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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

Name
TArray< FSMGraphProperty_Base_Runtime * > GraphProperties
FSMNode_Base * OwnerNode

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 
);