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FlowPilot Component ​

UFlowPilotComponent · Inherits UActorComponent · Components/FlowPilotComponent.h

FlowPilotComponent initializes, maintains and runs a FlowPilot Data Asset.

Properties ​

PropertyDefaultDescription
Auto Start On Begin Play
bAutoStartOnBeginPlay · bool
falseAutomatically starts FlowPilot on BeginPlay
Flow Pilot Asset
FlowPilotAsset · UFlowPilot
FlowPilot Asset.
Execution Mode
ExecutionMode · EFPExecutionMode
Run OnceOverrides FlowPilotAsset with ExecutionMode
Retry Delay
RetryDelay · float
0.0Execution Mode retry delay
Min: 0.0 · Editable when Execution Mode is not Run Once

Events ​

Bind to these from Blueprint (Assign) or C++ (AddDynamic).

EventParametersDescription
On Flow State Changed
OnFlowStateChanged
UFlowPilotComponent Owner, EFlowState OldFlowState, EFlowState NewFlowStateDelegate that indicates a FlowState Chane (OldFlowState, NewFlowState)
On Flow Started
OnFlowStarted
UFlowPilotComponent OwnerDelegate indicating Flow Started
On Flow Paused
OnFlowPaused
UFlowPilotComponent OwnerDelegate indicating Flow Paused
On Flow Error
OnFlowError
UFlowPilotComponent OwnerDelegate indicating Flow Error
On Flow Completed
OnFlowCompleted
UFlowPilotComponent Owner, bool bSuccessDelegate indicating Flow Completed

Blueprint Functions ​

Callable from Blueprint and C++.

FunctionDescription
Set Flow Pilot Asset
bool SetFlowPilotAsset(UFlowPilot* InFlowPilotAsset)
Sets FlowPilot data asset
Start Flow
void StartFlow()
Start Current FlowPilot
Stop Flow
void StopFlow(EFPStopType StopType = EFPStopType::CancelExecution)
Stops FlowPilot
Pause Flow
void PauseFlow()
Pauses FlowPilot. Execution must have been started first
Un Pause Flow
void UnPauseFlow()
UnPauses FlowPilot, if Paused.
Is Paused
bool IsPaused() const
Returns true if FlowPilot is Paused
Is Data Setup
bool IsDataSetup() const
Returns true if FlowPilotComponent has a FlowPilotAsset assigned.
Get Run State
EFlowState GetRunState() const
Returns FlowPilot Run State
Is Running
bool IsRunning() const
Returns true if FlowPilot's run state is in Progress
Find Single Actor
AActor* FindSingleActor(const FFlowActorReference& ActorReference) const
Find a single actor from a FlowActorReference. If there are multiple assigned to this reference, a warning will show up, and the first result returned
Find Actors
TArray<AActor*> FindActors(const FFlowActorReference& ActorReference) const
Finds all actors from a FlowActorReference
Find Single Actor By Tag
AActor* FindSingleActorByTag(const FGameplayTag& Tag) const
Finds and Caches Unique Actor via GameplayTag
Find Actors By Tag
TArray<AActor*> FindActorsByTag(const FGameplayTag& Tag) const
Find and Caches all Actors by Tag
Bind To Flow Pilot Lifetime
void BindToFlowPilotLifetime(AActor* InActor)
Binds Lifetime of Actor to FlowPilot. 'InActor' will automatically be destroyed when FlowPilot execution ends.
Prefetch Actor Reference
void PrefetchActorReference(const FFlowActorReference& ActorReference)
Adds 'ActorReference' to list of actors that will be prefetched on 'Setup
Cache Tagged Actor
void CacheTaggedActor(AActor* InActor, const FGameplayTag& InGameplayTag)
Caches 'InActor' with its associated unique tag 'InGameplayTag'
Get Flow Pilot Name
FString GetFlowPilotName() const
Returns FlowPilot Data assets's name.