Skip to content

FSMConduit¶

Module: SMSystem

#include <SMConduit.h>

Inherits from FSMState_Base, FSMNode_Base

Description¶

struct FSMConduit;

A conduit can either be configured to run as a state or as a transition. Internally it consists of a single transition that must be true before outgoing transitions evaluate.

Public Functions¶

Name
FSMConduit()
virtual void Initialize(USMInstance * Instance) override
virtual void InitializeGraphFunctions() override
virtual void Reset() override
virtual void ExecuteInitializeNodes() override
virtual void ExecuteShutdownNodes() override
virtual bool IsNodeInstanceClassCompatible(UClass * NewNodeInstanceClass) const override
virtual UClass * GetDefaultNodeInstanceClass() const override
virtual bool StartState() override
virtual bool UpdateState(float DeltaSeconds) override
virtual bool EndState(float DeltaSeconds, const FSMTransition * TransitionToTake) override
virtual bool IsConduit() const override
virtual bool GetValidTransition(TArray< TArray< FSMTransition * > > & OutTransitions) override
bool IsConfiguredAsTransition() const
void EnterConduitWithTransition()
virtual bool IsDebugActive() const override
virtual bool WasDebugActive() const override

Protected Functions¶

Name
virtual TSharedPtr< FSMNodeRuntimeData > CreateRuntimeData() const override
virtual void InitializeFunctionHandlers() override

Public Attributes¶

Name
uint8 bCanEnterTransition
uint8 bCanEvaluate
uint8 bEvalWithTransitions
ESMConditionalEvaluationType ConditionalEvaluationType

Additional inherited members¶

Public Functions inherited from FSMState_Base

Name
virtual void UpdateReadStates() override
virtual void ResetReadStates()
FSMState_Base()
const TArray< FSMTransition * > & GetOutgoingTransitions() const
const TArray< FSMTransition * > & GetIncomingTransitions() const
void GetAllTransitionChains(TArray< FSMTransition * > & OutTransitions) const
virtual void OnStartedByInstance(USMInstance * Instance) override
virtual void OnStoppedByInstance(USMInstance * Instance) override
virtual bool IsEndState() const
virtual bool IsInEndState() const
virtual bool HasUpdated() const
virtual bool IsStateMachine() const
bool IsRootNode() const
float GetActiveTime() const
void SetCanExecuteLogic(bool bValue)
bool CanExecuteLogic() const
virtual bool CanExecuteGraphProperties(ESMGraphPropertyEvalFlags OnEvent, const USMStateInstance_Base * ForTemplate, ESMGraphPropertyDirection InDirection) const override
bool CanEvaluateTransitionsOnTick() const
void SortTransitions()
void SetTransitionToTake(const FSMTransition * Transition)
const FSMTransition * GetTransitionToTake() const
void SetPreviousActiveState(FSMState_Base * InPreviousState)
void SetPreviousActiveTransition(FSMTransition * InPreviousTransition)
FSMState_Base * GetPreviousActiveState() const
FSMTransition * GetPreviousActiveTransition() const
void NotifyOfParallelReentry(bool bValue =true)
bool HasBeenReenteredFromParallelState() const
bool IsStateEnding() const
const FDateTime & GetStartTime() const
const FDateTime & GetEndTime() const
virtual void SetStartTime(const FDateTime & InStartTime)
virtual void SetEndTime(const FDateTime & InEndTime)
double GetStartCycle() const
virtual void ResetGeneratedValues() override

