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UBTDecorator_TagCooldown::PostLoad | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h | Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread. | AIModule | virtual void PostLoad() | [] |
UBTDecorator_TagCooldown::UBTDecorator_TagCooldown | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h | AIModule | UBTDecorator_TagCooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTDecorator_TagCooldown | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h | Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired. | AIModule | class UBTDecorator_TagCooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) | [
{
"type": "bool",
"name": "bActivatesCooldown",
"description": "Whether or not we are adding/setting to the cooldown tag's value when the decorator deactivates."
},
{
"type": "bool",
"name": "bAddToExistingDuration",
"description": "True if we are adding to any existing duration, false if we are setting the duration (potentially invalidating an existing end time)."
},
{
"type": "float",
"name": "CooldownDuration",
"description": "Value we will add or set to the Cooldown tag when this node is deactivated."
},
{
"type": "FGameplayTag",
"name": "CooldownTag",
"description": "Gameplay tag that will be used for the cooldown."
}
] |
UBTDecorator_TimeLimit::DescribeRuntimeValues | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | Gathers description of all runtime parameters | AIModule | virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const | [] |
UBTDecorator_TimeLimit::GetStaticDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | string containing description of this node with all setup values | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const | [] |
UBTDecorator_TimeLimit::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | Get the name of the icon used to display this node in the editor | AIModule | virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const | [] |
UBTDecorator_TimeLimit::OnNodeActivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | Called when underlying node is activated this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyActivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically | AIModule | virtual void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) | [] |
UBTDecorator_TimeLimit::TickNode | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | Tick function this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically | AIModule | virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds ) | [] |
UBTDecorator_TimeLimit::UBTDecorator_TimeLimit | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | AIModule | UBTDecorator_TimeLimit ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTDecorator_TimeLimit | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h | Time Limit decorator node. A decorator node that bases its condition on whether a timer has exceeded a specified value. The timer is reset each time the node becomes relevant. | AIModule | class UBTDecorator_TimeLimit : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) | [
{
"type": "float",
"name": "TimeLimit",
"description": "Max allowed time for execution of underlying node"
}
] |
EBlackboardDescription::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | namespace EBlackboardDescription { enum Type { OnlyValue, KeyWithValue, DetailedKeyWithValue, Full, } } | [] |
|
EBTActiveNode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Keep in sync with DescribeActiveNode() | AIModule | namespace EBTActiveNode { enum Type { Composite, ActiveTask, AbortingTask, InactiveTask, } } | [] |
EBTDecoratorLogic::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h | AIModule | namespace EBTDecoratorLogic { enum Type { Invalid, Test, And, Or, Not, } } | [] |
|
EBTDescriptionVerbosity::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTDescriptionVerbosity { enum Type { Basic, Detailed, } } | [] |
|
EBTExecutionMode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTExecutionMode { enum Type { SingleRun, Looped, } } | [] |
|
EBTExecutionSnap::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTExecutionSnap { enum Type { Regular, OutOfNodes, } } | [] |
|
EBTFlowAbortMode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTFlowAbortMode { enum Type { None, LowerPriority, Self, Both, } } | [] |
|
EBTMemoryClear::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTMemoryClear { enum Type { Destroy, StoreSubtree, } } | [] |
|
EBTMemoryInit::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTMemoryInit { enum Type { Initialize, RestoreSubtree, } } | [] |
|
EBTNodeResult::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Keep in sync with DescribeNodeResult() | AIModule | namespace EBTNodeResult { enum Type { Succeeded, Failed, Aborted, InProgress, } } | [] |
EBTNodeUpdateMode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Keep in sync with DescribeNodeUpdateMode() | AIModule | namespace EBTNodeUpdateMode { enum Type { Unknown, Add, Remove, } } | [] |
EBTStopMode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | namespace EBTStopMode { enum Type { Safe, Forced, } } | [] |
|
