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FWorldConditionBase::GetNextExpressionDepth
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
expression depth used by the expression evaluator.
WorldConditions
uint8 GetNextExpressionDepth() const
[]
FWorldConditionBase::GetRuntimeStateType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
The Instance data type of the condition.
WorldConditions
virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > * GetRuntimeStateType() const
[]
FWorldConditionBase::GetStateDataOffset
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
offset in state memory where the conditions state is stored.
WorldConditions
uint16 GetStateDataOffset() const
[]
FWorldConditionBase::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
Initializes the condition to be used with a specific schema. This is called on PostLoad(), or during editing to make sure the data stays in sync with the schema. This is the place to resolve all the Context Data References, and set bCanCacheResult based on if the context data type. True if init succeeded.
WorldConditions
virtual bool Initialize ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & Schema )
[]
FWorldConditionBase::IsStateObject
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
true if the state of the condition isUObject.
WorldConditions
bool IsStateObject() const
[]
FWorldConditionBase::IsTrue
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
Called to check the condition state. The state data for the conditions can be accessed via the Context. The state of the condition.
WorldConditions
virtual [FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) IsTrue ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionBase::ShouldInvertResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
true if conditions result should be inverted. Applied by the expression evaluator.
WorldConditions
bool ShouldInvertResult() const
[]
FWorldConditionBase::FWorldConditionBase
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
WorldConditions
FWorldConditionBase()
[]
FWorldConditionBase::~FWorldConditionBase
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
WorldConditions
virtual ~FWorldConditionBase()
[]
FWorldConditionBase
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionBase
[ { "type": "uint8: 1", "name": "bCanCacheResult", "description": "Set to true if the result of theIsTrue()can be cached." }, { "type": "uint8: 1", "name": "bInvert", "description": "Controls whether the value of the expressions as calculated by IsTrue should be inverted." }, { "...
FWorldConditionCommonActorBase
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
Base struct for world conditions that require just anAActoras a context data to work.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionCommonActorBase : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)
[]
FWorldConditionCommonBase
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
Base struct for world conditions that do not need a specific context data to work (e.g. interfaces a subsystem).
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionCommonBase : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)
[]
FWorldConditionContext::Activate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
CallsActivate()on the world conditions in the query. true of the activation succeeded, or false if failed. Failed queries will return false whenIsTrue()is called.
WorldConditions
bool Activate() const
[]
FWorldConditionContext::Deactivate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
CallsDeactivate()on the world conditions in the query.
WorldConditions
void Deactivate() const
[]
FWorldConditionContext::GetContextDataPtr
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Pointer to referenced context data.
WorldConditions
template<typename T> T * GetContextDataPtr ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
FWorldConditionContext::GetContextDataType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Type of the referenced context data.
WorldConditions
[EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataType ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
FWorldConditionContext::GetOwner
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Pointer to owner of the world conditions to be updated.
WorldConditions
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOwner() const
[]
FWorldConditionContext::GetInvalidationHandle
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Returns handle that can be used to invalidate specific condition and recalculate the condition. The handle can be acquired viaFWorldConditionContextorFWorldConditionQueryStateand is guaranteed to be valid while the query is active. Invalidation handle.
WorldConditions
[FWorldConditionResultInvalidationHandle](API\Plugins\WorldConditions\FWorldConditionResultInvalidatio-) GetInvalidationHandle ( const [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase) & Condition ) const
[]
FWorldConditionContext::GetQueryState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Reference to the query state of update wolrd condition query.
WorldConditions
[FWorldConditionQueryState](API\Plugins\WorldConditions\FWorldConditionQueryState) & GetQueryState() const
[]
FWorldConditionContext::GetSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Pointer to the schema of the context data passed to the conditions.
WorldConditions
const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) * GetSchema() const
[]
FWorldConditionContext::GetState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Struct State data of the specific world condition.
WorldConditions
template<typename T> T::FStateType & GetState ( const T & Condition ) const
[]
FWorldConditionContext::GetState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Object State data of the specific world condition.
WorldConditions
template<typename T> T::UStateType & GetState ( const T & Condition ) const
[]
FWorldConditionContext::GetWorld
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Pointer to world of the owner of the world conditions to be updated.
WorldConditions
[UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
FWorldConditionContext::IsTrue
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Evaluates the result of the query. Intermediate results may be cached, and are stored in the query state. If a cached result is invalidated, or the query relies on dynamic context data,IsTrue()is called on the necessary conditions. the value of the query condition expression.
WorldConditions
bool IsTrue() const
[]
FWorldConditionContext::FWorldConditionContext
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
WorldConditions
FWorldConditionContext ( [FWorldConditionQueryState](API\Plugins\WorldConditions\FWorldConditionQueryState) & InQueryState, const [FWorldConditionContextData](API\Plugins\WorldConditions\FWorldConditionContextData) & InContextData )
[]
FWorldConditionContext
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
The World Condition context is used to activate, update, and deactivate a world condition. It ties together the context data, query definition, and query state, and allows data access for the query conditions.
