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FPTask_FlowPilotControl.h

File Info

FileName: FPTask_FlowPilotControl.h

EFPControlType

ValueDescription
StartFlow UMETA(DisplayName="Start / Resume Flow")StartFlow UMETA(DisplayName=“Start / Resume Flow”)
PauseFlow UMETA(DisplayName="Pause Flow")PauseFlow UMETA(DisplayName=“Pause Flow”)
StopFlow UMETA(DisplayName="Stops Flow")StopFlow UMETA(DisplayName=“Stops Flow”)

EFPControlSuccessCondition

ValueDescription
InstantWill succeed instantly after Request
WaitForFlowStartWill succeed when Flow has Started and is in Progress
WaitForFlowCompleteWill succeed when Flow has Started, and is Complete

UFPTask_FlowPilotControl

Parent Classes: [ UFlowPilotTask ]

FlowPilot Control

  • Starts, Pauses, Stops a FlowPilot Component’s execution

Properties

// Flow Actor reference to an Actors that have FlowPilotComponents
UPROPERTY(EditAnywhere, Category = "FlowPilot")
FFlowActorReference ActorReference;
// Flow Control Type
UPROPERTY(EditAnywhere, Category = "FlowPilot")
EFPControlType ControlType = EFPControlType::StartFlow;
// Flow Stop Type
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFPControlType::StopFlow", EditConditionHides))
EFPStopType StopType = EFPStopType::CancelExecution;
// When starting a new FlowPilot, what's this Task's success condition?
// Essentially, we can Succeed instantly, or wait for InProgress or Stopped/Complete execution of the
// Controlled FlowPilot Component we're controlling.
UPROPERTY(EditAnywhere, Category = "FlowPilot", meta=(EditCondition="ControlType==EFPControlType::StartFlow", EditConditionHides))
EFPControlSuccessCondition SuccessCondition = EFPControlSuccessCondition::Instant;