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UBlackboardData::IsValidKey
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
bool IsValidKey ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const
[]
OnBlackboardDataChanged
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
static [FBlackboardDataChanged](API\Runtime\AIModule\BehaviorTree\UBlackboardData\FBlackboardDataChanged) OnBlackboardDataChanged;
[]
OnUpdateKeys
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Delegate called for every loaded blackboard asset meant for adding game specific persistent keys
AIModule
static [FKeyUpdate](API\Runtime\AIModule\BehaviorTree\UBlackboardData\FKeyUpdate) OnUpdateKeys;
[]
UBlackboardData::PostEditChangeProperty
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Called when a property on this object has been modified externally
AIModule
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UBlackboardData::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.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()
[]
UBlackboardData::PostLoad
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.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()
[]
UBlackboardData::PropagateKeyChangesToDerivedBlackboardAssets
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
void PropagateKeyChangesToDerivedBlackboardAssets()
[]
UBlackboardData::UpdateDeprecatedKeys
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Fix entries with deprecated key types
AIModule
void UpdateDeprecatedKeys()
[]
UBlackboardData::UpdateIfHasSynchronizedKeys
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
void UpdateIfHasSynchronizedKeys()
[]
UBlackboardData::UpdateKeyIDs
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Forces update of FirstKeyID, which depends on parent chain
AIModule
void UpdateKeyIDs()
[]
UBlackboardData::UpdateParentKeys
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Updates parent key cache for editor
AIModule
void UpdateParentKeys()
[]
UBlackboardData::UpdatePersistentKey
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Updates persistent key with given name, depending on currently defined entries and parent chain key type of newly created entry for further setup
AIModule
template<class T> T * UpdatePersistentKey ( const [FName](API\Runtime\Core\UObject\FName) & KeyName )
[]
UBlackboardData::UBlackboardData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
UBlackboardData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBlackboardData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
class UBlackboardData : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)
[ { "type": "FBlackboard::FK...", "name": "FirstKeyID", "description": "" }, { "type": "TArray<FBlackb...", "name": "Keys", "description": "Blackboard keys" }, { "type": "TObjectPtr<UBl...", "name": "Parent", "description": "Parent blackboard (keys can be overridden)" }, { "type": "TArray<FBlackb...", "name": "ParentKeys", "description": "All keys inherited from parent chain" } ]
UBTAuxiliaryNode::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.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
[]
UBTAuxiliaryNode::GetChildIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
index of child in parent's array or MAX_uint8
AIModule
uint8 GetChildIndex() const
[]
UBTAuxiliaryNode::GetMyNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
parent task node
AIModule
const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetMyNode() const
[]
UBTAuxiliaryNode::GetNextNeededDeltaTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Get The next needed deltatime for this node The next needed DeltaTime
AIModule
float GetNextNeededDeltaTime ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTAuxiliaryNode::GetNextTickRemainingTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Gets remaining time for next tick
AIModule
float GetNextTickRemainingTime ( uint8 * NodeMemory ) const
[]
UBTAuxiliaryNode::GetSpecialMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Size of special, hidden memory block for internal mechanics
AIModule
virtual uint16 GetSpecialMemorySize() const
[]
UBTAuxiliaryNode::InitializeParentLink
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Fill in data about tree structure
AIModule
void InitializeParentLink ( uint8 InChildIndex )
[]
UBTAuxiliaryNode::InitNotifyFlags
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
AIModule
template<typename [TickNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\TickNode), typename [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), typename [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant)> void InitNotifyFlags ( [TickNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\TickNode), [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant) )
[]
UBTAuxiliaryNode::OnBecomeRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTAuxiliaryNode::OnCeaseRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTAuxiliaryNode::SetNextTickTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Sets next tick time
AIModule
void SetNextTickTime ( uint8 * NodeMemory, float RemainingTime ) const
[]
UBTAuxiliaryNode::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Tick function this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UBTAuxiliaryNode::WrappedOnBecomeRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Wrapper for node instancing: OnBecomeRelevant
AIModule
void WrappedOnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTAuxiliaryNode::WrappedOnCeaseRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Wrapper for node instancing: OnCeaseRelevant
AIModule
void WrappedOnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTAuxiliaryNode::UBTAuxiliaryNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
AIModule
UBTAuxiliaryNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTAuxiliaryNode::WrappedTickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
Wrapper for node instancing: TickNode True if it actually done some processing or false if it was skipped because of not ticking or in between time interval
AIModule
bool WrappedTickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds, float & NextNeededDeltaTime ) const
[]
UBTAuxiliaryNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h
If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())
AIModule
class UBTAuxiliaryNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)
[ { "type": "uint8: 1", "name": "bNotifyBecomeRelevant", "description": "If set, OnBecomeRelevant will be used" }, { "type": "uint8: 1", "name": "bNotifyCeaseRelevant", "description": "If set, OnCeaseRelevant will be used" }, { "type": "uint8: 1", "name": "bNotifyTick", "description": "If set, OnTick will be used" }, { "type": "uint8: 1", "name": "bTickIntervals", "description": "If set, conditional tick will use remaining time from node's memory" }, { "type": "uint8", "name": "ChildIndex", "description": "Child index in parent node" } ]
UBTCompositeNode::CanAbortLowerPriority
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
allowed flow abort modes for decorators
AIModule
virtual bool CanAbortLowerPriority() const
[]
UBTCompositeNode::CanAbortSelf
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
virtual bool CanAbortSelf() const
[]
UBTCompositeNode::CanNotifyDecoratorsOnActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Check if NotifyDecoratorsOnActivation is allowed, requires bUseDecoratorsActivationCheck flag bUseDecoratorsActivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual bool CanNotifyDecoratorsOnActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx ) const
[]
UBTCompositeNode::CanNotifyDecoratorsOnDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Check if NotifyDecoratorsOnDeactivation is allowed, requires bUseDecoratorsDeactivationCheck flag bUseDecoratorsDeactivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual bool CanNotifyDecoratorsOnDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::CanNotifyDecoratorsOnFailedActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Check if NotifyDecoratorsOnFailedActivation is allowed, requires bUseDecoratorsActivationCheck flag bUseDecoratorsFailedActivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual bool CanNotifyDecoratorsOnFailedActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::CanPushSubtree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Check if child node can execute new subtree
AIModule
virtual bool CanPushSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 ChildIdx ) const
[]
UBTCompositeNode::ConditionalNotifyChildExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Notify about task execution start
AIModule
void ConditionalNotifyChildExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.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
[]
UBTCompositeNode::DoDecoratorsAllowExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Is child execution allowed by decorators?
AIModule
bool DoDecoratorsAllowExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const int32 InstanceIdx, const int32 ChildIdx ) const
[]
UBTCompositeNode::FindChildToExecute
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Find next child branch to execute
AIModule
int32 FindChildToExecute ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & LastResult ) const
[]
UBTCompositeNode::GetBranchExecutionIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Get first execution index of given branch
AIModule
uint16 GetBranchExecutionIndex ( uint16 NodeInBranchIdx ) const
[]
UBTCompositeNode::GetChildExecutionIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
execution index of child node
AIModule
uint16 GetChildExecutionIndex ( int32 Index, EBTChildIndex ChildMode ) const
[]
UBTCompositeNode::GetChildIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Get index of child node
AIModule
int32 GetChildIndex ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const
[]
UBTCompositeNode::GetChildIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Get index of child node (handle subtrees)
AIModule
int32 GetChildIndex ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const
[]
UBTCompositeNode::GetChildNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
child node at given index
AIModule
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetChildNode ( int32 Index ) const
[]
UBTCompositeNode::GetChildrenNum
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
children count
AIModule
int32 GetChildrenNum() const
[]
UBTCompositeNode::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTCompositeNode::GetLastExecutionIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
execution index of last node in child branches
AIModule
uint16 GetLastExecutionIndex() const
[]
UBTCompositeNode::GetNextChild
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Get next child to process and store it in CurrentChild
AIModule
int32 GetNextChild ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 LastChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const
[]
UBTCompositeNode::GetMatchingChildIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Find branch containing specified node index
AIModule
int32 GetMatchingChildIndex ( int32 ActiveInstanceIdx, [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & NodeIdx ) const
[]
UBTCompositeNode::GetNextChildHandler
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
virtual int32 GetNextChildHandler ( struct [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 PrevChild, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const
[]
UBTCompositeNode::InitializeComposite
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Fill in data about tree structure
AIModule
void InitializeComposite ( uint16 InLastExecutionIndex )
[]
UBTCompositeNode::InitNotifyFlags
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
template<typename [NotifyChildExecution](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyChildExecution), typename [NotifyNodeActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyNodeActivation), typename [NotifyNodeDeactivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyNodeDeactivation), typename [CanNotifyDecoratorsOnActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-), typename [CanNotifyDecoratorsOnDeactivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-_1), typename [CanNotifyDecoratorsOnFailedActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-_2)> void InitNotifyFlags ( [NotifyChildExecution](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyChildExecution), [NotifyNodeActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyNodeActivation), [NotifyNodeDeactivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\NotifyNodeDeactivation), [CanNotifyDecoratorsOnActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-), [CanNotifyDecoratorsOnDeactivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-_1), [CanNotifyDecoratorsOnFailedActivation](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode\CanNotifyDecorat-_2) )
