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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"
}
] |
Subsets and Splits