | 0x2, OnStateSucceeded = 0x1, OnStateFailed = 0x2, OnTick = 0x4, OnEvent = 0x8, MAX, }


className: EStateTreeTransitionType

description: Transitions behavior.

code: enum EStateTreeTransitionType { None, Succeeded, Failed, GotoState, NextState, }


description: True if the transition has delay.

code: bool HasDelay() const