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UBTFunctionLibrary::GetBlackboardValueAsInt
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static int32 GetBlackboardValueAsInt ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [FName](API\Runtime\Core\UObject\FName) GetBlackboardValueAsName ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsObject
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBlackboardValueAsObject ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsRotator
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static FRotator GetBlackboardValueAsRotator ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsString
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [FString](API\Runtime\Core\Containers\FString) GetBlackboardValueAsString ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetBlackboardValueAsVector
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static FVector GetBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )
[]
UBTFunctionLibrary::GetOwnerComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) * GetOwnerComponent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )
[]
UBTFunctionLibrary::GetOwnersBlackboard
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetOwnersBlackboard ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )
[]
UBTFunctionLibrary::SetBlackboardValueAsBool
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsBool ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, bool Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsClass
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsClass ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsEnum
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsEnum ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, uint8 Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsFloat
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsFloat ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, float Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsInt
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsInt ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, int32 Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsName ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [FName](API\Runtime\Core\UObject\FName) Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsObject
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsObject ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsRotator
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsRotator ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, FRotator Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsString
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsString ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [FString](API\Runtime\Core\Containers\FString) Value )
[]
UBTFunctionLibrary::SetBlackboardValueAsVector
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
static void SetBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, FVector Value )
[]
UBTFunctionLibrary::StartUsingExternalEvent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
Initialize variables marked as "instance memory" and set owning actor for blackboard operations
AIModule
static void StartUsingExternalEvent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )
[]
UBTFunctionLibrary::StopUsingExternalEvent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
Save variables marked as "instance memory" and clear owning actor
AIModule
static void StopUsingExternalEvent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )
[]
UBTFunctionLibrary
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTFunctionLibrary.h
AIModule
class UBTFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UBTNode::CastInstanceNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<typename T> T * CastInstanceNodeMemory ( uint8 * NodeMemory ) const
[]
UBTNode::CleanupInSubtree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Called on removing subtree to cleanup memory
AIModule
void CleanupInSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) const
[]
UBTNode::CleanupMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Cleanup memory block
AIModule
virtual void CleanupMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) const
[]
UBTNode::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.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
[]
UBTNode::ForceInstancing
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Sets bCreateNodeInstance flag, do NOT call this function on already pushed tree instance!
AIModule
void ForceInstancing ( bool bEnable )
[]
UBTNode::GetBlackboardAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
blackboard asset
AIModule
[UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardAsset() const
[]
UBTNode::GetBTComponentForTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
[UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) * GetBTComponentForTask ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const
[]
UBTNode::GetExecutionIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
execution index
AIModule
uint16 GetExecutionIndex() const
[]
UBTNode::GetGameplayTaskAvatar
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)
AIModule
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const
[]
UBTNode::GetGameplayTaskDefaultPriority
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get default priority for running a task
AIModule
virtual uint8 GetGameplayTaskDefaultPriority() const
[]
UBTNode::GetGameplayTaskOwner
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get owner of a task or default one when task is null
AIModule
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const
[]
UBTNode::GetGameplayTasksComponent
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!
