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FSMStateBaseRuntimeData¶

Module: SMSystem

Inherits from FSMNodeRuntimeData

Inherited by FSMConduitRuntimeData, FSMStateMachineRuntimeData

Public Functions¶

Name
FSMStateBaseRuntimeData()
virtual TSharedPtr< FSMNodeRuntimeData > Clone() const override

Protected Attributes¶

Name
FDateTime StartTime
FDateTime EndTime
uint8 bReenteredByParallelState
uint8 bCanExecuteLogic
uint8 bIsStateEnding

Friends¶

Name
struct FSMState_Base(FSMState_Base )
struct FSMState(FSMState )

Additional inherited members¶

Public Functions inherited from FSMNodeRuntimeData

Name
virtual ~FSMNodeRuntimeData() =default
FSMNodeRuntimeData()

Public Attributes inherited from FSMNodeRuntimeData

Name
FSMNode_FunctionHandlers * FunctionHandlers
uint8 bWasActive

Protected Attributes inherited from FSMNodeRuntimeData

Friends inherited from FSMNodeRuntimeData

Name
struct FSMNode_Base(FSMNode_Base )

Public Functions Documentation¶

function FSMStateBaseRuntimeData¶

inline FSMStateBaseRuntimeData()

function Clone¶

inline virtual TSharedPtr< FSMNodeRuntimeData > Clone() const override

Protected Attributes Documentation¶

variable StartTime¶

FDateTime StartTime;

UTC time the state started.


variable EndTime¶

FDateTime EndTime;

UTC time the state ended.


variable bReenteredByParallelState¶

uint8 bReenteredByParallelState;

True only when already active and entered from a parallel state.


variable bCanExecuteLogic¶

uint8 bCanExecuteLogic;

If this state machine can execute state logic.


variable bIsStateEnding¶

uint8 bIsStateEnding;

True while the state is ending and graph execution is occurring. Prevents restarting this state when it triggers transitions while ending.


Private Attributes Documentation¶

variable IncomingTransitions¶

TArray< FSMTransition * > IncomingTransitions;

variable OutgoingTransitions¶

TArray< FSMTransition * > OutgoingTransitions;

variable NextTransition¶

const FSMTransition * NextTransition;

variable PreviousActiveState¶

FSMState_Base * PreviousActiveState;

The last active state before this state. Resets on entry.


variable PreviousActiveTransition¶

FSMTransition * PreviousActiveTransition;

The last active transition before this state. Resets on entry.


variable StartCycle¶

double StartCycle = 0.f;

Friends¶

friend FSMState_Base¶

friend struct FSMState_Base(
    FSMState_Base 
);

friend FSMState¶

friend struct FSMState(
    FSMState 
);