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FSMState_Base¶

Module: SMSystem

#include <SMState.h>

Inherits from FSMNode_Base

Inherited by FSMConduit, FSMState, FSMStateMachine

Description¶

struct FSMState_Base;

The base class for all state typed nodes. This should never be instantiated by itself but inherited by children.

Public Functions¶

Name
virtual void UpdateReadStates() override
virtual void ResetReadStates()
FSMState_Base()
virtual void Initialize(USMInstance * Instance) override
virtual void InitializeGraphFunctions() override
virtual void Reset() override
virtual bool IsNodeInstanceClassCompatible(UClass * NewNodeInstanceClass) const override
virtual UClass * GetDefaultNodeInstanceClass() const override
virtual void ExecuteInitializeNodes() override
virtual void ExecuteShutdownNodes() override
const TArray< FSMTransition * > & GetOutgoingTransitions() const
const TArray< FSMTransition * > & GetIncomingTransitions() const
void GetAllTransitionChains(TArray< FSMTransition * > & OutTransitions) const
virtual bool StartState()
virtual bool UpdateState(float DeltaSeconds)
virtual bool EndState(float DeltaSeconds, const FSMTransition * TransitionToTake =nullptr)
virtual void OnStartedByInstance(USMInstance * Instance) override
virtual void OnStoppedByInstance(USMInstance * Instance) override
virtual bool GetValidTransition(TArray< TArray< FSMTransition * > > & OutTransitions)
virtual bool IsEndState() const
virtual bool IsInEndState() const
virtual bool HasUpdated() const
virtual bool IsStateMachine() const
virtual bool IsConduit() 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¶

Name
virtual TSharedPtr< FSMNodeRuntimeData > CreateRuntimeData() const override
void AddOutgoingTransition(FSMTransition * Transition)
void AddIncomingTransition(FSMTransition * Transition)
void InitializeTransitions()
void ShutdownTransitions()
virtual void NotifyInstanceStateHasStarted()
virtual void FirePreStartEvents()
virtual void FirePostStartEvents()

Public Attributes¶

Friends¶

Additional inherited members¶

Public Classes inherited from FSMNode_Base

Public Functions inherited from FSMNode_Base

Name
FSMNode_FunctionHandlers * GetFunctionHandlers() const
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
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 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 bool IsDebugActive() const
virtual bool WasDebugActive() const
virtual void EditorShutdown()
void TriggerDebugBreakpoint()
FName GetNodeGuidPropertyName()
FName GetPathGuidPropertyName()

Protected Functions inherited from FSMNode_Base

Name
virtual void InitializeFunctionHandlers()
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 UpdateReadStates¶

virtual void UpdateReadStates() override

Reimplements: FSMNode_Base::UpdateReadStates


function ResetReadStates¶

virtual void ResetReadStates()

Reimplemented by: FSMStateMachine::ResetReadStates


function FSMState_Base¶

FSMState_Base()

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: FSMNode_Base::Initialize

Reimplemented by: FSMConduit::Initialize, FSMState::Initialize, FSMStateMachine::Initialize


function InitializeGraphFunctions¶

virtual void InitializeGraphFunctions() override

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

Reimplements: FSMNode_Base::InitializeGraphFunctions

Reimplemented by: FSMConduit::InitializeGraphFunctions, FSMState::InitializeGraphFunctions, FSMStateMachine::InitializeGraphFunctions


function Reset¶

virtual void Reset() override

Resets persistent data.

Reimplements: FSMNode_Base::Reset

Reimplemented by: FSMConduit::Reset, FSMState::Reset, FSMStateMachine::Reset


function IsNodeInstanceClassCompatible¶

virtual bool IsNodeInstanceClassCompatible(
    UClass * NewNodeInstanceClass
) const override

Derived nodes should overload and check for the correct type.

