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UBlackboardKeyType_Vector::UBlackboardKeyType_Vector | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Blackboard/BlackboardKeyType_Vector.h | AIModule | UBlackboardKeyType_Vector ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBlackboardKeyType_Vector | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Blackboard/BlackboardKeyType_Vector.h | AIModule | class UBlackboardKeyType_Vector : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) | [] |
|
EBTParallelChild::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | AIModule | namespace EBTParallelChild { enum Type { MainTask, BackgroundTree, } } | [] |
|
EBTParallelMode::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | AIModule | namespace EBTParallelMode { enum Type { AbortBackground, WaitForBackground, } } | [] |
|
FBTParallelMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | AIModule | struct FBTParallelMemory : public [FBTCompositeMemory](API\Runtime\AIModule\BehaviorTree\FBTCompositeMemory) | [
{
"type": "uint8: 1",
"name": "bForceBackgroundTree",
"description": "Try running background tree task even if main task has finished"
},
{
"type": "uint8: 1",
"name": "bMainTaskIsActive",
"description": "Set when main task is running"
},
{
"type": "uint8: 1",
"name": "bRepeatMainTask",
"description": "Set when main task needs to be repeated"
},
{
"type": "int32",
"name": "LastSearchId",
"description": "Last Id of search, detect infinite loops when there isn't any valid task in background tree"
},
{
"type": "TEnumAsByte<EB...",
"name": "MainTaskResult",
"description": "Finish result of main task"
}
] |
|
UBTComposite_Selector::GetNextChildHandler | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.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 | [] |
|
UBTComposite_Selector::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.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 | [] |
UBTComposite_Selector::UBTComposite_Selector | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.h | AIModule | UBTComposite_Selector ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTComposite_Selector | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.h | Selector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails. | AIModule | class UBTComposite_Selector : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) | [] |
UBTComposite_Sequence::CanAbortLowerPriority | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.h | allowed flow abort modes for decorators | AIModule | virtual bool CanAbortLowerPriority() const | [] |
UBTComposite_Sequence::GetNextChildHandler | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.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 | [] |
|
UBTComposite_Sequence::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.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 | [] |
UBTComposite_Sequence::UBTComposite_Sequence | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.h | AIModule | UBTComposite_Sequence ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTComposite_Sequence | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.h | Sequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence's children succeed, then the Sequence succeeds. | AIModule | class UBTComposite_Sequence : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) | [] |
UBTComposite_SimpleParallel::CanAbortLowerPriority | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | allowed flow abort modes for decorators | AIModule | virtual bool CanAbortLowerPriority() const | [] |
UBTComposite_SimpleParallel::CanAbortSelf | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | AIModule | virtual bool CanAbortSelf() const | [] |
|
UBTComposite_SimpleParallel::CanNotifyDecoratorsOnDeactivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::CanPushSubtree | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::DescribeFinishMode | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | Helper for showing values of EBTParallelMode enum | AIModule | static [FString](API\Runtime\Core\Containers\FString) DescribeFinishMode ( [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode ) | [] |
UBTComposite_SimpleParallel::DescribeRuntimeValues | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::GetInstanceMemorySize | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | Size of instance memory | AIModule | virtual uint16 GetInstanceMemorySize() const | [] |
UBTComposite_SimpleParallel::GetNextChildHandler | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | Handle child updates | AIModule | virtual int32 GetNextChildHandler ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 PrevChild, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const | [] |
UBTComposite_SimpleParallel::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::GetStaticDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | string containing description of this node with all setup values | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const | [] |
UBTComposite_SimpleParallel::NotifyChildExecution | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::NotifyNodeDeactivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.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 | [] |
UBTComposite_SimpleParallel::SetChildOverride | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | Set override for next child index | AIModule | virtual void SetChildOverride ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int8 Index ) const | [] |
