Class UTryllWorkflowAsset¶
ClassList > UTryllWorkflowAsset
#include <TryllWorkflowAsset.h>
Inherits the following classes: UPrimaryDataAsset
Public Attributes¶
| Type | Name |
|---|---|
| FTryllGraphDescription | Graph |
| FName | TextTable |
| TSoftObjectPtr< UStringTable > | TextTableAsset |
| TArray< FTryllVariableDecl > | Variables |
Public Functions¶
| Type | Name |
|---|---|
| virtual FPrimaryAssetId | GetPrimaryAssetId () override const |
| TArray< FString > | GetStartNodeOptions () const |
| TArray< FString > | GetTextTableOptions () const |
| virtual void | PostLoad () override |
Detailed Description¶
Data asset that stores a Tryll workflow graph description. Equivalent to a Unity ScriptableObject holding node and wire lists.
Usage: * In the Content Browser: right-click → Tryll → Workflow Asset. * Edit nodes and routes in the Details panel. * Assign this asset to a UTryllAgentComponent's WorkflowAsset property.
Programmatic alternative: populate FTryllGraphDescription directly in C++ using FTryllGraphBuilder and pass it to UTryllSubsystem::RequestCreateAgent.
Editor / cook: IsDataValid + PreSave(IsCooking) fail when the graph references a model that is not marked Production in the Tryll Model Manifest (so packaging cannot silently omit it).
Public Attributes Documentation¶
variable Graph¶
Workflow graph stored by this asset. Assign this asset to UTryllAgentComponent::WorkflowAsset to use it.
variable TextTable¶
Table name passed to the text provider with every Text ID in this workflow. Each Localized field stores only the key. Unreal string-table ids are asset paths; a CSV-registered table or a custom provider's table is typed here directly.
variable TextTableAsset¶
String table asset for every Text ID in this workflow. Picking it sets TextTable and gives the cooker a reference, so the table ships with the workflow.
variable Variables¶
Declared per-agent Variables for agents created from this asset — the complete declaration (name, type, initial value) sent once in CreateAgentRequest. Consumable from Mustache templates as {{var.<name>}} and the Retrieve/ ClassifyIntent filter grammar as {"var": "<name>"}. A UTryllAgentComponent may override initial values (not name/type) via its own VariableOverrides (Material-Instance pattern).
Public Functions Documentation¶
function GetPrimaryAssetId¶
function GetStartNodeOptions¶
Options provider for FTryllGraphDescription::StartNode dropdown in the Details panel.
function GetTextTableOptions¶
function PostLoad¶
The documentation for this class was generated from the following file C:/_tryll/_monorepo3/tryll/clients/unreal/Source/TryllClient/Public/TryllWorkflowAsset.h