FPTask_FlowPilotControl.h
File Info
FileName: FPTask_FlowPilotControl.h
- Enum List:
[
EFPControlType
|EFPControlSuccessCondition
] - Class List:
[
UFPTask_FlowPilotControl
]
EFPControlType
Value | Description |
---|---|
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
Value | Description |
---|---|
Instant | Will succeed instantly after Request |
WaitForFlowStart | Will succeed when Flow has Started and is in Progress |
WaitForFlowComplete | Will 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 FlowPilotComponentsUPROPERTY(EditAnywhere, Category = "FlowPilot")FFlowActorReference ActorReference;
// Flow Control TypeUPROPERTY(EditAnywhere, Category = "FlowPilot")EFPControlType ControlType = EFPControlType::StartFlow;
// Flow Stop TypeUPROPERTY(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;