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Update Reference pages
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---
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title: UFPTagActorComponent
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description: Reference page for UFPTagActorComponent class
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---
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import Ref from '../../../components/Ref.astro'
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<Ref c="UFPTagActorComponent" p="UDeveloperSettings" />
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### Description
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`UFPTagActorComponent` is a helper component that adds `FGameplayTag`'s to an Actor.
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You can add the tag in `BeingPlay`, or by default in `InitializeComponent`.
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## Class Info
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__Parent Class:__ `UActorComponent`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `FGameplayTagContainer TagsToAdd;` | |
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### Functions
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#### `UFPTagActorComponent`
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```cpp
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UFPTagActorComponent();
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```
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#### `InitializeComponent`
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```cpp
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virtual void InitializeComponent() override;
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```
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---
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title: UFPTaskRunner
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description: Reference page for UFPTaskRunner class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotParent`
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### Properties
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| Property | Description |
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| :--- | :--- |
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### Functions
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#### `UFPTaskRunner`
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```cpp
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UFPTaskRunner();
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```
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#### `Setup`
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```cpp
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virtual void Setup(FFlowContext* InContext) override;
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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#### `Tick`
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```cpp
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virtual EFPTaskResult Tick(float DeltaTime) override;
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```
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#### `Exit`
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```cpp
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virtual void Exit(EFPTaskResult TaskResult) override;
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```
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#### `Reset`
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```cpp
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virtual void Reset() override;
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```
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#### `InternalEnterChildTask`
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```cpp
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bool InternalEnterChildTask();
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```
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#### `InternalExitChildTask`
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```cpp
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void InternalExitChildTask(EFPTaskResult TaskResult);
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```
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#### `GetNextTaskIndex`
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```cpp
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uint32 GetNextTaskIndex() const;
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```
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---
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title: UFPTask_BlueprintBase
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description: Reference page for UFPTask_BlueprintBase class
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---
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## Class Info
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### Properties
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| Property | Description |
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| :--- | :--- |
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### Functions
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#### `Setup`
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```cpp
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virtual void Setup(FFlowContext* InContext) override;
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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#### `Tick`
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```cpp
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virtual EFPTaskResult Tick(float DeltaTime) override;
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```
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#### `Exit`
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```cpp
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virtual void Exit(EFPTaskResult TaskResult) override;
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```
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#### `ReceiveSetup`
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Implement setup method.
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Called once, during FlowPilot Execution, even after restarts.
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```cpp
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UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
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void ReceiveSetup();
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```
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#### `ReceiveEnter`
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Implement enter Task
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```cpp
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UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
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bool ReceiveEnter();
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```
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#### `ReceiveTick`
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Implement tick Task
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```cpp
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UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
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EFPTaskResult ReceiveTick(float DeltaTime);
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```
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#### `ReceiveExit`
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Implement exit Task
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```cpp
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UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
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void ReceiveExit(EFPTaskResult TaskResult);
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```
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#### `ReceiveGetRuntimeDescription`
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Implement Runtime Description for debug purposes
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```cpp
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UFUNCTION(BlueprintImplementableEvent, Category = "FlowPilot")
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void ReceiveGetRuntimeDescription(TArray<FString>& OutLines) const;
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```
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---
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title: UFPTask_Delay
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description: Reference page for UFPTask_Delay class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotTask`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `float DelayTime = 0.0f;` | |
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| `float RandomDeviation = 0.0f;` | Adds random deviation (TimeAmount - RndDev, TimeAmount + RndDev), Clamped (0.0f - T) |
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### Functions
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#### `UFPTask_Delay`
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```cpp
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UFPTask_Delay();
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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#### `Tick`
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```cpp
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virtual EFPTaskResult Tick(float DeltaTime) override;
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```
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---
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title: UFPTask_DestroyActor
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description: Reference page for UFPTask_DestroyActor class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotTask`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `FFlowActorReference ActorReference;` | Actors to Destroy |
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| `float Delay = 0.0f;` | Destroy Delay |
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### Functions
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#### `UFPTask_DestroyActor`
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```cpp
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UFPTask_DestroyActor();
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```
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#### `Setup`
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```cpp
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virtual void Setup(FFlowContext* InContext) override;
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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---
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title: UFPTask_FlowAsset
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description: Reference page for UFPTask_FlowAsset class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotTask`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `TObjectPtr<UFlowPilot> FlowPilotAsset;` | |
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| `UFlowPilot* FlowPilotInstance = nullptr;` | |
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### Functions
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#### `UFPTask_FlowAsset`
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```cpp
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UFPTask_FlowAsset();
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```
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#### `Setup`
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```cpp
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virtual void Setup(FFlowContext* InContext) override;
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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#### `Tick`
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```cpp
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virtual EFPTaskResult Tick(float DeltaTime) override;
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```
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#### `Exit`
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```cpp
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virtual void Exit(EFPTaskResult TaskResult) override;
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```
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#### `Reset`
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```cpp
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virtual void Reset() override;
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```
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---
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title: UFPTask_FlowPilotControl
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description: Reference page for UFPTask_FlowPilotControl class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotTask`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `FFlowActorReference ActorReference;` | Flow Actor reference to an Actors that have FlowPilotComponents |
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| `EFlowPilotControlType ControlType = EFlowPilotControlType::StartFlow;` | Flow Control Type |
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| `EFPStopType StopType = EFPStopType::CancelExecution;` | Flow Stop Type |
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| `EFlowControlSuccessCondition SuccessCondition = EFlowControlSuccessCondition::Instant;` | When starting a new FlowPilot, what's this Task's success condition?
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Essentially, we can Succeed instantly, or wait for InProgress or Stopped/Complete execution of the
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Controlled FlowPilot Component we're controlling. |
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### Functions
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#### `UFPTask_FlowPilotControl`
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```cpp
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UFPTask_FlowPilotControl();
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```
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#### `Setup`
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```cpp
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virtual void Setup(FFlowContext* InContext) override;
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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#### `Tick`
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```cpp
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virtual EFPTaskResult Tick(float DeltaTime) override;
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```
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---
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title: UFPTask_LoadLevel
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description: Reference page for UFPTask_LoadLevel class
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---
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## Class Info
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__Parent Class:__ `UFlowPilotTask`
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### Properties
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| Property | Description |
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| :--- | :--- |
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| `TSoftObjectPtr<UWorld> Level;` | |
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| `uint8 bStreamLevel : 1;` | |
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| `uint8 bBlockOnLoad : 1;` | |
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| `uint8 bMakeVisibleAfterLoad : 1;` | |
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| `uint8 bAbsolute : 1;` | |
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| `FString OpenOptions;` | |
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### Functions
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#### `UFPTask_LoadLevel`
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```cpp
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UFPTask_LoadLevel();
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```
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#### `Enter`
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```cpp
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virtual bool Enter() override;
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```
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