FlowPilotTask.h
File Info
FileName: FlowPilotTask.h
- Class List:
[
UFlowPilotTask
]
UFlowPilotTask
Parent Classes:
[ UObject
]
FlowPilotTask
- Can Tick
Properties
// If False, Will skip this Task's executionUPROPERTY(EditDefaultsOnly, Category = "Task Options")uint8 bEnabled: 1;
Functions
Setup
Setups Tasks. Called once per FlowPilotExecution, even after restarts.
virtual void Setup(FFlowContext* InContext);
Enter
Called when starting this Task. Returns true on success
virtual bool Enter();
Tick
Called on Tick. Will success automatically if not implemented by Child classes
virtual EFPTaskResult Tick(float DeltaTime);
Exit
Called when Task Finished
virtual void Exit(EFPTaskResult TaskResult);
Reset
Resets all Tasks into their Setup States
virtual void Reset();
FinishTask
Method to call to finish a task.
This method will set EFPTaskResul to Success or Fail on next Tick.
void FinishTask(bool bSuccess);
IsEnabled
Disabled Tasks are skipped during execution
bool IsEnabled() const { return bEnabled; }
SetIsEnabled
Enables or Disables Task. Disabled Tasks will be skipped.
void SetIsEnabled(bool bInEnabled) { bEnabled = bInEnabled; }
GetTaskName
Returns Task Name
FName GetTaskName() const { return TaskName; }
SetTaskName
Sets Task Name
void SetTaskName(FName NewTaskName) { TaskName = NewTaskName; }
GetTaskDescription
Get Task Description
FName GetTaskDescription() const { return Description; }
HasParent
Returns True if Task has Parent Task.
Returns False if Task is Root Sequence Task
bool HasParent() const;
GetParent
Returns Parent Task or nullptr
UFlowPilotTask* GetParent() const;
SetParent
Sets Parent Task
void SetParent(UFlowPilotTask* InParent) { Parent = InParent; }
IsParent
Returns True if This task is a FlowPilotParent Task containing children Tasks.
bool IsParent() const;
GetAsParent
Returns this object Cast to FlowPilotParent task.
UFlowPilotParent* GetAsParent();
HasStarted
Returns true when Task Started
bool HasStarted() const;
IsActive
Returns true when Task in Progress and Not Complete
bool IsActive() const;
IsComplete
Returns true when Task is Complete
bool IsComplete() const;
ForEachActor
Executes ‘InFunc’ to all Actors found from ‘ActorReference’
bool ForEachActor(const FFlowActorReference& ActorReference, TFunctionRef<bool(AActor* const /*Actor*/)> InFunc) const;
ForEachConstActor
Executes ‘InFunc’ to all const Actors found from ‘ActorReference’
Const means the function should not modify ‘Actors’
bool ForEachConstActor(const FFlowActorReference& ActorReference, TFunctionRef<bool(const AActor* const /*Actor*/)> InFunc) const;
GetFlowPilotComponent
Returns FlowPilotComponent
UFlowPilotComponent* GetFlowPilotComponent() const;
GetFlowPilotOwnerActor
Returns FlowPilotComponent Owner Actor
AActor* GetFlowPilotOwnerActor() const;
GetWorldContext
Returns FlowPilot Actor World
UWorld* GetWorldContext() const;