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Class UTryllWorkflowAsset

ClassList > UTryllWorkflowAsset

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  • #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

FTryllGraphDescription UTryllWorkflowAsset::Graph;

Workflow graph stored by this asset. Assign this asset to UTryllAgentComponent::WorkflowAsset to use it.


variable TextTable

FName UTryllWorkflowAsset::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

TSoftObjectPtr<UStringTable> UTryllWorkflowAsset::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

TArray<FTryllVariableDecl> UTryllWorkflowAsset::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

inline virtual FPrimaryAssetId UTryllWorkflowAsset::GetPrimaryAssetId () override const

function GetStartNodeOptions

inline TArray< FString > UTryllWorkflowAsset::GetStartNodeOptions () const

Options provider for FTryllGraphDescription::StartNode dropdown in the Details panel.


function GetTextTableOptions

TArray< FString > UTryllWorkflowAsset::GetTextTableOptions () const

function PostLoad

virtual void UTryllWorkflowAsset::PostLoad () override


The documentation for this class was generated from the following file C:/_tryll/_monorepo3/tryll/clients/unreal/Source/TryllClient/Public/TryllWorkflowAsset.h