EBTTaskStatus::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Keep in sync with DescribeTaskStatus() | AIModule | namespace EBTTaskStatus { enum Type { Active, Aborting, Inactive, } } | [] |
FStoredType | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | typedef TBlackboardKey::FDataType FStoredType | [] |
|
FBBKeyCachedAccessor::Get | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | const FStoredType & Get() const | [] |
|
FBBKeyCachedAccessor::Get | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | template<typename T2> T2 Get() const | [] |
|
FBBKeyCachedAccessor::IsValid | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | bool IsValid() const | [] |
|
FBBKeyCachedAccessor::SetValue | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | template<typename T2> bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const T2 InValue ) | [] |
|
FBBKeyCachedAccessor::SetValue | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | True is value has changed | AIModule | bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const FStoredType InValue ) | [] |
FBBKeyCachedAccessor::FBBKeyCachedAccessor | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | FBBKeyCachedAccessor() | [] |
|
FBBKeyCachedAccessor::FBBKeyCachedAccessor | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | AIModule | FBBKeyCachedAccessor ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) InBBKey ) | [] |
|
FBBKeyCachedAccessor | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h | does not automatically support BB component or asset change | AIModule | template<typename TBlackboardKey> struct FBBKeyCachedAccessor | [] |
FBehaviorTreeDebuggerInstance::FNodeFlowData::FNodeFlowData | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FNodeFlowData&40;&41; | [] |
|
FNodeFlowData | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | struct FNodeFlowData | [
{
"type": "uint16: 1",
"name": "bDiscardedTrigger",
"description": ""
},
{
"type": "uint16: 1",
"name": "bPassed",
"description": ""
},
{
"type": "uint16: 1",
"name": "bTrigger",
"description": ""
},
{
"type": "uint16",
"name": "ExecutionIndex",
"description": ""
}
] |
|
FBehaviorTreeDebuggerInstance::IsValid | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | bool IsValid() const | [] |
|
FBehaviorTreeDebuggerInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Debugger data about subtree instance | AIModule | struct FBehaviorTreeDebuggerInstance | [
{
"type": "TArray< uint16 ...",
"name": "ActivePath",
"description": "Execution indices of active nodes"
},
{
"type": "TArray< uint16 ...",
"name": "AdditionalActiveNodes",
"description": "Execution indices of active nodes"
},
{
"type": "TArray<FNodeFl...",
"name": "PathFromPrevious",
"description": "Search flow from previous state"
},
{
"type": "UBTCompositeNod...",
"name": "RootNode",
"description": "Root node in template"
},
{
"type": "TArray<FString...",
"name": "RuntimeDesc",
"description": "Runtime descriptions for each execution index"
},
{
"type": "UBehaviorTree&...",
"name": "TreeAsset",
"description": "Behavior tree asset"
}
] |
FBehaviorTreeDebuggerInstance::FBehaviorTreeDebuggerInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeDebuggerInstance() | [] |
|
InvalidExecutionId | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | static constexpr int32 InvalidExecutionId = -1; | [] |
|
FBehaviorTreeExecutionStep::FBehaviorTreeExecutionStep | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeExecutionStep() | [] |
|
FBehaviorTreeExecutionStep | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Debugger data about current execution step | AIModule | struct FBehaviorTreeExecutionStep | [
{
"type": "TMap<FName,FS...",
"name": "BlackboardValues",
"description": "Blackboard snapshot: value descriptions"
},
{
"type": "int32",
"name": "ExecutionStepId",
"description": "Id of execution step"
},
{
"type": "TArray<FBehavi...",
"name": "InstanceStack",
"description": "Subtree instance stack"
},
{
"type": "double",
"name": "TimeStamp",
"description": "Game world's time stamp of this step"
}
] |
FBehaviorTreeInstance::AddToActiveAuxNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Add specified node to the active nodes list | AIModule | void AddToActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode ) | [] |
FBehaviorTreeInstance::AddToParallelTasks | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Add new parallel task | AIModule | void AddToParallelTasks ( [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) && ParallelTask ) | [] |
FBehaviorTreeInstance::Cleanup | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Cleanup node instances | AIModule | void Cleanup ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) | [] |
FBehaviorTreeInstance::CleanupNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Worker for updating all nodes | AIModule | void CleanupNodes ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) | [] |
FBehaviorTreeInstance::DeactivateNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Deactivate all active aux nodes and remove their requests from SearchData | AIModule | void DeactivateNodes ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, uint16 InstanceIndex ) | [] |