AIModule
virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const
[]
UBTNode::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTNode::GetMemoryOffset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
memory offset
AIModule
uint16 GetMemoryOffset() const
[]
UBTNode::GetNextNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
next node in execution order
AIModule
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNextNode() const
[]
UBTNode::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get the name of the icon used to display this node in the editor
AIModule
virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const
[]
UBTNode::GetNodeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
node instance if bCreateNodeInstance was set
AIModule
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNodeInstance ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTNode::GetNodeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
node instance if bCreateNodeInstance was set
AIModule
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNodeInstance ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTNode::GetNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<typename T> T * GetNodeMemory ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTNode::GetNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<typename T> const T * GetNodeMemory ( const [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const
[]
UBTNode::GetNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<typename T> const T * GetNodeMemory ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & BTInstance ) const
[]
UBTNode::GetNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<typename T> T * GetNodeMemory ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & BTInstance ) const
[]
UBTNode::GetNodeName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
name of node
AIModule
[FString](API\Runtime\Core\Containers\FString) GetNodeName() const
[]
UBTNode::GetParentNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
parent node
AIModule
[UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * GetParentNode() const
[]
UBTNode::GetRuntimeDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
string containing description of this node instance with all relevant runtime values
AIModule
[FString](API\Runtime\Core\Containers\FString) GetRuntimeDescription ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity ) const
[]
UBTNode::GetSpecialMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Size of special, hidden memory block for internal mechanics
AIModule
virtual uint16 GetSpecialMemorySize() const
[]
UBTNode::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTNode::GetSpecialNodeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get special memory block used for hidden shared data (e.g. node instancing)
AIModule
template<typename T> T * GetSpecialNodeMemory ( uint8 * NodeMemory ) const
[]
UBTNode::GetTreeAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
tree asset
AIModule
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetTreeAsset() const
[]
UBTNode::GetTreeDepth
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
depth in tree
AIModule
uint8 GetTreeDepth() const
[]
UBTNode::GetWorld
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UBTNode::HasInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
true if node wants to be instanced
AIModule
bool HasInstance() const
[]
UBTNode::InitializeExecutionOrder
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Fill in data about execution order
AIModule
void InitializeExecutionOrder ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NextNode )
[]
UBTNode::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTNode::InitializeInSubtree
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Called on creating subtree to set up memory and instancing
AIModule
void InitializeInSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 & NextInstancedIndex, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) const
[]
UBTNode::InitializeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Initialize memory block
AIModule
virtual void InitializeMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) const
[]
UBTNode::InitializeNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Fill in data about tree structure
AIModule
void InitializeNode ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * InParentNode, uint16 InExecutionIndex, uint16 InMemoryOffset, uint8 InTreeDepth )
[]
UBTNode::IsInjected
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
true if node was injected by subtree
AIModule
bool IsInjected() const
[]
UBTNode::IsInstanced
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
true if this object is instanced node
AIModule
bool IsInstanced() const
[]
UBTNode::MarkInjectedNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Sets bIsInjected flag, do NOT call this function unless you really know what you are doing!
AIModule
void MarkInjectedNode()
[]
UBTNode::NewBTAITask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<class T> T * NewBTAITask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & BTComponent )
[]
UBTNode::NewBTAITask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
template<class T> T * NewBTAITask ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & Class, [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & BTComponent )
[]
UBTNode::OnGameplayTaskInitialized
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Notify called after GameplayTask finishes initialization (not active yet)
AIModule
virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )
[]
UBTNode::OnInstanceCreated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Called when node instance is added to tree
AIModule
virtual void OnInstanceCreated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )
[]
UBTNode::OnInstanceDestroyed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Called when node instance is removed from tree
AIModule
virtual void OnInstanceDestroyed ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )
[]
UBTNode::OnNodeCreated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Called after creating new node in behavior tree editor, use for versioning
AIModule
virtual void OnNodeCreated()
[]
UBTNode::SetOwner
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Gets called only for instanced nodes(bCreateNodeInstance == true). In practive overridden by BP-implemented BT nodes
AIModule
virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner )
[]
UBTNode::UsesBlueprint
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
Get whether this node is using a blueprint for its logic
AIModule
virtual bool UsesBlueprint() const
[]
UBTNode::UBTNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
UBTNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h
AIModule
class UBTNode : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)
[ { "type": "uint8: 1", "name": "bCreateNodeInstance", "description": "If set, node will be instanced instead of using memory block and template shared with all other BT components" }, { "type": "uint8: 1", "name": "bOwnsGameplayTasks", "description": "Set to true if task owns any GameplayTasks." }, { "type": "FString", "name": "NodeName", "description": "Node name" } ]
UBTService::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Get the name of the icon used to display this node in the editor
AIModule
virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const
[]
UBTService::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTService::GetStaticTickIntervalDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Gets the description of our tick interval.
AIModule
[FString](API\Runtime\Core\Containers\FString) GetStaticTickIntervalDescription() const
[]
UBTService::GetStaticServiceDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Gets the description for our service.