UBTComposite_SimpleParallel::UBTComposite_SimpleParallel | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | AIModule | UBTComposite_SimpleParallel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTComposite_SimpleParallel | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_SimpleParallel.h | Simple Parallel composite node. Allows for running two children: one which must be a single task node (with optional decorators), and the other of which can be a complete subtree. | AIModule | class UBTComposite_SimpleParallel : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) | [
{
"type": "TEnumAsByte<EB...",
"name": "FinishMode",
"description": "How background tree should be handled when main task finishes execution"
}
] |
EBlackBoardEntryComparison::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h | AIModule | namespace EBlackBoardEntryComparison { enum Type { Equal, NotEqual, } } | [] |
|
EBTBlackboardRestart::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Decorator for accessing blackboard values | AIModule | namespace EBTBlackboardRestart { enum Type { ValueChange, ResultChange, } } | [] |
EPathExistanceQueryType::Type | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.h | AIModule | namespace EPathExistanceQueryType { enum Type { NavmeshRaycast2D, HierarchicalQuery, RegularPathFinding, } } | [] |
|
FBTConditionalLoopDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.h | AIModule | struct FBTConditionalLoopDecoratorMemory | [
{
"type": "int32",
"name": "SearchId",
"description": ""
}
] |
|
FBTConeCheckDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h | AIModule | struct FBTConeCheckDecoratorMemory | [
{
"type": "bool",
"name": "bLastRawResult",
"description": ""
}
] |
|
FBTCooldownDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.h | AIModule | struct FBTCooldownDecoratorMemory | [
{
"type": "uint8: 1",
"name": "bRequestedRestart",
"description": ""
},
{
"type": "double",
"name": "LastUseTimestamp",
"description": ""
}
] |
|
FBTKeepInConeDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h | AIModule | struct FBTKeepInConeDecoratorMemory | [
{
"type": "FVector",
"name": "InitialDirection",
"description": ""
}
] |
|
FBTLoopDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h | AIModule | struct FBTLoopDecoratorMemory | [
{
"type": "uint8",
"name": "RemainingExecutions",
"description": ""
},
{
"type": "int32",
"name": "SearchId",
"description": ""
},
{
"type": "double",
"name": "TimeStarted",
"description": ""
}
] |
|
FBTTagCooldownDecoratorMemory | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h | AIModule | struct FBTTagCooldownDecoratorMemory | [
{
"type": "uint8: 1",
"name": "bRequestedRestart",
"description": ""
}
] |
|
UBTDecorator_Blackboard::BuildDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Describe decorator and cache it | AIModule | virtual void BuildDescription() | [] |
UBTDecorator_Blackboard::DescribeRuntimeValues | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.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 | [] |
UBTDecorator_Blackboard::CalculateRawConditionValue | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.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_Blackboard::EvaluateOnBlackboard | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Take blackboard value and evaluate decorator's condition | AIModule | bool EvaluateOnBlackboard ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp ) const | [] |
UBTDecorator_Blackboard::GetStaticDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | string containing description of this node with all setup values | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const | [] |
UBTDecorator_Blackboard::InitializeFromAsset | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Initialize any asset related data | AIModule | virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset ) | [] |
UBTDecorator_Blackboard::PostEditChangeProperty | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Called when a property on this object has been modified externally | AIModule | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UBTDecorator_Blackboard::OnBlackboardKeyValueChange | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Notify about change in blackboard keys | AIModule | virtual EBlackboardNotificationResult OnBlackboardKeyValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID ) | [] |
UBTDecorator_Blackboard::RefreshEnumBasedDecorator | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | using custom serialization version was not possible since we require blackboard and used types (e.g. UserDefinedEnumerations) to be loaded and keys to be resolved (i.e. InitializeFromAsset). | AIModule | void RefreshEnumBasedDecorator ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) & Entry ) | [] |
UBTDecorator_Blackboard::UBTDecorator_Blackboard | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | AIModule | UBTDecorator_Blackboard ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTDecorator_Blackboard | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Blackboard.h | Blackboard decorator node. A decorator node that bases its condition on a Blackboard key. | AIModule | class UBTDecorator_Blackboard : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase) | [
{
"type": "TEnumAsByte<EA...",
"name": "ArithmeticOperation",
"description": ""
},
{
"type": "TEnumAsByte<EB...",
"name": "BasicOperation",
"description": ""
},
{
"type": "FString",
"name": "CachedDescription",
"description": "Cached description"
},
{
"type": "friend",
"name": "FBlackboardDecoratorDetails",
"description": ""
},
{
"type": "float",
"name": "FloatValue",
"description": "Value for arithmetic operations"
},
{
"type": "int32",
"name": "IntValue",
"description": "Value for arithmetic operations"
},
{
"type": "TEnumAsByte<EB...",
"name": "NotifyObserver",
"description": "When observer can try to request abort?"
