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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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) | [] |
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UBTNode::CastInstanceNodeMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h | AIModule | template<typename T> T * CastInstanceNodeMemory ( uint8 * NodeMemory ) const | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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UBTNode::GetNodeMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h | AIModule | template<typename T> T * GetNodeMemory ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & BTInstance ) const | [] |
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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 | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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) ) | [] |
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UBTService::NotifyParentActivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTService.h | AIModule | void NotifyParentActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) | [] |
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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 ) | [] |
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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 ) | [] |
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 ) | [] |
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 | [] |
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 | [] |
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 | [] |
UBTTaskNode::GetSpecialMemorySize | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h | Size of special, hidden memory block for internal mechanics | AIModule | virtual uint16 GetSpecialMemorySize() const | [] |
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) ) | [] |
|
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
UBTTaskNode::SetNextTickTime | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h | Sets next tick time | AIModule | void SetNextTickTime ( uint8 * NodeMemory, float RemainingTime ) const | [] |
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 | [] |
UBTTaskNode::StopWaitingForMessages | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h | Unregister message observers | AIModule | void StopWaitingForMessages ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const | [] |
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 ) | [] |
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 | [] |
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 | [] |
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 | [] |
Subsets and Splits