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UBehaviorTreeComponent::FBranchActionInfo::FBranchActionInfo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
FBranchActionInfo &40; const UBTNode &42; InNode, EBTNodeResult::Type InContinueWithResult, const EBTBranchAction InAction &41;
[]
FBranchActionInfo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
struct FBranchActionInfo
[ { "type": "EBTBranchAction", "name": "Action", "description": "" }, { "type": "EBTNodeResult::...", "name": "ContinueWithResult", "description": "" }, { "type": "constUBTNode&...", "name": "Node", "description": "" } ]
FBTSuspendBranchDeactivationScoped
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
typedef [FBTSuspendBranchActionsScoped](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent\FBTSuspendBranch-_1) FBTSuspendBranchDeactivationScoped
[]
UBehaviorTreeComponent::FBTSuspendBranchActionsScoped::FBTSuspendBranchActionsScoped
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
FBTSuspendBranchActionsScoped &40; UBehaviorTreeComponent & InBTComp, EBTBranchAction BranchActions &41;
[]
UBehaviorTreeComponent::FBTSuspendBranchActionsScoped::~FBTSuspendBranchActionsScoped
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
&126;FBTSuspendBranchActionsScoped&40;&41;
[]
FBTSuspendBranchActionsScoped
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
struct FBTSuspendBranchActionsScoped
[ { "type": "UBehaviorTreeCo...", "name": "BTComp", "description": "" } ]
UBehaviorTreeComponent::FindInstanceContainingNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Tries to find behavior tree instance in context
AIModule
int32 FindInstanceContainingNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const
[]
UBehaviorTreeComponent::FindTemplateNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Tries to find template node for given instanced node
AIModule
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * FindTemplateNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const
[]
FrameSearchTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
static double FrameSearchTime = 0.;
[]
UBehaviorTreeComponent::GetActiveInstanceIdx
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Get index of active instance on stack
AIModule
uint16 GetActiveInstanceIdx() const
[]
UBehaviorTreeComponent::GetActiveNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
active node
AIModule
const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetActiveNode() const
[]
UBehaviorTreeComponent::GetCurrentTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
current tree
AIModule
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetCurrentTree() const
[]
UBehaviorTreeComponent::GetDebugInfoString
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetDebugInfoString() const
[]
UBehaviorTreeComponent::GetNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
node memory
AIModule
uint8 * GetNodeMemory ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 InstanceIdx ) const
[]
UBehaviorTreeComponent::GetRootTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
tree from top of instance stack
AIModule
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetRootTree() const
[]
UBehaviorTreeComponent::GetTagCooldownEndTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
the cooldown tag end time, 0.0f if CooldownTag is not found
AIModule
double GetTagCooldownEndTime ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CooldownTag ) const
[]
UBehaviorTreeComponent::GetTaskStatus
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
status of speficied task
AIModule
[EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) GetTaskStatus ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode ) const
[]
UBehaviorTreeComponent::HandleMessage
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual void HandleMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )
[]
UBehaviorTreeComponent::IsAbortPending
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
true if waiting for abort to finish
AIModule
bool IsAbortPending() const
[]
UBehaviorTreeComponent::HasActiveLatentAborts
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Return true if the current or any parallel task has a latent abort in progress
AIModule
bool HasActiveLatentAborts() const
[]
UBehaviorTreeComponent::IsAuxNodeActive
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
true if aux node is currently active
AIModule
bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode ) const
[]
UBehaviorTreeComponent::IsAuxNodeActive
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
true if aux node is currently active
AIModule
bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNodeTemplate, int32 InstanceIdx ) const
[]
UBehaviorTreeComponent::IsDebuggerActive
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Check if debugger is currently running and can gather data
AIModule
static bool IsDebuggerActive()
[]
UBehaviorTreeComponent::IsExecutingBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
true if active node is one of child nodes of given one
AIModule
bool IsExecutingBranch ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 ChildIndex ) const
[]
UBehaviorTreeComponent::IsInstanceStackEmpty
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Returns true if InstanceStack contains any BT runtime instances
AIModule
bool IsInstanceStackEmpty() const
[]
UBehaviorTreeComponent::IsPaused
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual bool IsPaused() const
[]
UBehaviorTreeComponent::IsRestartPending
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
true if ExecutionRequest is switching to higher priority node
AIModule
bool IsRestartPending() const
[]
UBehaviorTreeComponent::IsRunning
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
virtual bool IsRunning() const
[]
NumSearchTimeCalls
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
static int32 NumSearchTimeCalls = 0;
[]
UBehaviorTreeComponent::OnTaskFinished
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Finish latent execution or abort
AIModule
void OnTaskFinished ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )
[]
UBehaviorTreeComponent::OnTreeFinished
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Called when tree runs out of nodes to execute
AIModule
virtual void OnTreeFinished()
[]
UBehaviorTreeComponent::PauseLogic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Pause logic and blackboard updates.
AIModule
virtual void PauseLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBehaviorTreeComponent::ProcessPendingExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Apply pending execution from last task search
AIModule
void ProcessPendingExecution()
[]
UBehaviorTreeComponent::ProcessExecutionRequest
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Process execution flow
AIModule
void ProcessExecutionRequest()
[]
UBehaviorTreeComponent::ProcessPendingInitialize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Apply pending tree initialization
AIModule
void ProcessPendingInitialize()
[]
UBehaviorTreeComponent::PushInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Push behavior tree instance on execution stack : should never be called out-side of BT execution, meaning only BT tasks can push another BT instance!
AIModule
bool PushInstance ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeAsset )
[]
UBehaviorTreeComponent::RegisterMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Setup message observer for given task
AIModule
void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType )
[]
UBehaviorTreeComponent::RegisterComponentTickFunctions
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Virtual call chain to register all tick functions
AIModule
virtual void RegisterComponentTickFunctions ( bool bRegister )
[]
UBehaviorTreeComponent::RegisterMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Setup message observer for given task
AIModule
void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID )
[]
UBehaviorTreeComponent::RemoveAllInstances
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Remove instanced nodes, known subtree instances and safely clears their persistent memory
AIModule
void RemoveAllInstances()
[]
UBehaviorTreeComponent::RegisterParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Add active parallel task
AIModule
void RegisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )
[]
UBehaviorTreeComponent::RequestBranchActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request branch activation: helper for decorator
AIModule
void RequestBranchActivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy, const bool bRequestEvenIfExecuting )
[]
UBehaviorTreeComponent::RequestBranchDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request branch deactivation: helper for decorator
AIModule
void RequestBranchDeactivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
[]
UBehaviorTreeComponent::RequestBranchEvaluation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request branch evaluation: helper for active node (ex: tasks)
AIModule
void RequestBranchEvaluation ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )
[]
UBehaviorTreeComponent::RequestBranchEvaluation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request branch evaluation: helper for decorator
AIModule
void RequestBranchEvaluation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
[]
UBehaviorTreeComponent::RequestExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Replaced by the RequestBranchEvaluation from decorator
AIModule
void RequestExecution ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * RequestedBy )
[]
UBehaviorTreeComponent::RequestExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Replaced by RequestBranchEvaluation with EBTNodeResult
AIModule
void RequestExecution ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )
[]
UBehaviorTreeComponent::RequestExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request execution change
AIModule
void RequestExecution ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * RequestedOn, const int32 InstanceIdx, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RequestedBy, const int32 RequestedByChildIndex, const [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult, bool bStoreForDebugger )
[]
UBehaviorTreeComponent::RequestUnregisterAuxNodesInBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Request unregistration of aux nodes in the specified branch
AIModule
void RequestUnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node )
[]
UBehaviorTreeComponent::RestartLogic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Restarts currently running or previously ran brain logic.
