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FSMStateMachine::FStateScopingArgs

Public Attributes

Name
TArray< FSMState_Base * > ScopedToStates
TSet< FSMState_Base * > StatesJustStarted

Public Attributes Documentation

variable ScopedToStates

TArray< FSMState_Base * > ScopedToStates;

Only these specific states should be processed. If empty the Active states are used.


variable StatesJustStarted

TSet< FSMState_Base * > StatesJustStarted;

States just started this frame. States added here will be assumed it's safe to check their transitions this frame. If empty, states being processed will have TryStartState() called on them.