UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FEscalationState Struct Reference

#include <EscalationStates.h>

+ Inheritance diagram for FEscalationState:

Public Member Functions

NETCORE_API bool IsDormant () const
 
NETCORE_API int8 GetHighestTimePeriod () const
 
NETCORE_API const TArray< int8 > & GetAllTimePeriods () const
 
- Public Member Functions inherited from FStateStruct
virtual ~FStateStruct ()
 
NETCORE_API FString GetStateName () const
 

Public Attributes

friend UEscalationManagerConfig
 
bool bLogEscalate = false
 
bool bDormant = false
 
int16 CooloffTime = -1
 
int16 AutoEscalateTime = -1
 

Protected Types

enum class  EValidateTime : uint8 { Optional , MustBeSet }
 

Protected Member Functions

virtual NETCORE_API void ValidateConfigInternal () override
 
NETCORE_API void ValidateTimePeriod (int8 &Value, const TCHAR *PropertyName, EValidateTime Requirement=EValidateTime::Optional)
 
- Protected Member Functions inherited from FStateStruct
virtual EInitStateDefaultsResult InitConfigDefaultsInternal ()
 
virtual void ApplyImpliedValuesInternal ()
 

Protected Attributes

int8 HighestTimePeriod = 0
 
TArray< int8AllTimePeriods
 

Detailed Description

Base struct which defines an escalation state, which is subclassed to implement custom state variables and (de-)escalation quota's. NOTE: Subclasses must also implement the TEscalationStateStatics interface.

Member Enumeration Documentation

◆ EValidateTime

enum class FEscalationState::EValidateTime : uint8
strongprotected
Enumerator
Optional 
MustBeSet 

Member Function Documentation

◆ GetAllTimePeriods()

const TArray< int8 > & FEscalationState::GetAllTimePeriods ( ) const

Gets all counter time periods specified by the escalation state settings

Returns
All of the time periods in the state config settings

◆ GetHighestTimePeriod()

int8 FEscalationState::GetHighestTimePeriod ( ) const

Gets the highest counter time period specified by escalation state settings (used for limiting 'CountersPerPeriodHistory' size)

Returns
The highest counter time period in the state config settings

◆ IsDormant()

bool FEscalationState::IsDormant ( ) const

Whether or not this escalation state is a 'dormant' state, which allows the escalation manager to disable ticking

◆ ValidateConfigInternal()

void FEscalationState::ValidateConfigInternal ( )
overrideprotectedvirtual

FEscalationState

Reimplemented from FStateStruct.

Reimplemented in FNetFaultState.

◆ ValidateTimePeriod()

void FEscalationState::ValidateTimePeriod ( int8 Value,
const TCHAR PropertyName,
EValidateTime  Requirement = EValidateTime::Optional 
)
protected

Validate that the specified escalation time period is within thresholds, and clamp it if necessary

Parameters
ValueThe time period value to validate
PropertyNameThe name of the property, for logging
RequirementWhether the time period value must be set, or is optional

Member Data Documentation

◆ AllTimePeriods

TArray<int8> FEscalationState::AllTimePeriods
protected

Cached value for all different time periods in this state

◆ AutoEscalateTime

int16 FEscalationState::AutoEscalateTime = -1

The amount of time, in seconds, spent in the current severity state before it automatically escalates to the next state

◆ bDormant

bool FEscalationState::bDormant = false

This escalation state is considered to be dormant/inactive - and the escalation manager may no longer need ticking in this state

◆ bLogEscalate

bool FEscalationState::bLogEscalate = false

Whether or not to log when escalating to this state

◆ CooloffTime

int16 FEscalationState::CooloffTime = -1

The amount of time, in seconds, before the current severity state cools off and de-escalates

◆ HighestTimePeriod

int8 FEscalationState::HighestTimePeriod = 0
protected

Cached runtime config values (UPROPERTY's are copied to FEscalationManager.State during ApplyState, everything else is not) Cached value for the highest time period in this config state

◆ UEscalationManagerConfig

friend FEscalationState::UEscalationManagerConfig

The documentation for this struct was generated from the following files: