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FSMStateMachine::FStateScopingArgs¶

Public Attributes¶

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.