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticServiceDescription() const
[]
UBTService::InitNotifyFlags
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
AIModule
template<typename [TickNode](API\Runtime\AIModule\BehaviorTree\UBTService\TickNode), typename [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), typename [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant), typename [OnSearchStart](API\Runtime\AIModule\BehaviorTree\UBTService\OnSearchStart)> void InitNotifyFlags ( [TickNode](API\Runtime\AIModule\BehaviorTree\UBTService\TickNode), [OnBecomeRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnBecomeRelevant), [OnCeaseRelevant](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode\OnCeaseRelevant), [OnSearchStart](API\Runtime\AIModule\BehaviorTree\UBTService\OnSearchStart) )
[]
UBTService::NotifyParentActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
AIModule
void NotifyParentActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )
[]
UBTService::OnSearchStart
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Called when search enters underlying branch this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyOnSearch must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically
AIModule
virtual void OnSearchStart ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )
[]
UBTService::ScheduleNextTick
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Set next tick time
AIModule
virtual void ScheduleNextTick ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UBTService::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
Update next tick interval 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_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically
AIModule
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UBTService::UBTService
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h
AIModule
UBTService ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTService
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.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 UBTService : public [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode)
[ { "type": "uint32: 1", "name": "bCallTickOnSearchStart", "description": "Call Tick event when task search enters this node (SearchStart will be called as well)" }, { "type": "uint32: 1", "name": "bNotifyOnSearch", "description": "If set, service will be notified about search entering underlying branch" }, { "type": "uint32: 1", "name": "bRestartTimerOnEachActivation", "description": "If set, next tick time will be always reset to service's interval when node is activated" }, { "type": "float", "name": "Interval", "description": "Defines time span between subsequent ticks of the service" }, { "type": "float", "name": "RandomDeviation", "description": "Adds random range to service's Interval" } ]
UBTTaskNode::AbortTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UBTTaskNode::ExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UBTTaskNode::FinishLatentAbort
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Helper function: finishes latent aborting
AIModule
void FinishLatentAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const
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UBTTaskNode::FinishLatentTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Helper function: finish latent executing
AIModule
void FinishLatentTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult ) const
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UBTTaskNode::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Get the name of the icon used to display this node in the editor
AIModule
virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const
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UBTTaskNode::GetSpecialMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Size of special, hidden memory block for internal mechanics
AIModule
virtual uint16 GetSpecialMemorySize() const
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UBTTaskNode::InitNotifyFlags
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
AIModule
template<typename [TickTask](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\TickTask), typename [OnTaskFinished](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\OnTaskFinished)> void InitNotifyFlags ( [TickTask](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\TickTask), [OnTaskFinished](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\OnTaskFinished) )
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UBTTaskNode::OnGameplayTaskDeactivated
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Notify called after GameplayTask changes state from Active (finishing or pausing)
AIModule
virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )
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UBTTaskNode::OnMessage
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Message handler, default implementation will finish latent execution/abortion this function should be considered as const (don't modify state of object) if node is not instanced!
AIModule
virtual void OnMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [FName](API\Runtime\Core\UObject\FName) Message, int32 RequestID, bool bSuccess )
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UBTTaskNode::OnTaskFinished
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AIModule
virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )
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UBTTaskNode::ReceivedMessage
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Message observer's hook
AIModule
void ReceivedMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )
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UBTTaskNode::SetNextTickTime
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Sets next tick time
AIModule
void SetNextTickTime ( uint8 * NodeMemory, float RemainingTime ) const
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UBTTaskNode::ShouldIgnoreRestartSelf
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
true if task search should be discarded when this task is selected to execute but is already running
AIModule
bool ShouldIgnoreRestartSelf() const
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UBTTaskNode::StopWaitingForMessages
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Unregister message observers
AIModule
void StopWaitingForMessages ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const
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UBTTaskNode::TickTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Ticks this task this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AIModule
virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
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UBTTaskNode::WaitForMessage
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Register message observer
AIModule
void WaitForMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) MessageType ) const
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UBTTaskNode::WaitForMessage
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Register message observer
AIModule
void WaitForMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) MessageType, int32 RequestID ) const
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UBTTaskNode::WrappedAbortTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Wrapper for node instancing: AbortTask
AIModule
[EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) WrappedAbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
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