[]
UBTCompositeNode::IsApplyingDecoratorScope
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
bool IsApplyingDecoratorScope() const
[]
UBTCompositeNode::NotifyChildExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called just after child execution, allows to modify result bUseChildExecutionNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void NotifyChildExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::NotifyDecoratorsOnActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Runs through decorators on given child node and notify them about activation
AIModule
void NotifyDecoratorsOnActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx ) const
[]
UBTCompositeNode::NotifyDecoratorsOnFailedActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Runs through decorators on given child node and notify them about failed activation
AIModule
void NotifyDecoratorsOnFailedActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::NotifyDecoratorsOnDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Runs through decorators on given child node and notify them about deactivation
AIModule
void NotifyDecoratorsOnDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bIsInSameActiveInstance ) const
[]
UBTCompositeNode::NotifyNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called when start leaves this node bUseNodeDeactivationNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void NotifyNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::NotifyNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called when start enters this node bUseNodeActivationNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AIModule
virtual void NotifyNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTCompositeNode::OnChildActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called before passing search to child node
AIModule
void OnChildActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const
[]
UBTCompositeNode::OnChildActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called before passing search to child node
AIModule
void OnChildActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex ) const
[]
UBTCompositeNode::OnChildDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Deprecated methods
AIModule
void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::OnChildDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Deprecated* This function is deprecated. Please use RequestBranchDeactivation instead.
AIModule
void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::OnChildDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Notification called after child has finished search
AIModule
void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bRequestedFromValidInstance ) const
[]
UBTCompositeNode::OnChildDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Notification called after child has finished search
AIModule
void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bRequestedFromValidInstance ) const
[]
UBTCompositeNode::OnNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called when start enters this node
AIModule
void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTCompositeNode::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called when search leaves this node
AIModule
void OnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTCompositeNode::OnNodeRestart
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Called when search needs to reactivate this node
AIModule
void OnNodeRestart ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTCompositeNode::RequestDelayedExecution
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Store delayed execution request
AIModule
void RequestDelayedExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const
[]
UBTCompositeNode::SetChildOverride
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
Set override for next child index
AIModule
virtual void SetChildOverride ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int8 Index ) const
[]
UBTCompositeNode::UBTCompositeNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
UBTCompositeNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTCompositeNode::~UBTCompositeNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
~UBTCompositeNode()
[]
UBTCompositeNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
class UBTCompositeNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)
[ { "type": "uint32: 1", "name": "bApplyDecoratorScope", "description": "If set, all decorators in branch below will be removed when execution flow leaves (decorators on this node are not affected)" }, { "type": "uint32: 1", "name": "bUseChildExecutionNotify", "description": "If set, NotifyChildExecution will be called" }, { "type": "uint32: 1", "name": "bUseDecoratorsActivationCheck", "description": "If set, CanNotifyDecoratorsOnActivation will be called" }, { "type": "uint32: 1", "name": "bUseDecoratorsDeactivationCheck", "description": "If set, CanNotifyDecoratorsOnDeactivation will be called" }, { "type": "uint32: 1", "name": "bUseDecoratorsFailedActivationCheck", "description": "If set, CanNotifyDecoratorsOnFailedActivation will be called" }, { "type": "uint32: 1", "name": "bUseNodeActivationNotify", "description": "If set, NotifyNodeActivation will be called" }, { "type": "uint32: 1", "name": "bUseNodeDeactivationNotify", "description": "If set, NotifyNodeDeactivation will be called" }, { "type": "TArray<FBTComp...", "name": "Children", "description": "Child nodes" }, { "type": "uint16", "name": "LastExecutionIndex", "description": "Execution index of last node in child branches" }, { "type": "TArray<TObject...", "name": "Services", "description": "Service nodes" } ]
UBTDecorator::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Calculates raw, core value of decorator's condition. Should not include calling IsInversed
AIModule
virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTDecorator::ConditionalFlowAbort
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