AIModule
virtual void RestartLogic()
[]
UBehaviorTreeComponent::RestartTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Restarts execution from root
AIModule
void RestartTree ( EBTRestartMode RestartMode )
[]
UBehaviorTreeComponent::ResumeBranchActions
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Resume branch actions and execute all the queued up ones
AIModule
void ResumeBranchActions()
[]
UBehaviorTreeComponent::ResumeLogic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Resumes paused brain logic. MUST be called by child implementations! indicates whether child class' ResumeLogic should be called (true) or has it been handled in a different way and no other actions are required (false)
AIModule
virtual [EAILogicResuming::Type](API\Runtime\AIModule\EAILogicResuming__Type) ResumeLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBehaviorTreeComponent::ResumeBranchDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Deprecated* This function is deprecated. Please use ResumeBranchActions instead.
AIModule
void ResumeBranchDeactivation()
[]
UBehaviorTreeComponent::RollbackSearchChanges
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Restore state of tree to state before search
AIModule
void RollbackSearchChanges()
[]
UBehaviorTreeComponent::ScheduleExecutionUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Schedule execution flow update in next tick
AIModule
void ScheduleExecutionUpdate()
[]
UBehaviorTreeComponent::ScheduleNextTick
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
ENDUActorComponentoverrides Schedule when will be the next tick, 0.0f means next frame, FLT_MAX means never
AIModule
void ScheduleNextTick ( float NextDeltaTime )
[]
UBehaviorTreeComponent::SetComponentTickEnabled
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered
AIModule
virtual void SetComponentTickEnabled ( bool bEnabled )
[]
UBehaviorTreeComponent::SetDynamicSubtree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Assign subtree to RunBehaviorDynamic task specified by tag
AIModule
virtual void SetDynamicSubtree ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InjectTag, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BehaviorAsset )
[]
UBehaviorTreeComponent::StartLogic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Starts brain logic. If brain is already running, will not do anything.
AIModule
virtual void StartLogic()
[]
UBehaviorTreeComponent::StartTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Starts execution from root
AIModule
void StartTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [EBTExecutionMode::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionMode__Type) ExecuteMode )
[]
UBehaviorTreeComponent::StopLogic
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Stops currently running brain logic.
AIModule
virtual void StopLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBehaviorTreeComponent::StopTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Stops execution
AIModule
void StopTree ( [EBTStopMode::Type](API\Runtime\AIModule\BehaviorTree\EBTStopMode__Type) StopMode )
[]
UBehaviorTreeComponent::StoreDebuggerBlackboard
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Describe blackboard's key values
AIModule
void StoreDebuggerBlackboard ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & BlackboardValueDesc ) const
[]
UBehaviorTreeComponent::StoreDebuggerExecutionStep
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Make a snapshot for debugger
AIModule
void StoreDebuggerExecutionStep ( [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType )
[]
UBehaviorTreeComponent::StoreDebuggerInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Make a snapshot for debugger from given subtree instance
AIModule
void StoreDebuggerInstance ( [FBehaviorTreeDebuggerInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeDebuggerInstance) & InstanceInfo, uint16 InstanceIdx, [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType ) const
[]
UBehaviorTreeComponent::StoreDebuggerRemovedInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
void StoreDebuggerRemovedInstance ( uint16 InstanceIdx ) const
[]
UBehaviorTreeComponent::StoreDebuggerRestart
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Store restarting node for debugger
AIModule
void StoreDebuggerRestart ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bAllowed )
[]
UBehaviorTreeComponent::StoreDebuggerRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Gather nodes runtime descriptions
AIModule
void StoreDebuggerRuntimeValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RuntimeDescriptions, [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RootNode, uint16 InstanceIdx ) const
[]
UBehaviorTreeComponent::StoreDebuggerSearchStep
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Store search step for debugger
AIModule
void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) const
[]
UBehaviorTreeComponent::StoreDebuggerSearchStep
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Store search step for debugger
AIModule
void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bPassed ) const
[]
UBehaviorTreeComponent::SuspendBranchActions
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Suspend any branch actions and queue them to be processed later byResumeBranchActions()
AIModule
void SuspendBranchActions ( EBTBranchAction BranchActions )
[]
UBehaviorTreeComponent::SuspendBranchDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Deprecated* This function is deprecated. Please use SuspendBranchActions instead.