Protected Functions inherited from FSMState_Base

Public Attributes inherited from FSMState_Base

Friends inherited from FSMState_Base

Public Classes inherited from FSMNode_Base

Public Functions inherited from FSMNode_Base

Name
FSMNode_FunctionHandlers * GetFunctionHandlers() const
virtual void UpdateReadStates()
FSMNode_Base()
virtual ~FSMNode_Base() =default
FSMNode_Base(const FSMNode_Base & Node) =default
FSMNode_Base & operator=(const FSMNode_Base & Node)
const TSharedPtr< FSMNodeRuntimeData > & GetRuntimeData() const
TSharedPtr< T > GetRuntimeDataAs() const
virtual void OnStartedByInstance(USMInstance * Instance)
virtual void OnStoppedByInstance(USMInstance * Instance)
bool HaveGraphFunctionsInitialized() const
bool IsInitializedForRun() const
const FGuid & GetNodeGuid() const
void GenerateNewNodeGuid()
const FGuid & GetGuid() const
virtual void CalculatePathGuid(TMap< FString, int32 > & InOutMappedPaths, bool bUseGuidCache =false)
FString GetGuidPath(TMap< FString, int32 > & InOutMappedPaths) const
FGuid CalculatePathGuidConst() const
void GenerateNewNodeGuidIfNotSet()
void SetNodeGuid(const FGuid & NewGuid)
void SetOwnerNodeGuid(const FGuid & NewGuid)
const FGuid & GetOwnerNodeGuid() const
void SetOwnerNode(FSMNode_Base * Owner)
virtual FSMNode_Base * GetOwnerNode() const
USMInstance * GetOwningInstance() const
void CreateNodeInstance()
void CreateStackInstances()
virtual void RunConstructionScripts()
void SetNodeInstanceClass(UClass * NewNodeInstanceClass)
virtual USMNodeInstance * GetNodeInstance() const
virtual USMNodeInstance * GetOrCreateNodeInstance()
virtual bool CanEverCreateNodeInstance() const
const TArray< TObjectPtr< USMNodeInstance > > & GetStackInstancesConst() const
TArray< TObjectPtr< USMNodeInstance > > & GetStackInstances()
USMNodeInstance * GetNodeInStack(int32 Index) const
USMNodeInstance * GetNodeInStack(const FGuid & InTemplateGuid) const
UClass * GetNodeInstanceClass() const
bool IsUsingDefaultNodeClass() const
void AddVariableGraphProperty(const FSMGraphProperty_Base_Runtime & GraphProperty, const FGuid & OwningTemplateGuid)
void SetNodeName(const FString & Name)
const FString & GetNodeName() const
void SetTemplateName(const FName & Name)
FName GetTemplateName(USMNodeInstance * InNodeInstance =nullptr) const
void AddStackTemplateName(const FName & Name, UClass * TemplateClass)
virtual bool IsActive() const
virtual void SetServerTimeInState(float InTime)
float GetServerTimeInState() const
virtual bool CanExecuteGraphProperties(ESMGraphPropertyEvalFlags OnEvent, const class USMStateInstance_Base * ForTemplate, ESMGraphPropertyDirection InDirection) const
virtual bool TryExecuteGraphProperties(ESMGraphPropertyEvalFlags OnEvent, ESMGraphPropertyDirection InDirection)
void TryExecuteGraphProperties(ESMGraphPropertyEvalFlags OnEvent)
void ExecuteGraphProperties(USMNodeInstance * ForNodeInstance, const FGuid * ForTemplateGuid)
void ExecuteGraphProperties(const FFilterGraphPropertyArgs & InArgs)
const TArray< FSMGraphProperty_Base_Runtime * > & GetGraphProperties() const
const TMap< FGuid, FSMGraphPropertyTemplateOwner > & GetTemplateGraphProperties() const
virtual void TryResetVariables()
virtual void EditorShutdown()
virtual void ResetGeneratedValues()
void TriggerDebugBreakpoint()
FName GetNodeGuidPropertyName()
FName GetPathGuidPropertyName()

Protected Functions inherited from FSMNode_Base

Name
virtual void PrepareGraphExecution()
virtual void SetActive(bool bValue)
void CreateGraphProperties()
void CreateGraphPropertiesForTemplate(USMNodeInstance * Template, const TMap< FGuid, FSMGraphProperty_Base_Runtime * > & MappedGraphPropertyInstances)

Public Attributes inherited from FSMNode_Base

Name
bool bValidateGuids
FVector2D NodePosition
float TimeInState
int32 DuplicateId
uint8 bIsInEndState
uint8 bHasUpdated
uint8 bHasInputEvents

Protected Attributes inherited from FSMNode_Base

Name
FGuid Guid
FGuid OwnerGuid
FGuid PathGuid
FString NodeName
FName TemplateName
TArray< FName > StackTemplateNames
TArray< TObjectPtr< USMNodeInstance > > StackNodeInstances
TObjectPtr< USMInstance > OwningInstance
TObjectPtr< USMNodeInstance > NodeInstance
TMap< FGuid, FSMGraphPropertyTemplateOwner > TemplateVariableGraphProperties
TObjectPtr< UClass > NodeInstanceClass

Friends inherited from FSMNode_Base

Public Functions Documentation¶

function FSMConduit¶

FSMConduit()

function Initialize¶

virtual void Initialize(
    USMInstance * Instance
) override

Initializes various properties and associate the node with its owning state machine instance.