WorldConditions
struct FWorldConditionContext
[ { "type": "constFWorldCon...", "name": "ContextData", "description": "Reference to the context data for the query to be updated." }, { "type": "FWorldCondition...", "name": "QueryState", "description": "Reference to the query state of the query to be updated." }, { "type": "UWorl...
FWorldConditionContextData::GetContextDataPtr
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Pointer to referenced context data.
WorldConditions
template<typename T> T * GetContextDataPtr ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
FWorldConditionContextData::GetContextDataType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Type of the referenced context data.
WorldConditions
[EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataType ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
FWorldConditionContextData::GetSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
the schema the context data is initialized for.
WorldConditions
const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) * GetSchema() const
[]
FWorldConditionContextData::IsSchemaChildOf
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
True if Schema and OtherSchema are valid pointers, and the schema for the context data is child of other context.
WorldConditions
bool IsSchemaChildOf ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) * OtherSchema ) const
[]
FWorldConditionContextData::IsValid
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
True if the context data is initialized with a schema.
WorldConditions
bool IsValid() const
[]
FWorldConditionContextData::SetContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets context data from a struct view at location specified by Ref.
WorldConditions
bool SetContextData ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref, const [FConstStructView](API\Plugins\StructUtils\FConstStructView) StructView )
[]
FWorldConditionContextData::SetContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets context data Struct at location specified by Ref.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type SetContextData ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref, const T * Value )
[]
FWorldConditionContextData::SetContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets context data Object at location specified by Ref.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type SetContextData ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref, const T * Object )
[]
FWorldConditionContextData::SetContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets context data Struct at location specified by Name.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type SetContextData ( const [FName](API\Runtime\Core\UObject\FName) Name, const T * Value )
[]
FWorldConditionContextData::SetContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets context data Object at location specified by Name.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type SetContextData ( const [FName](API\Runtime\Core\UObject\FName) Name, const T * Object )
[]
FWorldConditionContextData::SetSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Sets schema for the context data and initializes data views.
WorldConditions
void SetSchema ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & InSchema )
[]
FWorldConditionContextData::FWorldConditionContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
WorldConditions
FWorldConditionContextData()
[]
FWorldConditionContextData::FWorldConditionContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
WorldConditions
FWorldConditionContextData ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & InSchema )
[]
FWorldConditionContextData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
Container for World Condition context data for a specific schema.
WorldConditions
struct FWorldConditionContextData
[ { "type": "constUWorldCon...", "name": "Schema", "description": "Pointer to schema used to initialize the context data." }, { "type": "TArray<FWorldC...", "name": "Views", "description": "Views to context data." } ]
FWorldConditionContextDataDesc::FWorldConditionContextDataDesc
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionContextDataDesc()
[]
FWorldConditionContextDataDesc::FWorldConditionContextDataDesc
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionContextDataDesc ( const [FName](API\Runtime\Core\UObject\FName) InName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
FWorldConditionContextDataDesc
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Describes context data available for a world conditions. The descriptors are defined inUWorldConditionSchema, and context data is referred usingFWorldConditionContextDataRef.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionContextDataDesc
[ { "type": "FName", "name": "Name", "description": "Name of the context data, which is used together with the type struct to find specific data to use." }, { "type": "TObjectPtr< con...", "name": "Struct", "description": "Type of the context data, can be a struct or object." }, { ...
FWorldConditionContextDataRef::GetIndex
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Referenced context data index.
WorldConditions
uint8 GetIndex() const
[]
FWorldConditionContextDataRef::GetName
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Name of the referenced data.
WorldConditions
[FName](API\Runtime\Core\UObject\FName) GetName() const
[]
InvalidIndex
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Marker for invalid index value.
WorldConditions
static constexpr uint8 InvalidIndex = 0xff;
[]
FWorldConditionContextDataRef::IsValid
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
true if the data ref index is resolved.
WorldConditions
bool IsValid() const
[]
FWorldConditionContextDataRef::FWorldConditionContextDataRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionContextDataRef()
[]
FWorldConditionContextDataRef::FWorldConditionContextDataRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionContextDataRef ( const [FName](API\Runtime\Core\UObject\FName) InName, const uint8 InIndex )
[]
FWorldConditionContextDataRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Describes a reference to context data defined inUWorldConditionSchema. When placed as editable property on a World Condition, allows the user to define which context data to use, and allows quick access of that data viaFWorldConditionContext.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionContextDataRef
[ { "type": "uint8", "name": "Index", "description": "" }, { "type": "FName", "name": "Name", "description": "" } ]
FWorldConditionDataView::GetMemory
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Raw const pointer to the data.