Reimplements: FSMNode_Base::IsNodeInstanceClassCompatible

Reimplemented by: FSMConduit::IsNodeInstanceClassCompatible, FSMStateMachine::IsNodeInstanceClassCompatible


function GetDefaultNodeInstanceClass¶

virtual UClass * GetDefaultNodeInstanceClass() const override

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

Reimplements: FSMNode_Base::GetDefaultNodeInstanceClass

Reimplemented by: FSMConduit::GetDefaultNodeInstanceClass, FSMStateMachine::GetDefaultNodeInstanceClass


function ExecuteInitializeNodes¶

virtual void ExecuteInitializeNodes() override

Reimplements: FSMNode_Base::ExecuteInitializeNodes

Reimplemented by: FSMConduit::ExecuteInitializeNodes, FSMState::ExecuteInitializeNodes, FSMStateMachine::ExecuteInitializeNodes


function ExecuteShutdownNodes¶

virtual void ExecuteShutdownNodes() override

Reimplements: FSMNode_Base::ExecuteShutdownNodes

Reimplemented by: FSMConduit::ExecuteShutdownNodes, FSMState::ExecuteShutdownNodes, FSMStateMachine::ExecuteShutdownNodes


function GetOutgoingTransitions¶

inline const TArray< FSMTransition * > & GetOutgoingTransitions() const

The transitions leading out from this state, sorted lowest to highest priority.


function GetIncomingTransitions¶

inline const TArray< FSMTransition * > & GetIncomingTransitions() const

The transitions leading to this state.


function GetAllTransitionChains¶

void GetAllTransitionChains(
    TArray< FSMTransition * > & OutTransitions
) const

Returns all connected transitions from this state, including ones connected to transition conduits.


function StartState¶

virtual bool StartState()

Sets the state as active and begins execution.

Reimplemented by: FSMConduit::StartState, FSMState::StartState, FSMStateMachine::StartState


function UpdateState¶

virtual bool UpdateState(
    float DeltaSeconds
)

Runs the update execution.

Reimplemented by: FSMConduit::UpdateState, FSMState::UpdateState, FSMStateMachine::UpdateState


function EndState¶

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

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

Reimplemented by: FSMConduit::EndState, FSMState::EndState, FSMStateMachine::EndState


function OnStartedByInstance¶

virtual void OnStartedByInstance(
    USMInstance * Instance
) override

Called when the blueprint owning this node is started.

Reimplements: FSMNode_Base::OnStartedByInstance

Reimplemented by: FSMState::OnStartedByInstance, FSMStateMachine::OnStartedByInstance


function OnStoppedByInstance¶

virtual void OnStoppedByInstance(
    USMInstance * Instance
) override

Called when the blueprint owning this node has stopped.

Reimplements: FSMNode_Base::OnStoppedByInstance

Reimplemented by: FSMState::OnStoppedByInstance, FSMStateMachine::OnStoppedByInstance


function GetValidTransition¶

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

Runs through the transitions executing their graphs until a result is found. Builds an ordered list of transitions to take.

Parameters:

OutTransitions
Found transitions. 2D Array of valid paths. If the total size is more than one that means these transitions are leading to parallel states. if each path is more than one that means there are transition conduits involved.

Return: True if a valid path is found, false otherwise.

Reimplemented by: FSMConduit::GetValidTransition, FSMState::GetValidTransition, FSMStateMachine::GetValidTransition


function IsEndState¶

virtual bool IsEndState() const

If the state itself is an end state.

Reimplemented by: FSMStateMachine::IsEndState


function IsInEndState¶

virtual bool IsInEndState() const

Reimplemented by: FSMStateMachine::IsInEndState


function HasUpdated¶

virtual bool HasUpdated() const

Has updated at least once.


function IsStateMachine¶

inline virtual bool IsStateMachine() const

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

Reimplemented by: FSMStateMachine::IsStateMachine


function IsConduit¶

inline virtual bool IsConduit() const

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

Reimplemented by: FSMConduit::IsConduit


function IsRootNode¶

inline bool IsRootNode() const

If this node is an initial entry point.


function GetActiveTime¶

inline float GetActiveTime() const

Current time in seconds this state has been active.


function SetCanExecuteLogic¶

void SetCanExecuteLogic(
    bool bValue
)

Set if this state is allowed to execute its logic.


function CanExecuteLogic¶

inline bool CanExecuteLogic() const

If this state is allowed to execute logic.


function CanExecuteGraphProperties¶

virtual bool CanExecuteGraphProperties(
    ESMGraphPropertyEvalFlags OnEvent,
    const USMStateInstance_Base * ForTemplate,
    ESMGraphPropertyDirection InDirection
) const override

Check if the state can execute its graph properties.


function CanEvaluateTransitionsOnTick¶

bool CanEvaluateTransitionsOnTick() const

If this state is allowed to evaluate its transitions on tick. This can return true even when tick evaluation is false in the event an outgoing transition has just completed from an event.


