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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 )
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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 )
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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 )
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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 )
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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
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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 )
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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 )
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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 )
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UBTDecorator_BlueprintBase::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h
Setup node name
AIModule
virtual void PostInitProperties()
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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()
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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
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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()
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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
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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
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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
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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 )
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