More "flow aware" version of calling RequestExecution(this) on owning behavior tree component should be used in external events that may change result of CalculateRawConditionValue
AIModule
void ConditionalFlowAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, EBTDecoratorAbortRequest RequestMode ) const
[]
UBTDecorator::GetFlowAbortMode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
flow controller's abort mode
AIModule
[EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) GetFlowAbortMode() const
[]
UBTDecorator::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator::InitNotifyFlags
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
AIModule
template<typename [TickNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\TickNode), typename [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), typename [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant), typename [OnNodeActivation](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeActivation), typename [OnNodeDeactivation](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeDeactivation), typename [OnNodeProcessed](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeProcessed)> void InitNotifyFlags ( [TickNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\TickNode), [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant), [OnNodeActivation](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeActivation), [OnNodeDeactivation](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeDeactivation), [OnNodeProcessed](API\Runtime\AIModule\BehaviorTree\UBTDecorator\OnNodeProcessed) )
[]
UBTDecorator::IsFlowAbortModeValid
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
true if current abort mode can be used with parent composite
AIModule
bool IsFlowAbortModeValid() const
[]
UBTDecorator::IsInversed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
true if condition should be inversed
AIModule
bool IsInversed() const
[]
UBTDecorator::OnNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Called when underlying node is activated this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyActivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically
AIModule
virtual void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )
[]
UBTDecorator::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically
AIModule
virtual void OnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )
[]
UBTDecorator::OnNodeProcessed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically
AIModule
virtual void OnNodeProcessed ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult )
[]
UBTDecorator::SetIsInversed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
AIModule
void SetIsInversed ( bool bShouldBeInversed )
[]
UBTDecorator::UpdateFlowAbortMode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Modify current flow abort mode, so it can be used with parent composite
AIModule
void UpdateFlowAbortMode()
[]
UBTDecorator::WrappedCanExecute
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Wrapper for node instancing: CalculateRawConditionValue
AIModule
bool WrappedCanExecute ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTDecorator::WrappedOnNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Wrapper for node instancing: OnNodeActivation
AIModule
void WrappedOnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTDecorator::WrappedOnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Wrapper for node instancing: OnNodeDeactivation
AIModule
void WrappedOnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) const
[]
UBTDecorator::WrappedOnNodeProcessed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
Wrapper for node instancing: OnNodeProcessed
AIModule
void WrappedOnNodeProcessed ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const
[]
UBTDecorator::UBTDecorator
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
AIModule
UBTDecorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTFunctionLibrary::ClearBlackboardValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
Resets indicated value to "not set" value, based on values type
AIModule
static void ClearBlackboardValue ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTDecorator
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h
If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())
AIModule
class UBTDecorator : public [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode)
[ { "type": "uint32: 1", "name": "bAllowAbortChildNodes", "description": "If set, FlowAbortMode can be set to Self and Both" }, { "type": "uint32: 1", "name": "bAllowAbortLowerPri", "description": "If set, FlowAbortMode can be set to LowerPriority and Both" }, { "type": "uint32: 1", "name": "bAllowAbortNone", "description": "If set, FlowAbortMode can be set to None" }, { "type": "uint32: 1", "name": "bNotifyActivation", "description": "If set, OnNodeActivation will be used" }, { "type": "uint32: 1", "name": "bNotifyDeactivation", "description": "If set, OnNodeDeactivation will be used" }, { "type": "uint32: 1", "name": "bNotifyProcessed", "description": "If set, OnNodeProcessed will be used" }, { "type": "uint32: 1", "name": "bShowInverseConditionDesc", "description": "If set, static description will include default description of inversed condition" }, { "type": "friend", "name": "FBehaviorDecoratorDetails", "description": "" }, { "type": "TEnumAsByte<EB...", "name": "FlowAbortMode", "description": "Flow controller settings" } ]
UBTFunctionLibrary::ClearBlackboardValueAsVector
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
(DEPRECATED) Use ClearBlackboardValue instead
AIModule
static void ClearBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsActor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetBlackboardValueAsActor ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsBool
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static bool GetBlackboardValueAsBool ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsClass
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlackboardValueAsClass ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsEnum
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static uint8 GetBlackboardValueAsEnum ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsFloat
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static float GetBlackboardValueAsFloat ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]