FBehaviorTreeInstance::DecMemoryStats | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | void DecMemoryStats() const | [] |
|
FBehaviorTreeInstance::ExecuteOnEachAuxNode | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Iterate on auxiliary nodes and call ExecFunc on each of them. Nodes can not be added or removed during the iteration | AIModule | void ExecuteOnEachAuxNode ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) &)> ExecFunc ) | [] |
FBehaviorTreeInstance::ExecuteOnEachParallelTask | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Iterate on parallel tasks and call ExecFunc on each of them. Supports removing the iterated task while processed | AIModule | void ExecuteOnEachParallelTask ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) &, const int32)> ExecFunc ) | [] |
FBehaviorTreeInstance::GetActiveAuxNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Get list of all active auxiliary nodes | AIModule | [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) *const > GetActiveAuxNodes() const | [] |
FBehaviorTreeInstance::GetInstanceMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Get instance memory | AIModule | [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetInstanceMemory() const | [] |
FBehaviorTreeInstance::GetAllocatedSize | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | uint32 GetAllocatedSize() const | [] |
|
FBehaviorTreeInstance::GetParallelTasks | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Get list of all active parallel tasks | AIModule | [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) > GetParallelTasks() const | [] |
FBehaviorTreeInstance::IncMemoryStats | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | void IncMemoryStats() const | [] |
|
FBehaviorTreeInstance::HasActiveNode | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Check if instance has active node with given execution index | AIModule | bool HasActiveNode ( uint16 TestExecutionIndex ) const | [] |
FBehaviorTreeInstance::Initialize | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Initialize memory and create node instances | AIModule | void Initialize ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, int32 & InstancedIndex, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) | [] |
FBehaviorTreeInstance::IsValidParallelTaskIndex | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Indicates if the provided index is a valid parallel task index | AIModule | bool IsValidParallelTaskIndex ( const int32 Index ) const | [] |
FBehaviorTreeInstance::MarkParallelTaskAsAbortingAt | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Mark parallel task at given index as pending abort | AIModule | void MarkParallelTaskAsAbortingAt ( int32 TaskIndex ) | [] |
FBehaviorTreeInstance::operator= | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Deprecated* CopyingFBehaviorTreeInstanceassignement operator has been deprecated in favor of move assignement operator | AIModule | [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other ) | [] |
FBehaviorTreeInstance::operator= | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other ) | [] |
|
FBehaviorTreeInstance::RemoveFromActiveAuxNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Remove specified node from the active nodes list | AIModule | void RemoveFromActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode ) | [] |
FBehaviorTreeInstance::RemoveParallelTaskAt | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Remove parallel task at given index | AIModule | void RemoveParallelTaskAt ( int32 TaskIndex ) | [] |
FBehaviorTreeInstance::ResetActiveAuxNodes | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Remove all auxiliary nodes from active nodes list | AIModule | void ResetActiveAuxNodes() | [] |
FBehaviorTreeInstance::SetInstanceMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Set instance memory | AIModule | void SetInstanceMemory ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Memory ) | [] |
FBehaviorTreeInstance::FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeInstance() | [] |
|
FBehaviorTreeInstance::FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Deprecated* CopyingFBehaviorTreeInstanceconstructor has been deprecated in favor of move-constructor | AIModule | FBehaviorTreeInstance ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other ) | [] |
FBehaviorTreeInstance::FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeInstance ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other ) | [] |
|
FBehaviorTreeInstance::~FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | ~FBehaviorTreeInstance() | [] |
|
FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Data required for instance of single subtree | AIModule | struct FBehaviorTreeInstance | [
{
"type": "TArray<UBTAuxi...",
"name": "ActiveAuxNodes",
"description": "Active auxiliary nodes"
},
{
"type": "UBTNode*",
"name": "ActiveNode",
"description": "Active node in template"
},
{
"type": "TEnumAsByte<EB...",
"name": "ActiveNodeType",
"description": "Active node type"
},
{
"type": "FBTInstanceDeac...",
"name": "DeactivationNotify",
