FlowPilot Component
UFlowPilotComponent · Inherits UActorComponent · Components/FlowPilotComponent.h
FlowPilotComponent initializes, maintains and runs a FlowPilot Data Asset.
Properties
| Property | Default | Description |
|---|---|---|
Auto Start On Begin PlaybAutoStartOnBeginPlay · bool | false | Automatically starts FlowPilot on BeginPlay |
Flow Pilot AssetFlowPilotAsset · UFlowPilot | FlowPilot Asset. | |
Execution ModeExecutionMode · EFPExecutionMode | Run Once | Overrides FlowPilotAsset with ExecutionMode |
Retry DelayRetryDelay · float | 0.0 | Execution Mode retry delay Min: 0.0 · Editable when Execution Mode is not Run Once |
Events
Bind to these from Blueprint (Assign) or C++ (AddDynamic).
| Event | Parameters | Description |
|---|---|---|
On Flow State ChangedOnFlowStateChanged | UFlowPilotComponent Owner, EFlowState OldFlowState, EFlowState NewFlowState | Delegate that indicates a FlowState Chane (OldFlowState, NewFlowState) |
On Flow StartedOnFlowStarted | UFlowPilotComponent Owner | Delegate indicating Flow Started |
On Flow PausedOnFlowPaused | UFlowPilotComponent Owner | Delegate indicating Flow Paused |
On Flow ErrorOnFlowError | UFlowPilotComponent Owner | Delegate indicating Flow Error |
On Flow CompletedOnFlowCompleted | UFlowPilotComponent Owner, bool bSuccess | Delegate indicating Flow Completed |
Blueprint Functions
Callable from Blueprint and C++.
| Function | Description |
|---|---|
Set Flow Pilot Assetbool SetFlowPilotAsset(UFlowPilot* InFlowPilotAsset) | Sets FlowPilot data asset |
Start Flowvoid StartFlow() | Start Current FlowPilot |
Stop Flowvoid StopFlow(EFPStopType StopType = EFPStopType::CancelExecution) | Stops FlowPilot |
Pause Flowvoid PauseFlow() | Pauses FlowPilot. Execution must have been started first |
Un Pause Flowvoid UnPauseFlow() | UnPauses FlowPilot, if Paused. |
Is Pausedbool IsPaused() const | Returns true if FlowPilot is Paused |
Is Data Setupbool IsDataSetup() const | Returns true if FlowPilotComponent has a FlowPilotAsset assigned. |
Get Run StateEFlowState GetRunState() const | Returns FlowPilot Run State |
Is Runningbool IsRunning() const | Returns true if FlowPilot's run state is in Progress |
Find Single ActorAActor* 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 ActorsTArray<AActor*> FindActors(const FFlowActorReference& ActorReference) const | Finds all actors from a FlowActorReference |
Find Single Actor By TagAActor* FindSingleActorByTag(const FGameplayTag& Tag) const | Finds and Caches Unique Actor via GameplayTag |
Find Actors By TagTArray<AActor*> FindActorsByTag(const FGameplayTag& Tag) const | Find and Caches all Actors by Tag |
Bind To Flow Pilot Lifetimevoid BindToFlowPilotLifetime(AActor* InActor) | Binds Lifetime of Actor to FlowPilot. 'InActor' will automatically be destroyed when FlowPilot execution ends. |
Prefetch Actor Referencevoid PrefetchActorReference(const FFlowActorReference& ActorReference) | Adds 'ActorReference' to list of actors that will be prefetched on 'Setup |
Cache Tagged Actorvoid CacheTaggedActor(AActor* InActor, const FGameplayTag& InGameplayTag) | Caches 'InActor' with its associated unique tag 'InGameplayTag' |
Get Flow Pilot NameFString GetFlowPilotName() const | Returns FlowPilot Data assets's name. |