},
{
"type": "uint8",
"name": "OperationType",
"description": "Operation type"
},
{
"type": "FString",
"name": "StringValue",
"description": "Value for string operations"
},
{
"type": "TEnumAsByte<ET...",
"name": "TextOperation",
"description": ""
}
] |
UBTDecorator_BlackboardBase::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.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 | [] |
UBTDecorator_BlackboardBase::GetSelectedBlackboardKey | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | Get name of selected blackboard key | AIModule | [FName](API\Runtime\Core\UObject\FName) GetSelectedBlackboardKey() const | [] |
UBTDecorator_BlackboardBase::InitializeFromAsset | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | Initialize any asset related data | AIModule | virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset ) | [] |
UBTDecorator_BlackboardBase::OnBecomeRelevant | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | Called when execution flow controller becomes active | AIModule | virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) | [] |
UBTDecorator_BlackboardBase::OnBlackboardKeyValueChange | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | Notify about change in blackboard keys | AIModule | virtual EBlackboardNotificationResult OnBlackboardKeyValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID ) | [] |
UBTDecorator_BlackboardBase::OnCeaseRelevant | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | Called when execution flow controller becomes inactive | AIModule | virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) | [] |
UBTDecorator_BlackboardBase | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | AIModule | class UBTDecorator_BlackboardBase : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) | [
{
"type": "FBlackboardKeyS...",
"name": "BlackboardKey",
"description": "Blackboard key selector"
}
] |
|
UBTDecorator_BlueprintBase::CalculateRawConditionValue | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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_BlueprintBase::DescribeRuntimeValues | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 | [] |
EAbortType | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | AIModule | enum EAbortType { NoAbort, ActivateBranch, DeactivateBranch, Unknown, } | [] |
|
UBTDecorator_BlueprintBase::EvaluateAbortType | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Return this decorator abort type in current circumstances | AIModule | [EAbortType](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase\EAbortType) EvaluateAbortType ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const | [] |
UBTDecorator_BlueprintBase::GetNeedsTickForConditionChecking | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | AIModule | bool GetNeedsTickForConditionChecking() const | [] |
|
UBTDecorator_BlueprintBase::GetNodeIconName | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 | [] |
UBTDecorator_BlueprintBase::GetShouldAbort | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Deprecated* Use GetShouldAbortType instead | AIModule | bool GetShouldAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const | [] |
UBTDecorator_BlueprintBase::GetStaticDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | string containing description of this node with all setup values | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const | [] |
UBTDecorator_BlueprintBase::InitializeFromAsset | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Initialize any asset related data | AIModule | virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset ) | [] |
UBTDecorator_BlueprintBase::InitializeProperties | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Initialize data about blueprint defined properties | AIModule | void InitializeProperties() | [] |
UBTDecorator_BlackboardBase::UBTDecorator_BlackboardBase | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlackboardBase.h | AIModule | UBTDecorator_BlackboardBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UBTDecorator_BlueprintBase::IsDecoratorObserverActive | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Check if decorator's observer is currently active | AIModule | bool IsDecoratorObserverActive() const | [] |
UBTDecorator_BlueprintBase::OnBecomeRelevant | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 ) | [] |
UBTDecorator_BlueprintBase::OnBlackboardKeyValueChange | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Notify about changes in blackboard | AIModule | EBlackboardNotificationResult OnBlackboardKeyValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID ) | [] |
UBTDecorator_BlueprintBase::OnCeaseRelevant | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 ) | [] |
UBTDecorator_BlueprintBase::OnInstanceDestroyed | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called when node instance is removed from tree | AIModule | virtual void OnInstanceDestroyed ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) | [] |
UBTDecorator_BlueprintBase::OnNodeActivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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_BlueprintBase::IsDecoratorExecutionActive | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Check if decorator is part of currently active branch | AIModule | bool IsDecoratorExecutionActive() const | [] |
UBTDecorator_BlueprintBase::OnNodeDeactivation | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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_BlueprintBase::PerformConditionCheck | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called when testing if underlying node can be executed, must call FinishConditionCheck that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | bool PerformConditionCheck ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor ) | [] |
UBTDecorator_BlueprintBase::PerformConditionCheckAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | bool PerformConditionCheckAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
UBTDecorator_BlueprintBase::PostInitProperties | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Setup node name | AIModule | virtual void PostInitProperties() | [] |
UBTDecorator_BlueprintBase::PostLoad | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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() | [] |
UBTDecorator_BlueprintBase::ReceiveExecutionStart | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called on execution of underlying node that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | void ReceiveExecutionStart ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor ) | [] |