WorldConditions
const uint8 * GetMemory() const
[]
FWorldConditionDataView::GetPtr
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Pointer to object stored in the view.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, T * >::Type GetPtr() const
[]
FWorldConditionDataView::GetPtr
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Pointer to struct stored in the view.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, T * >::Type GetPtr() const
[]
FWorldConditionDataView::GetStruct
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Struct describing the data type.
WorldConditions
const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetStruct() const
[]
FWorldConditionDataView::GetType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
type of the context data.
WorldConditions
[EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetType() const
[]
FWorldConditionDataView::FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionDataView()
[]
FWorldConditionDataView::IsValid
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
True if the view is set to valid data.
WorldConditions
bool IsValid() const
[]
FWorldConditionDataView::FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
UOBJECT() constructor.
WorldConditions
FWorldConditionDataView ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
FWorldConditionDataView::FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionDataView ( const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
FWorldConditionDataView::FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
USTRUCT() constructor.
WorldConditions
FWorldConditionDataView ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const uint8 * InMemory, const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
FWorldConditionDataView::FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
USTRUCT() from a StructView.
WorldConditions
FWorldConditionDataView ( [FConstStructView](API\Plugins\StructUtils\FConstStructView) StructView, const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
FWorldConditionEditable::operator==
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool operator== ( const [FWorldConditionEditable](API\Plugins\WorldConditions\FWorldConditionEditable) & Other ) const
[]
FWorldConditionDataView
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
View holding a pointer to context data struct or object.
WorldConditions
struct FWorldConditionDataView
[ { "type": "const uint8 \u0004...", "name": "Memory", "description": "Memory pointing at the class or struct" }, { "type": "constUStruct&...", "name": "Struct", "description": "UClassorUScriptStructof the data." }, { "type": "EWorldCondition...", "name": "Type", "descripti...
FWorldConditionEditable::operator!=
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool operator!= ( const [FWorldConditionEditable](API\Plugins\WorldConditions\FWorldConditionEditable) & Other ) const
[]
FWorldConditionEditable::Reset
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
void Reset()
[]
FWorldConditionEditable::FWorldConditionEditable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionEditable()
[]
FWorldConditionEditable::FWorldConditionEditable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionEditable ( const uint8 InExpressionDepth, const [EWorldConditionOperator](API\Plugins\WorldConditions\EWorldConditionOperator) InOperator, const [FConstStructView](API\Plugins\StructUtils\FConstStructView) InCondition )
[]
FWorldConditionEditable::FWorldConditionEditable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionEditable ( const uint8 InExpressionDepth, const [EWorldConditionOperator](API\Plugins\WorldConditions\EWorldConditionOperator) InOperator, const bool bInInvert, const [FConstStructView](API\Plugins\StructUtils\FConstStructView) InCondition )
[]
FWorldConditionEditable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
For convenience there is alsoFWorldConditionQuerywhich combines these two in one package. Struct used to store a world condition in editor. Used internally. Note that the Operator and ExpressionDepth are stored here separately from the World Condition to make sure they are not reset if the Condition is empty.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionEditable
[ { "type": "bool", "name": "bInvert", "description": "Controls whether the value of the expressions as calculated by IsTrue should be inverted." }, { "type": "FInstancedStruc...", "name": "Condition", "description": "Instance of a world condition." }, { "type": "uint8", "name"...
FWorldConditionItem::FWorldConditionItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionItem()
[]
FWorldConditionItem::FWorldConditionItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionItem ( const [EWorldConditionOperator](API\Plugins\WorldConditions\EWorldConditionOperator) InOperator, const uint8 InNextExpressionDepth )
[]
FWorldConditionItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Item used to describe the structure of a world condition query for fast traversal of the expression.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionItem
[ { "type": "EWorldCondition...", "name": "CachedResult", "description": "Cached result of the condition." }, { "type": "uint8", "name": "NextExpressionDepth", "description": "Expression depth controlling the parenthesis of the expression." }, { "type": "EWorldCondition...", "n...
FWorldConditionQuery::Deactivate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Deactivates the world conditions in the query.
WorldConditions
void Deactivate ( const [FWorldConditionContextData](API\Plugins\WorldConditions\FWorldConditionContextData) & ContextData ) const
[]
FWorldConditionQuery::DebugInitialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Initializes a query from array of conditions for testing. true of the query was created and initialized.
WorldConditions
bool DebugInitialize ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) > InSchemaClass, const TConstArrayView< [FWorldConditionEditable](API\Plugins\WorldConditions\FWorldConditionEditable) > InConditions )
[]
FWorldConditionQuery::Activate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Activates the world conditions in the query. true of the activation succeeded, or false if failed. Failed queries will return false whenIsTrue()is called.
