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UBTTask_PlaySound::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlaySound.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
[]
UBTTask_PlaySound::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlaySound.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_PlaySound::UBTTask_PlaySound
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlaySound.h
AIModule
UBTTask_PlaySound ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_PlaySound
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlaySound.h
Play Sound task node. Plays the specified sound when executed.
AIModule
class UBTTask_PlaySound : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "type": "TObjectPtr<USo...", "name": "SoundToPlay", "description": "CUE to play" } ]
UBTTask_PushPawnAction::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PushPawnAction.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_PushPawnAction::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PushPawnAction.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_PushPawnAction::UBTTask_PushPawnAction
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PushPawnAction.h
AIModule
UBTTask_PushPawnAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_PushPawnAction
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PushPawnAction.h
Action task node. Push pawn action to controller.
AIModule
class UBTTask_PushPawnAction : public [UBTTask_PawnActionBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_PawnActionBase)
[]
UBTTask_RotateToFaceBBEntry::AbortTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_PlaySound::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlaySound.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RotateToFaceBBEntry::CleanUp
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
AIModule
void CleanUp ( [AAIController](API\Runtime\AIModule\AAIController) & AIController, uint8 * NodeMemory )
[]
UBTTask_RotateToFaceBBEntry::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.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
[]
UBTTask_RotateToFaceBBEntry::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RotateToFaceBBEntry::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTTask_RotateToFaceBBEntry::GetPrecisionDot
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
AIModule
float GetPrecisionDot() const
[]
UBTTask_RotateToFaceBBEntry::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_RotateToFaceBBEntry::PostLoad
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.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()
[]
UBTTask_RotateToFaceBBEntry::TickTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
Ticks this task 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_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AIModule
virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UBTTask_RotateToFaceBBEntry::UBTTask_RotateToFaceBBEntry
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
AIModule
UBTTask_RotateToFaceBBEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_RunBehavior::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RunBehavior::GetInjectedNodesCount
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
number of injected nodes
AIModule
int32 GetInjectedNodesCount() const
[]
UBTTask_RotateToFaceBBEntry
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
AIModule
class UBTTask_RotateToFaceBBEntry : public [UBTTask_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_BlackboardBase)
[ { "type": "float", "name": "Precision", "description": "Success condition precision in degrees" } ]
UBTTask_RunBehavior::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_RunBehavior::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.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
[]
UBTTask_RunBehavior::GetSubtreeAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
subtree asset
AIModule
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetSubtreeAsset() const
[]
UBTTask_RunBehavior::OnSubtreeDeactivated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
Called when subtree is removed from active stack
AIModule
virtual void OnSubtreeDeactivated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )
[]
UBTTask_RunBehavior::UBTTask_RunBehavior
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
AIModule
UBTTask_RunBehavior ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_RotateToFaceBBEntry::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
AIModule
virtual void PostInitProperties()
[]
UBTTask_RunBehavior
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h
Use RunBehaviorDynamic task for subtrees that need to be changed in runtime.
AIModule
class UBTTask_RunBehavior : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "type": "TObjectPtr<UBe...", "name": "BehaviorAsset", "description": "Behavior to run" } ]
UBTTask_RunBehaviorDynamic::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.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
[]
UBTTask_RunBehaviorDynamic::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RunBehaviorDynamic::GetDefaultBehaviorAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
default subtree asset
AIModule
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetDefaultBehaviorAsset() const
[]
UBTTask_RunBehaviorDynamic::GetInjectionTag
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
AIModule
const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GetInjectionTag() const
[]
UBTTask_RunBehaviorDynamic::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.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
[]
UBTTask_RunBehaviorDynamic::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_RunBehaviorDynamic::HasMatchingTag
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
AIModule
bool HasMatchingTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag ) const
[]
UBTTask_RunBehaviorDynamic::OnInstanceCreated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
Called when node instance is added to tree
AIModule
virtual void OnInstanceCreated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )
[]
UBTTask_RunBehaviorDynamic::OnSubtreeDeactivated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
Called when subtree is removed from active stack
AIModule
virtual void OnSubtreeDeactivated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )
[]
UBTTask_RunBehaviorDynamic::SetBehaviorAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
AIModule
bool SetBehaviorAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * NewBehaviorAsset )
[]
UBTTask_RunBehaviorDynamic::UBTTask_RunBehaviorDynamic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
AIModule
UBTTask_RunBehaviorDynamic ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_RunEQSQuery::AbortTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RunBehaviorDynamic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h
Does NOT support subtree's root level decorators!