Parameters:

Instance
The state machine instance used to initialize the node.

Reimplements: FSMState_Base::Initialize


function InitializeGraphFunctions¶

virtual void InitializeGraphFunctions() override

Initialize all graph evaluator functions. Must be called from GameThread!

Reimplements: FSMState_Base::InitializeGraphFunctions


function Reset¶

virtual void Reset() override

Resets persistent data.

Reimplements: FSMState_Base::Reset


function ExecuteInitializeNodes¶

virtual void ExecuteInitializeNodes() override

Reimplements: FSMState_Base::ExecuteInitializeNodes


function ExecuteShutdownNodes¶

virtual void ExecuteShutdownNodes() override

Reimplements: FSMState_Base::ExecuteShutdownNodes


function IsNodeInstanceClassCompatible¶

virtual bool IsNodeInstanceClassCompatible(
    UClass * NewNodeInstanceClass
) const override

Derived nodes should overload and check for the correct type.

Reimplements: FSMState_Base::IsNodeInstanceClassCompatible


function GetDefaultNodeInstanceClass¶

virtual UClass * GetDefaultNodeInstanceClass() const override

The default node instance class. Each derived node class needs to implement.

Reimplements: FSMState_Base::GetDefaultNodeInstanceClass


function StartState¶

virtual bool StartState() override

Sets the state as active and begins execution.

Reimplements: FSMState_Base::StartState


function UpdateState¶

virtual bool UpdateState(
    float DeltaSeconds
) override

Runs the update execution.

Reimplements: FSMState_Base::UpdateState


function EndState¶

virtual bool EndState(
    float DeltaSeconds,
    const FSMTransition * TransitionToTake
) override

Runs the end state execution. Transition to take is so the state knows where it is going only.

Reimplements: FSMState_Base::EndState


function IsConduit¶

inline virtual bool IsConduit() const override

Easy way to check if this state struct is a conduit.

Reimplements: FSMState_Base::IsConduit


function GetValidTransition¶

virtual bool GetValidTransition(
    TArray< TArray< FSMTransition * > > & OutTransitions
) override

Evaluate the conduit and retrieve the correct condition.

Reimplements: FSMState_Base::GetValidTransition


function IsConfiguredAsTransition¶

inline bool IsConfiguredAsTransition() const

Should this be considered an extension to a transition?


function EnterConduitWithTransition¶

void EnterConduitWithTransition()

Signal that this conduit is being entered along with transitions.


function IsDebugActive¶

inline virtual bool IsDebugActive() const override

Reimplements: FSMNode_Base::IsDebugActive


function WasDebugActive¶

inline virtual bool WasDebugActive() const override

Reimplements: FSMNode_Base::WasDebugActive


Protected Functions Documentation¶

function CreateRuntimeData¶

inline virtual TSharedPtr< FSMNodeRuntimeData > CreateRuntimeData() const override

Reimplements: FSMState_Base::CreateRuntimeData


function InitializeFunctionHandlers¶

virtual void InitializeFunctionHandlers() override

Map the FunctionHandler pointer. Must be implemented per child struct!

Reimplements: FSMNode_Base::InitializeFunctionHandlers


Public Attributes Documentation¶

variable bCanEnterTransition¶

uint8 bCanEnterTransition;

Set from graph execution.


variable bCanEvaluate¶

uint8 bCanEvaluate;

Set from graph execution or configurable from details panel. Must be true for the conduit to be evaluated.


variable bEvalWithTransitions¶

uint8 bEvalWithTransitions;

This conduit will be evaluated with inbound and outbound transitions. If any transition fails the entire transition fails. In that case the state leading to this conduit will not take this transition.


variable ConditionalEvaluationType¶

ESMConditionalEvaluationType ConditionalEvaluationType;

The conditional evaluation type which determines the type of evaluation required if any.