WorldConditions
bool Activate ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, const [FWorldConditionContextData](API\Plugins\WorldConditions\FWorldConditionContextData) & ContextData ) const
[]
FWorldConditionQuery::IsTrue
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Returns the result of the query. Cached state is returned if it is available, if update is needed or the query has dynamic context data,IsTrue()is called on the necessary conditions. the value of the query condition expression.
WorldConditions
bool IsTrue ( const [FWorldConditionContextData](API\Plugins\WorldConditions\FWorldConditionContextData) & ContextData ) const
[]
FWorldConditionQuery
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
General purpose World Condition Query that combines Query Definition and Query State in one.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionQuery
[ { "type": "FWorldCondition...", "name": "QueryDefinition", "description": "Defines the conditions to run on the query." }, { "type": "FWorldCondition...", "name": "QueryState", "description": "Runtime state of the query." } ]
FWorldConditionQuery::IsActive
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
True if the query is activated.
WorldConditions
bool IsActive() const
[]
FWorldConditionQueryDefinition::AddCondition
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Adds a single condition to the definition. The condition will not be in use untilInitialize()is called, and a state is initialized.
WorldConditions
void AddCondition ( const [FWorldConditionEditable](API\Plugins\WorldConditions\FWorldConditionEditable) & NewCondition )
[]
FWorldConditionQueryDefinition::AddStructReferencedObjects
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) const
[]
FWorldConditionQueryDefinition::GetDescription
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Description of the query expression.
WorldConditions
[FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
FWorldConditionQueryDefinition::GetSharedDefinitionPtr
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FWorldConditionQuerySharedDefinition](API\Plugins\WorldConditions\FWorldConditionQuerySharedDefini-) > GetSharedDefinitionPtr() const
[]
FWorldConditionQueryDefinition::Identical
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool Identical ( const [FWorldConditionQueryDefinition](API\Plugins\WorldConditions\FWorldConditionQueryDefinition) * Other, uint32 PortFlags ) const
[]
FWorldConditionQueryDefinition::ImportTextItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText, [FArchive](API\Runtime\Core\Serialization\FArchive) * InSerializingArchive )
[]
FWorldConditionQueryDefinition::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Initialized the condition from editable data. true if initialization succeeded.
WorldConditions
bool Initialize ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )
[]
FWorldConditionQueryDefinition::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Initialized the condition with specific data.
WorldConditions
bool Initialize ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) > InSchemaClass, const TConstArrayView< [FWorldConditionEditable](API\Plugins\WorldConditions\FWorldConditionEditable) > InConditions )
[]
FWorldConditionQueryDefinition::IsValid
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
true of the definition has conditions and has been initialized.
WorldConditions
bool IsValid() const
[]
FWorldConditionQueryDefinition::Serialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FWorldConditionQueryDefinition::SetSchemaClass
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Sets the schema class that is used to create the conditions.
WorldConditions
void SetSchemaClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) > InSchema )
[]
FWorldConditionQuerySharedDefinition::GetConditions
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
conditions in the definition.
WorldConditions
const [FInstancedStructContainer](API\Plugins\StructUtils\FInstancedStructContainer) & GetConditions() const
[]
FWorldConditionQueryDefinition
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Definition of a world condition. The mutable state of the world condition is stored inFWorldConditionQueryState. This allows to reuse the definitions and minimize the runtime memory needed to run queries.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionQueryDefinition
[]
FWorldConditionQuerySharedDefinition::GetSchemaClass
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
the schema used for the definition.
WorldConditions
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) > GetSchemaClass() const
[]
FWorldConditionQueryDefinition::GetSchemaClass
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
the schema class of the definition.
WorldConditions
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) > GetSchemaClass() const
[]
FWorldConditionQueryDefinition::ExportTextItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, [FWorldConditionQueryDefinition](API\Plugins\WorldConditions\FWorldConditionQueryDefinition) const & DefaultValue, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const
[]
FWorldConditionQuerySharedDefinition::GetStateMinAlignment
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
the alignment of the memory needed for the state (in bytes).
WorldConditions
int32 GetStateMinAlignment() const
[]
FWorldConditionQuerySharedDefinition::GetStateSize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
the amount of memory needed for the state (in bytes).
WorldConditions
int32 GetStateSize() const
[]
FWorldConditionQuerySharedDefinition::Identical
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
bool Identical ( const [FWorldConditionQuerySharedDefinition](API\Plugins\WorldConditions\FWorldConditionQuerySharedDefini-) * Other, uint32 PortFlags ) const
[]
FWorldConditionQuerySharedDefinition::IsLinked
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
true if the shared definition is successfully linked.
WorldConditions
bool IsLinked() const
[]
FWorldConditionQuerySharedDefinition::PostSerialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FWorldConditionQuerySharedDefinition::FWorldConditionQuerySharedDefinition
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionQuerySharedDefinition()
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