AIModule
void SuspendBranchDeactivation()
[]
UBehaviorTreeComponent::TickComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
BEGINUActorComponentoverrides
AIModule
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
[]
UBehaviorTreeComponent::TrackNewLatentAborts
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Tracks if there are new tasks using latent abort in progress
AIModule
void TrackNewLatentAborts()
[]
UBehaviorTreeComponent::TrackPendingLatentAborts
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Returns true if execution was waiting on latent aborts and they are all finished;
AIModule
bool TrackPendingLatentAborts()
[]
UBehaviorTreeComponent::UninitializeComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true
AIModule
virtual void UninitializeComponent()
[]
UBehaviorTreeComponent::TreeHasBeenStarted
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Indicates instance has been initialized to work with specific BT asset
AIModule
bool TreeHasBeenStarted() const
[]
UBehaviorTreeComponent::UnregisterAuxNodesInRange
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Unregister all aux nodes between given execution index range: FromIndex < AuxIndex < ToIndex
AIModule
void UnregisterAuxNodesInRange ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & FromIndex, const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & ToIndex )
[]
UBehaviorTreeComponent::UnregisterAuxNodesUpTo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Unregister all aux nodes less important than given index
AIModule
void UnregisterAuxNodesUpTo ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Index )
[]
UBehaviorTreeComponent::UnregisterMessageObserversFrom
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Remove message observers registered with task
AIModule
void UnregisterMessageObserversFrom ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )
[]
UBehaviorTreeComponent::UnregisterMessageObserversFrom
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Remove message observers registered with task
AIModule
void UnregisterMessageObserversFrom ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & TaskIdx )
[]
UBehaviorTreeComponent::UnregisterParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Remove parallel task
AIModule
void UnregisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx )
[]
UBehaviorTreeComponent::UpdateDebuggerAfterExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Update runtime description of given task node in latest debugger's snapshot
AIModule
void UpdateDebuggerAfterExecution ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx ) const
[]
UBehaviorTreeComponent::UpdateInstanceId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Add unique Id of newly created subtree to KnownInstances list and return its index
AIModule
uint8 UpdateInstanceId ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * TreeAsset, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * OriginNode, int32 OriginInstanceIdx )
[]
UBehaviorTreeComponent::UBehaviorTreeComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
UBehaviorTreeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeComponent::UBehaviorTreeComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
DO NOT USE. This constructor is for internal usage only for hot-reload purposes.
AIModule
UBehaviorTreeComponent ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )
[]
UBehaviorTreeComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
AIModule
class UBehaviorTreeComponent : public [UBrainComponent](API\Runtime\AIModule\UBrainComponent)
[ { "type": "float", "name": "AccumulatedTickDeltaTime", "description": "Accumulated DeltaTime if ticked more than predicted next delta time" }, { "type": "uint16", "name": "ActiveInstanceIdx", "description": "Index of last active instance on stack" }, { "type": "uint8: 1", "name": "bIsPaused", "description": "If set, execution requests will be postponed" }, { "type": "uint8: 1", "name": "bIsRunning", "description": "If set, tree execution is allowed" }, { "type": "uint8: 1", "name": "bLoopExecution", "description": "Loops tree execution" }, { "type": "uint8: 1", "name": "bRequestedFlowUpdate", "description": "Set when execution update is scheduled for next tick" }, { "type": "uint8: 1", "name": "bRequestedStop", "description": "Set when tree stop was called" }, { "type": "bool", "name": "bTickedOnce", "description": "Used to tell tickmanager that we want interval ticking" }, { "type": "uint8: 1", "name": "bWaitingForLatentAborts", "description": "Set when execution is waiting for tasks to finish their latent abort (current or parallel's main)" }, { "type": "TMap<FGameplay...", "name": "CooldownTagsMap", "description": "Behavior cooldowns mapped by tag to last time it was set" }, { "type": "TArray<TArray<...", "name": "CurrentRestarts", "description": "" }, { "type": "TArray<TArray<...", "name": "CurrentSearchFlow", "description": "Search