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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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< int8 > | AllTimePeriods |
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.
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strongprotected |
Gets all counter time periods specified by the escalation state settings
| int8 FEscalationState::GetHighestTimePeriod | ( | ) | const |
Gets the highest counter time period specified by escalation state settings (used for limiting 'CountersPerPeriodHistory' size)
| bool FEscalationState::IsDormant | ( | ) | const |
Whether or not this escalation state is a 'dormant' state, which allows the escalation manager to disable ticking
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overrideprotectedvirtual |
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protected |
Validate that the specified escalation time period is within thresholds, and clamp it if necessary
| Value | The time period value to validate |
| PropertyName | The name of the property, for logging |
| Requirement | Whether the time period value must be set, or is optional |
Cached value for all different time periods in this state
| int16 FEscalationState::AutoEscalateTime = -1 |
The amount of time, in seconds, spent in the current severity state before it automatically escalates to the next state
This escalation state is considered to be dormant/inactive - and the escalation manager may no longer need ticking in this state
| int16 FEscalationState::CooloffTime = -1 |
The amount of time, in seconds, before the current severity state cools off and de-escalates
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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
| friend FEscalationState::UEscalationManagerConfig |