AIModule
class UBTTask_RunBehaviorDynamic : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "type": "TObjectPtr<UBe...", "name": "BehaviorAsset", "description": "Current subtree" }, { "type": "TObjectPtr<UBe...", "name": "DefaultBehaviorAsset", "description": "Default behavior to run" }, { "type": "FGameplayTag", "name": "InjectionTag", "description": "Gameplay tag that will identify this task for subtree injection" } ]
UBTTask_RunEQSQuery::CollectKeyFilters
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Gather all filters from existing EnvQueryItemTypes
AIModule
void CollectKeyFilters()
[]
UBTTask_RunEQSQuery::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.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
[]
UBTTask_RunEQSQuery::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTTask_RunEQSQuery::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_RunEQSQuery::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.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
[]
UBTTask_RunEQSQuery::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_RunEQSQuery::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTTask_RunEQSQuery::OnQueryFinished
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Finish task
AIModule
void OnQueryFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )
[]
UBTTask_RunEQSQuery::PostEditChangeProperty
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Prepare query params
AIModule
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UBTTask_RunEQSQuery::PostLoad
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Convert QueryParams to QueryConfig
AIModule
virtual void PostLoad()
[]
UBTTask_RunEQSQuery
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
Run Environment Query System Query task node. Runs the specified environment query when executed.
AIModule
class UBTTask_RunEQSQuery : public [UBTTask_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_BlackboardBase)
[ { "type": "bool", "name": "bUpdateBBOnFail", "description": "" }, { "type": "bool", "name": "bUseBBKey", "description": "" }, { "type": "FBlackboardKeyS...", "name": "EQSQueryBlackboardKey", "description": "Blackboard key storing an EQS query template" }, { "type": "FEQSParametrize...", "name": "EQSRequest", "description": "" }, { "type": "TArray<FAIDyna...", "name": "QueryConfig", "description": "" }, { "type": "FQueryFinishedS...", "name": "QueryFinishedDelegate", "description": "" }, { "type": "TArray<FEnvNam...", "name": "QueryParams", "description": "Optional parameters for query" }, { "type": "TObjectPtr<UEn...", "name": "QueryTemplate", "description": "Query to run" }, { "type": "TEnumAsByte<EE...", "name": "RunMode", "description": "Determines which item will be stored (All = only first matching)" } ]
UBTTask_RunEQSQuery::UBTTask_RunEQSQuery
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h
AIModule
UBTTask_RunEQSQuery ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_SetTagCooldown::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetTagCooldown.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_SetTagCooldown::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetTagCooldown.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
[]
UBTTask_SetTagCooldown::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetTagCooldown.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_SetTagCooldown::UBTTask_SetTagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetTagCooldown.h
AIModule
UBTTask_SetTagCooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_SetTagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetTagCooldown.h
Cooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution.
AIModule
class UBTTask_SetTagCooldown : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "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 task runs." }, { "type": "FGameplayTag", "name": "CooldownTag", "description": "Gameplay tag that will be used for the cooldown." } ]
UBTTask_Wait::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.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
[]
UBTTask_Wait::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTTask_Wait::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.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
[]
UBTTask_Wait::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_Wait::TickTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h
Ticks this task 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_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AIModule
virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UBTTask_Wait
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h
Wait task node. Wait for the specified time when executed.
AIModule
class UBTTask_Wait : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "type": "float", "name": "RandomDeviation", "description": "Allows adding random time to wait time" }, { "type": "float", "name": "WaitTime", "description": "Wait time in seconds" } ]
UBTTask_Wait::UBTTask_Wait
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h
AIModule
UBTTask_Wait ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_WaitBlackboardTime::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UBTTask_WaitBlackboardTime::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTTask_WaitBlackboardTime::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTTask_WaitBlackboardTime::UBTTask_WaitBlackboardTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
AIModule
UBTTask_WaitBlackboardTime ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_WaitBlackboardTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
Wait task node. Wait for the time specified by a Blackboard key when executed.