"description": "Delegate sending a notify when tree instance is removed from active stack"
},
{
"type": "uint8",
"name": "InstanceIdIndex",
"description": "Index of identifier (BehaviorTreeComponent.KnownInstances)"
},
{
"type": "TArray< uint8 >",
"name": "InstanceMemory",
"description": "Memory: instance"
},
{
"type": "TArray<FBehavi...",
"name": "ParallelTasks",
"description": "Active parallel tasks"
},
{
"type": "UBTCompositeNod...",
"name": "RootNode",
"description": "Root node in template"
}
] |
FBehaviorTreeInstanceId::operator== | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | bool operator== ( const [FBehaviorTreeInstanceId](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstanceId) & Other ) const | [] |
|
FBehaviorTreeParallelTask::operator== | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | bool operator== ( const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) & Other ) const | [] |
|
FBehaviorTreeInstance::FBehaviorTreeInstance | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeInstance ( int32 MemorySize ) | [] |
|
FBehaviorTreeInstanceId::FBehaviorTreeInstanceId | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeInstanceId() | [] |
|
FBehaviorTreeInstanceId | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Identifier of subtree instance | AIModule | struct FBehaviorTreeInstanceId | [
{
"type": "int32",
"name": "FirstNodeInstance",
"description": "Index of first node instance (BehaviorTreeComponent.NodeInstances)"
},
{
"type": "TArray< uint8 >",
"name": "InstanceMemory",
"description": "Persistent instance memory"
},
{
"type": "TArray< uint16 ...",
"name": "Path",
"description": "Execution index path from root"
},
{
"type": "UBTCompositeNod...",
"name": "RootNode",
"description": "Root node in template for cleanup purposes"
},
{
"type": "UBehaviorTree&...",
"name": "TreeAsset",
"description": "Behavior tree asset"
}
] |
FBehaviorTreeParallelTask::operator== | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | bool operator== ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * OtherTask ) const | [] |
|
FBehaviorTreeParallelTask::FBehaviorTreeParallelTask | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeParallelTask() | [] |
|
FBehaviorTreeParallelTask::FBehaviorTreeParallelTask | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, [EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) InStatus ) | [] |
|
FBehaviorTreeParallelTask | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Wrapper struct for holding a parallel task node and its status | AIModule | struct FBehaviorTreeParallelTask | [
{
"type": "EBTTaskStatus::...",
"name": "Status",
"description": "Additional mode data used for context switching"
},
{
"type": "constUBTTaskNo...",
"name": "TaskNode",
"description": "Worker object"
}
] |
FBehaviorTreePropertyMemory::Pack | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | int32 Pack() const | [] |
|
FBehaviorTreePropertyMemory::FBehaviorTreePropertyMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreePropertyMemory() | [] |
|
FBehaviorTreePropertyMemory::FBehaviorTreePropertyMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreePropertyMemory ( int32 Value ) | [] |
|
FBehaviorTreePropertyMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Property block in blueprint defined nodes | AIModule | struct FBehaviorTreePropertyMemory | [
{
"type": "uint16",
"name": "BlockSize",
"description": ""
},
{
"type": "uint16",
"name": "Offset",
"description": ""
}
] |
FBehaviorTreeSearchData::AddUniqueUpdate | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Adds update info to PendingUpdates array, removing all previous updates for this node | AIModule | void AddUniqueUpdate ( const [FBehaviorTreeSearchUpdate](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchUpdate) & UpdateInfo ) | [] |
FBehaviorTreeSearchData::AssignSearchId | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Assign unique Id number | AIModule | void AssignSearchId() | [] |
NextSearchId | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | static int32 NextSearchId = 1; | [] |
|
FBehaviorTreeSearchData::Reset | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Clear state of search | AIModule | void Reset() | [] |
FBehaviorTreeSearchData::FBehaviorTreeSearchData | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeSearchData() | [] |
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FBehaviorTreeSearchData::FBehaviorTreeSearchData | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeSearchData ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & InOwnerComp ) | [] |
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FBehaviorTreeSearchData | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Node search data | AIModule | struct FBehaviorTreeSearchData | [
{
"type": "uint32: 1",
"name": "bFilterOutRequestFromDeactivatedBranch",
"description": "If set, execution request from node in the deactivated branch will be skipped"
},
{
"type": "uint32: 1",
"name": "bPostponeSearch",
"description": "If set, current search will be restarted in next tick"
},
{
"type": "uint32: 1",
"name": "bPreserveActiveNodeMemoryOnRollback",
"description": "If set, active node state/memory won't be rolled back"