flow for debugger" }, { "type": "TArray<FBehavi...", "name": "DebuggerSteps", "description": "Debugger's recorded data" }, { "type": "TObjectPtr<UBe...", "name": "DefaultBehaviorTreeAsset", "description": "Data asset defining the tree" }, { "type": "FBTNodeExecutio...", "name": "ExecutionRequest", "description": "Execution request, search will be performed when current task finish execution/aborting" }, { "type": "friend", "name": "FBehaviorTreeDebugger", "description": "" }, { "type": "friend", "name": "FBehaviorTreeInstance", "description": "" }, { "type": "TArray<FBehavi...", "name": "InstanceStack", "description": "Stack of behavior tree instances" }, { "type": "TArray<FBehavi...", "name": "KnownInstances", "description": "List of known subtree instances" }, { "type": "double", "name": "LastRequestedDeltaTimeGameTime", "description": "GameTime of the last DeltaTime request, used for debugging to output warnings about ticking" }, { "type": "float", "name": "NextTickDeltaTime", "description": "Predicted next DeltaTime" }, { "type": "TArray<TObject...", "name": "NodeInstances", "description": "Instanced nodes" }, { "type": "TArray<FBranch...", "name": "PendingBranchActionRequests", "description": "List of all pending branch action requests" }, { "type": "FBTPendingExecu...", "name": "PendingExecution", "description": "Result of ExecutionRequest, will be applied when current task finish aborting" }, { "type": "TArray<FBehavi...", "name": "RemovedInstances", "description": "" }, { "type": "FBehaviorTreeSe...", "name": "SearchData", "description": "Search data being currently used" }, { "type": "TMap<FName,FS...", "name": "SearchStartBlackboard", "description": "" }, { "type": "EBTBranchAction", "name": "SuspendedBranchActions", "description": "Type of suspended branch action" }, { "type": "TMultiMap<FBTN...", "name": "TaskMessageObservers", "description": "Message observers mapped by instance & execution index" }, { "type": "FBTTreeStartInf...", "name": "TreeStartInfo", "description": "Stored data for starting new tree, waits until previously running finishes aborting" }, { "type": "friend", "name": "UBTCompositeNode", "description": "" }, { "type": "friend", "name": "UBTNode", "description": "" }, { "type": "friend", "name": "UBTTask_RunBehavior", "description": "" }, { "type": "friend", "name": "UBTTask_RunBehaviorDynamic", "description": "" }, { "type": "friend", "name": "UBTTaskNode", "description": "" } ]
UBehaviorTreeManager::DumpUsageStats
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
void DumpUsageStats() const
[]
UBehaviorTreeManager::AddActiveComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Register new behavior tree component for tracking
AIModule
void AddActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )
[]
UBehaviorTreeComponent::UnregisterAuxNodesInBranch
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
Unregister all aux nodes in branch of tree
AIModule
void UnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node, bool bApplyImmediately )
[]
UBehaviorTreeManager::FinishDestroy
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Cleanup hooks for map loading
AIModule
virtual void FinishDestroy()
[]
UBehaviorTreeManager::GetAlignedDataSize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Get aligned memory size
AIModule
static uint16 GetAlignedDataSize ( uint16 Size )
[]
UBehaviorTreeManager::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UBehaviorTreeManager::InitializeMemoryHelper
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Helper function for sorting and aligning node memory
AIModule
static void InitializeMemoryHelper ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & Nodes, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & MemoryOffsets, int32 & MemorySize, bool bForceInstancing )
[]
UBehaviorTreeManager::LoadTree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Get behavior tree template for given blueprint
AIModule
bool LoadTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) *& Root, uint16 & InstanceMemorySize )
[]
UBehaviorTreeManager::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UBehaviorTreeManager::UBehaviorTreeManager
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
UBehaviorTreeManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeManager::RemoveActiveComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
Unregister behavior tree component from tracking
AIModule
void RemoveActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )
[]
UBehaviorTreeManager
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
class UBehaviorTreeManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<TObject...", "name": "ActiveComponents", "description": "" }, { "type": "TArray<FBehavi...", "name": "LoadedTemplates", "description": "Initialized tree templates" }, { "type": "int32", "name": "MaxDebuggerSteps", "description": "Limit for recording execution steps for debugger" } ]