function SortTransitions¶

void SortTransitions()

Sort incoming and outgoing transitions by priority.


function SetTransitionToTake¶

void SetTransitionToTake(
    const FSMTransition * Transition
)

The transition this state will be taking.


function GetTransitionToTake¶

inline const FSMTransition * GetTransitionToTake() const

If set this is the transition the state will take. Generally only valid when EndState is called and if this state is not an end state.


function SetPreviousActiveState¶

void SetPreviousActiveState(
    FSMState_Base * InPreviousState
)

Record the previous active state before this one.


function SetPreviousActiveTransition¶

void SetPreviousActiveTransition(
    FSMTransition * InPreviousTransition
)

Record the previous active transition taken to this state.


function GetPreviousActiveState¶

inline FSMState_Base * GetPreviousActiveState() const

The last state entered previous to this state.


function GetPreviousActiveTransition¶

inline FSMTransition * GetPreviousActiveTransition() const

The last transition taken to this state.


function NotifyOfParallelReentry¶

void NotifyOfParallelReentry(
    bool bValue =true
)

This state is being reentered from a parallel state.


function HasBeenReenteredFromParallelState¶

inline bool HasBeenReenteredFromParallelState() const

This state has just been entered from a parallel state while already active. May be true only for OnStateBegin.


function IsStateEnding¶

inline bool IsStateEnding() const

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


function GetStartTime¶

inline const FDateTime & GetStartTime() const

UTC time the state started.


function GetEndTime¶

inline const FDateTime & GetEndTime() const

UTC time the state ended.


function SetStartTime¶

virtual void SetStartTime(
    const FDateTime & InStartTime
)

Set the local start time.

Reimplemented by: FSMStateMachine::SetStartTime


function SetEndTime¶

virtual void SetEndTime(
    const FDateTime & InEndTime
)

Set the local end time.

Reimplemented by: FSMStateMachine::SetEndTime


function GetStartCycle¶

inline double GetStartCycle() const

High resolution timer for when this state started.


function ResetGeneratedValues¶

virtual void ResetGeneratedValues() override

Reset any values set from state machine generation.

Reimplements: FSMNode_Base::ResetGeneratedValues

Reimplemented by: FSMStateMachine::ResetGeneratedValues


Protected Functions Documentation¶

function CreateRuntimeData¶

inline virtual TSharedPtr< FSMNodeRuntimeData > CreateRuntimeData() const override

Reimplements: FSMNode_Base::CreateRuntimeData

Reimplemented by: FSMConduit::CreateRuntimeData, FSMStateMachine::CreateRuntimeData


function AddOutgoingTransition¶

void AddOutgoingTransition(
    FSMTransition * Transition
)

function AddIncomingTransition¶

void AddIncomingTransition(
    FSMTransition * Transition
)

function InitializeTransitions¶

void InitializeTransitions()

Helpers to call any special transition logic.


function ShutdownTransitions¶

void ShutdownTransitions()

function NotifyInstanceStateHasStarted¶

virtual void NotifyInstanceStateHasStarted()

Call the owning instance letting it know this state has started.

Reimplemented by: FSMStateMachine::NotifyInstanceStateHasStarted


function FirePreStartEvents¶

virtual void FirePreStartEvents()

Fire all instance pre start events.


function FirePostStartEvents¶

virtual void FirePostStartEvents()

Fire all instance post start events.


Public Attributes Documentation¶

variable bIsRootNode¶

uint16 bIsRootNode;

Entry node to state machine.


variable bAlwaysUpdate¶

uint16 bAlwaysUpdate;

Always call state update at least once before ending.


variable bEvalTransitionsOnStart¶

uint16 bEvalTransitionsOnStart;

Allows transitions to be evaluated in the same tick as StartState.


variable bDisableTickTransitionEvaluation¶

uint16 bDisableTickTransitionEvaluation;

Prevents conditional transitions for this state from being evaluated on Tick.


variable bStayActiveOnStateChange¶

uint16 bStayActiveOnStateChange;

If the state should remain active even after a transition is taken from this state.


variable bAllowParallelReentry¶

uint16 bAllowParallelReentry;

If this state can be reentered from a parallel state if this state is already active.


variable bCanBeEndState¶

uint16 bCanBeEndState;

If this state can be considered an end state.


Friends¶

friend FSMTransition¶

friend struct FSMTransition(
    FSMTransition 
);