UBTDecorator_BlueprintBase::ReceiveExecutionFinish | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called when execution of underlying node is finished that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | void ReceiveExecutionFinish ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, enum [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) | [] |
UBTDecorator_BlueprintBase::ReceiveExecutionStartAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | void ReceiveExecutionStartAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
UBTDecorator_BlueprintBase::ReceiveExecutionFinishAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | void ReceiveExecutionFinishAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, enum [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) | [] |
UBTDecorator_BlueprintBase::ReceiveObserverActivated | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called when observer is activated (flow controller) that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | void ReceiveObserverActivated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor ) | [] |
UBTDecorator_BlueprintBase::ReceiveObserverActivatedAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | void ReceiveObserverActivatedAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
UBTDecorator_BlueprintBase::ReceiveObserverDeactivatedAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | void ReceiveObserverDeactivatedAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
UBTDecorator_BlueprintBase::ReceiveObserverDeactivated | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Called when observer is deactivated (flow controller) that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | void ReceiveObserverDeactivated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor ) | [] |
UBTDecorator_BlueprintBase::ReceiveTick | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Tick function that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | AIModule | void ReceiveTick ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, float DeltaSeconds ) | [] |
UBTDecorator_BlueprintBase::ReceiveTickAI | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | generic one otherwise | AIModule | void ReceiveTickAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, float DeltaSeconds ) | [] |
UBTDecorator_BlueprintBase::RequestAbort | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Handle abort request calls from the specified abort type | AIModule | void RequestAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const [EAbortType](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase\EAbortType) Type ) | [] |
UBTDecorator_BlueprintBase::SetOwner | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 ) | [] |
UBTDecorator_BlueprintBase::TickNode | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.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 ) | [] |
UBTDecorator_BlueprintBase::UsesBlueprint | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Get whether this node is using a blueprint for its logic | AIModule | virtual bool UsesBlueprint() const | [] |
UBTDecorator_BlueprintBase::UBTDecorator_BlueprintBase | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | AIModule | UBTDecorator_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UBTDecorator_BlueprintBase | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h | Helper functions: | AIModule | class UBTDecorator_BlueprintBase : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) | [
{
"type": "TObjectPtr<AAc...",
"name": "ActorOwner",
"description": "Cached AIController owner of BehaviorTreeComponent."
},
{
"type": "TObjectPtr<AAI...",
"name": "AIOwner",
"description": "Cached AIController owner of BehaviorTreeComponent."
},
{
"type": "uint32: 1",
"name": "bCheckConditionOnlyBlackBoardChanges",
"description": "Applies only if Decorator has anyFBlackboardKeySelectorproperty and if decorator is set to abort BT flow."
},
{
"type": "uint32: 1",
"name": "bIsObservingBB",
"description": "Gets set to true if decorator declared BB keys it can potentially observe"
},
{
"type": "uint32: 1",
"name": "bShowPropertyDetails",
"description": "Show detailed information about properties"
},
{
"type": "FString",
"name": "CustomDescription",
"description": ""
},
{
"type": "TArray<FName>",
"name": "ObservedKeyNames",
"description": "Blackboard key names that should be observed"
},
{
"type": "uint32: 2",
"name": "PerformConditionCheckImplementations",
"description": "Set if ReceiveConditionCheck is implemented by blueprint"
},
{
"type": "TArray<FProper...",
"name": "PropertyData",
"description": "Properties with runtime values, stored only in class default object"
},
{
"type": "uint32: 2",
"name": "ReceiveExecutionFinishImplementations",
"description": "Set if ReceiveExecutionFinish is implemented by blueprint"
},
{
"type": "uint32: 2",
"name": "ReceiveExecutionStartImplementations",
"description": "Set if ReceiveExecutionStart is implemented by blueprint"
},
{
"type": "uint32: 2",
"name": "ReceiveObserverActivatedImplementations",
"description": "Set if ReceiveObserverActivated is implemented by blueprint"
},
{
"type": "uint32: 2",
"name": "ReceiveObserverDeactivatedImplementations",
"description": "Set if ReceiveObserverDeactivated is implemented by blueprint"
},
{
"type": "uint32: 2",
"name": "ReceiveTickImplementations",
"description": "Set if ReceiveTick is implemented by blueprint"
}
] |
UBTDecorator_CheckGameplayTagsOnActor::BuildDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h | Describe decorator and cache it | AIModule | virtual void BuildDescription() | [] |
UBTDecorator_CheckGameplayTagsOnActor::CalculateRawConditionValue | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.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_CheckGameplayTagsOnActor::DescribeRuntimeValues | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.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 | [] |
UBTDecorator_CheckGameplayTagsOnActor::GetStaticDescription | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h | string containing description of this node with all setup values | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const | [] |
UBTDecorator_CheckGameplayTagsOnActor::PostEditChangeProperty | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h | Called when a property on this object has been modified externally | AIModule | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
Subsets and Splits