},
{
"type": "uint32: 1",
"name": "bSearchInProgress",
"description": "Set when task search is in progress"
},
{
"type": "FBTNodeIndex",
"name": "DeactivatedBranchEnd",
"description": "End index of the deactivated branch"
},
{
"type": "FBTNodeIndex",
"name": "DeactivatedBranchStart",
"description": "Start index of the deactivated branch"
},
{
"type": "UBehaviorTreeCo...",
"name": "OwnerComp",
"description": "BT component"
},
{
"type": "TArray<FBehavi...",
"name": "PendingNotifies",
"description": "Notifies for tree instances"
},
{
"type": "TArray<FBehavi...",
"name": "PendingUpdates",
"description": "Requested updates of additional nodes (preconditions, services, parallels) buffered during search to prevent instant add & remove pairs"
},
{
"type": "FBTNodeIndex",
"name": "RollbackDeactivatedBranchEnd",
"description": "Saved end index of the deactivated branch for rollback"
},
{
"type": "FBTNodeIndex",
"name": "RollbackDeactivatedBranchStart",
"description": "Saved start index of the deactivated branch for rollback"
},
{
"type": "int32",
"name": "RollbackInstanceIdx",
"description": "Active instance index to rollback to"
},
{
"type": "FBTNodeIndex",
"name": "SearchEnd",
"description": "Last node allowed in search"
},
{
"type": "int32",
"name": "SearchId",
"description": "Search unique number"
},
{
"type": "FBTNodeIndex",
"name": "SearchRootNode",
"description": "Node under which the search was performed"
},
{
"type": "FBTNodeIndex",
"name": "SearchStart",
"description": "First node allowed in search"
}
] |
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeSearchUpdate() | [] |
|
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | If set the action was unnecessary (Remove and was already inactive, Add and was already active) | AIModule | FBehaviorTreeSearchUpdate ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * InAuxNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode ) | [] |
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | If set the action was unnecessary (Remove and was already inactive, Add and was already active) | AIModule | FBehaviorTreeSearchUpdate ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode ) | [] |
FBehaviorTreeSearchUpdate | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Node update data | AIModule | struct FBehaviorTreeSearchUpdate | [
{
"type": "UBTAuxiliaryNod...",
"name": "AuxNode",
"description": ""
},
{
"type": "uint8: 1",
"name": "bApplySkipped",
"description": "If set the action was unnecessary (Remove and was already inactive, Add and was already active)"
},
{
"type": "uint8: 1",
"name": "bPostUpdate",
"description": "If set, this entry will be applied AFTER other are processed"
},
{
"type": "uint16",
"name": "InstanceIndex",
"description": ""
},
{
"type": "TEnumAsByte<EB...",
"name": "Mode",
"description": ""
},
{
"type": "UBTTaskNode\u0004...",
"name": "TaskNode",
"description": ""
}
] |
FBehaviorTreeSearchUpdateNotify::FBehaviorTreeSearchUpdateNotify | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeSearchUpdateNotify() | [] |
|
FBehaviorTreeSearchUpdateNotify::FBehaviorTreeSearchUpdateNotify | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | FBehaviorTreeSearchUpdateNotify ( uint16 InInstanceIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) InNodeResult ) | [] |
|
FBehaviorTreeSearchUpdateNotify | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | Instance notify data | AIModule | struct FBehaviorTreeSearchUpdateNotify | [
{
"type": "uint16",
"name": "InstanceIndex",
"description": ""
},
{
"type": "TEnumAsByte<EB...",
"name": "NodeResult",
"description": ""
}
] |
FBehaviorTreeTemplateInfo | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h | AIModule | struct FBehaviorTreeTemplateInfo | [
{
"type": "TObjectPtr<UBe...",
"name": "Asset",
"description": "Behavior tree asset"
},
{
"type": "uint16",
"name": "InstanceMemorySize",
"description": "Size required for instance memory"
},
{
"type": "TObjectPtr<UBT...",
"name": "Template",
"description": "Initialized template"
}
] |
|
FBlackboardEntry::operator== | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h | AIModule | bool operator== ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) & Other ) const | [] |
|
FBlackboardEntry::FBlackboardEntry | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h | AIModule | FBlackboardEntry() | [] |
|
FBlackboardEntry | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h | Blackboard entry definition | AIModule | struct FBlackboardEntry | [
{
"type": "uint32: 1",
"name": "bInstanceSynced",
"description": "If set to true then this field will be synchronized across all instances of this blackboard"
},
{
"type": "FName",
"name": "EntryCategory",
"description": ""
},
{
"type": "FString",
"name": "EntryDescription",
"description": ""
},
{
"type": "FName",
"name": "EntryName",
"description": ""
},
{
"type": "TObjectPtr<UBl...",
"name": "KeyType",
"description": "Key type and additional properties"
}
] |
FBlackboardKeySelector::AddBoolFilter | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h | AIModule | void AddBoolFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName ) | [] |
Subsets and Splits