AIModule
class UBTTask_WaitBlackboardTime : public [UBTTask_Wait](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_Wait)
[ { "type": "FBlackboardKeyS...", "name": "BlackboardKey", "description": "Blackboard key selector" } ]
Value
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
enum &123; Value = true &125;
[]
TIsValidVariadicFunctionArg< FBlackboard::FKey >
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace TIsValidVariadicFunctionArg< FBlackboard { template<> struct TIsValidVariadicFunctionArg< FBlackboard::FKey > }
[]
UBehaviorTree::GetBlackboardAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h
BEGINIBlackboardAssetProvider. blackboard asset
AIModule
virtual [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardAsset() const
[]
UBehaviorTree::UBehaviorTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h
AIModule
UBehaviorTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTask_WaitBlackboardTime::GetSelectedBlackboardKey
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h
Get name of selected blackboard key
AIModule
[FName](API\Runtime\Core\UObject\FName) GetSelectedBlackboardKey() const
[]
UBehaviorTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTree.h
AIModule
class UBehaviorTree : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBlackboardAssetProvider](API\Runtime\AIModule\BehaviorTree\IBlackboardAssetProvider)
[ { "type": "TObjectPtr<UBl...", "name": "BlackboardAsset", "description": "Blackboard asset for this tree" }, { "type": "TObjectPtr< cla...", "name": "BTGraph", "description": "Graph for Behavior Tree" }, { "type": "uint16", "name": "InstanceMemorySize", "description": "Memory size required for instance of this tree" }, { "type": "TArray<FEdited...", "name": "LastEditedDocuments", "description": "Info about the graphs we last edited" }, { "type": "TArray<FBTDeco...", "name": "RootDecoratorOps", "description": "Logic operators for root level decorators, used by subtrees" }, { "type": "TArray<TObject...", "name": "RootDecorators", "description": "Root level decorators, used by subtrees" }, { "type": "TObjectPtr<UBT...", "name": "RootNode", "description": "Root node of loaded tree" } ]
UBehaviorTreeComponent::AbortCurrentTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Abort currently executed task
AIModule
void AbortCurrentTask()
[]
UBehaviorTreeComponent::ActivateBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Activate a branch as the decorator conditions are now passing
AIModule
void ActivateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy, bool bRequestEvenIfNotExecuting )
[]
ActiveDebuggerCounter
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Set when at least one debugger window is opened
AIModule
static int32 ActiveDebuggerCounter = 0;
[]
UBehaviorTreeComponent::AddCooldownTagDuration
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Add to the cooldown tag's duration
AIModule
void AddCooldownTagDuration ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CooldownTag, float CooldownDuration, bool bAddToExistingDuration )
[]
UBehaviorTreeComponent::ApplyDiscardedSearch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Apply pending node updates required for discarded search
AIModule
void ApplyDiscardedSearch()
[]
UBehaviorTreeComponent::ApplySearchData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Apply pending node updates from SearchData
AIModule
void ApplySearchData ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NewActiveNode )
[]
UBehaviorTreeComponent::ApplySearchUpdates
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Apply updates from specific list
AIModule
void ApplySearchUpdates ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBehaviorTreeSearchUpdate](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchUpdate) > & UpdateList, int32 NewNodeExecutionIndex, bool bPostUpdate )
[]
bAddedEndFrameCallback
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Code for timing BT Search for FramePro.
AIModule
static bool bAddedEndFrameCallback = false;
[]
UBehaviorTreeComponent::CalculateRelativePriority
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Return NodeA's relative priority in regards to NodeB
AIModule
EBTNodeRelativePriority CalculateRelativePriority ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeA, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeB ) const
[]
UBehaviorTreeComponent::Cleanup
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AI logic won't be needed anymore, stop all activity and run cleanup
AIModule
virtual void Cleanup()
[]
UBehaviorTreeComponent::CopyInstanceMemoryToPersistent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Copy memory block from running instances to persistent memory
AIModule
void CopyInstanceMemoryToPersistent()
[]
UBehaviorTreeComponent::CopyInstanceMemoryFromPersistent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Copy memory block from persistent memory to running instances (rollback)
AIModule
void CopyInstanceMemoryFromPersistent()
[]
UBehaviorTreeComponent::DeactivateBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Deactivate a branch as the decorator conditions are not passing anymore
AIModule
void DeactivateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
[]
UBehaviorTreeComponent::DeactivateUpTo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Deactivate all nodes up to requested one
AIModule
bool DeactivateUpTo ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node, uint16 NodeInstanceIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, int32 & OutLastDeactivatedChildIndex )
[]
UBehaviorTreeComponent::DescribeActiveTasks
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) DescribeActiveTasks() const
[]
UBehaviorTreeComponent::DescribeActiveTrees
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) DescribeActiveTrees() const
[]
UBehaviorTreeComponent::DescribeSelfToVisLog
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
UBehaviorTreeComponent::EndFrame
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Code for timing BT Search for FramePro.
AIModule
static void EndFrame()
[]
UBehaviorTreeComponent::EvaluateBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Evaluate a branch as the decorator conditions have changed
AIModule
void EvaluateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
[]
UBehaviorTreeComponent::EvaluateBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Evaluate a branch as current active node is finished
AIModule
void EvaluateBranch ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult )
[]
UBehaviorTreeComponent::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Execute new task
AIModule
void ExecuteTask ( [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )
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UBehaviorTreeComponent::FBranchActionInfo::FBranchActionInfo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
FBranchActionInfo &40; const EBTBranchAction InAction &41;
[]
UBehaviorTreeComponent::FBranchActionInfo::FBranchActionInfo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
FBranchActionInfo &40; const UBTNode &42; InNode, const EBTBranchAction InAction &41;
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