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UBTDecorator_CheckGameplayTagsOnActor::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTDecorator_CheckGameplayTagsOnActor::UBTDecorator_CheckGameplayTagsOnActor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h
AIModule
UBTDecorator_CheckGameplayTagsOnActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_CheckGameplayTagsOnActor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CheckGameplayTagsOnActor.h
GameplayTag decorator node. A decorator node that bases its condition on whether the specified Actor (in the blackboard) has a Gameplay Tag or Tags specified.
AIModule
class UBTDecorator_CheckGameplayTagsOnActor : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "FString", "name": "CachedDescription", "description": "Cached description" }, { "type": "FGameplayTagCon...", "name": "GameplayTags", "description": "" }, { "type": "", "name": "Meta", "description": "" }, { "type": "EGameplayContai...", "name": "TagsToMatch", "description": "" } ]
UBTDecorator_CompareBBEntries::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.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_CompareBBEntries::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.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_CompareBBEntries::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_CompareBBEntries::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTDecorator_CompareBBEntries::OnBlackboardKeyValueChange
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h
AIModule
virtual EBlackboardNotificationResult OnBlackboardKeyValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID )
[]
UBTDecorator_CompareBBEntries::OnBecomeRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.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_CompareBBEntries::OnCeaseRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.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_CompareBBEntries::UBTDecorator_CompareBBEntries
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h
AIModule
UBTDecorator_CompareBBEntries ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_CompareBBEntries
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_CompareBBEntries.h
Blackboard comparison decorator node. A decorator node that bases its condition on a comparison between two Blackboard keys.
AIModule
class UBTDecorator_CompareBBEntries : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "FBlackboardKeyS...", "name": "BlackboardKeyA", "description": "Blackboard key selector" }, { "type": "FBlackboardKeyS...", "name": "BlackboardKeyB", "description": "Blackboard key selector" }, { "type": "TEnumAsByte<EB...", "name": "Operator", "description": "Operation type" } ]
UBTDecorator_ConditionalLoop::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.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_ConditionalLoop::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_ConditionalLoop::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.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_ConditionalLoop::OnBlackboardKeyValueChange
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.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_ConditionalLoop::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.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_ConditionalLoop::UBTDecorator_ConditionalLoop
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.h
AIModule
UBTDecorator_ConditionalLoop ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_ConditionalLoop
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConditionalLoop.h
Conditional loop decorator node. A decorator node that loops execution as long as condition is satisfied.
AIModule
class UBTDecorator_ConditionalLoop : public [UBTDecorator_Blackboard](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_Blackboard)
[]
UBTDecorator_ConeCheck::CalculateDirection
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
AIModule
bool CalculateDirection ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Origin, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & End, FVector & Direction ) const
[]
UBTDecorator_ConeCheck::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.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_ConeCheck::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.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_ConeCheck::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_ConeCheck::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.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_ConeCheck::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_ConeCheck::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTDecorator_ConeCheck::OnBecomeRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.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_ConeCheck::OnBlackboardChange
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
AIModule
void OnBlackboardChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID )
[]
UBTDecorator_ConeCheck::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.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 )
[]
TNodeInstanceMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
AIModule
typedef [FBTConeCheckDecoratorMemory](API\Runtime\AIModule\BehaviorTree\Decorators\FBTConeCheckDecoratorMemory) TNodeInstanceMemory
[]
UBTDecorator_ConeCheck::UBTDecorator_ConeCheck
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
AIModule
UBTDecorator_ConeCheck ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_ConeCheck
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ConeCheck.h
Cone check decorator node. A decorator node that bases its condition on a cone check, using Blackboard entries to form the parameters of the check.
AIModule
class UBTDecorator_ConeCheck : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "FBlackboardKeyS...", "name": "ConeDirection", "description": "\"None\" means \"use ConeOrigin's direction\"" }, { "type": "float", "name": "ConeHalfAngle", "description": "Angle between cone direction and code cone edge, or a half of the total cone angle" }, { "type": "float", "name": "ConeHalfAngleDot", "description": "" }, { "type": "FBlackboardKeyS...", "name": "ConeOrigin", "description": "Blackboard key selector" }, { "type": "FBlackboardKeyS...", "name": "Observed", "description": "Blackboard key selector" } ]
UBTDecorator_Cooldown::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_Cooldown::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_Cooldown::InitializeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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
[]
UBTDecorator_Cooldown::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::PostLoad
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.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_Cooldown::UBTDecorator_Cooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.h
AIModule
UBTDecorator_Cooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_Cooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Cooldown.h
Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer has expired.
AIModule
class UBTDecorator_Cooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "float", "name": "CoolDownTime", "description": "Max allowed time for execution of underlying node" } ]
UBTDecorator_DoesPathExist::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.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_DoesPathExist::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.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_DoesPathExist::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_DoesPathExist::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTDecorator_DoesPathExist::UBTDecorator_DoesPathExist
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.h
AIModule
UBTDecorator_DoesPathExist ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_DoesPathExist
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_DoesPathExist.h
Cooldown decorator node. A decorator node that bases its condition on whether a path exists between two points from the Blackboard.
AIModule
class UBTDecorator_DoesPathExist : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "FBlackboardKeyS...", "name": "BlackboardKeyA", "description": "Blackboard key selector" }, { "type": "FBlackboardKeyS...", "name": "BlackboardKeyB", "description": "Blackboard key selector" }, { "type": "uint32: 1", "name": "bUseSelf", "description": "Deprecated, set value of blackboard key A on initialization" }, { "type": "TSubclassOf<UN...", "name": "FilterClass", "description": "\"None\" will result in default filter being used" }, { "type": "TEnumAsByte<EP...", "name": "PathQueryType", "description": "" } ]
UBTDecorator_ForceSuccess::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.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_ForceSuccess::OnNodeProcessed
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h
Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically
AIModule
virtual void OnNodeProcessed ( struct [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult )
[]
UBTDecorator_ForceSuccess::UBTDecorator_ForceSuccess
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h
AIModule
UBTDecorator_ForceSuccess ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_ForceSuccess
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h
Forcing failed result was not implemented, because it doesn't make sense in both basic composites:
AIModule
class UBTDecorator_ForceSuccess : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[]
UBTDecorator_IsAtLocation::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.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_IsAtLocation::GetGeometricDistanceSquared
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.h
AIModule
[FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetGeometricDistanceSquared ( const FVector & A, const FVector & B ) const
[]
UBTDecorator_IsAtLocation::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.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_IsAtLocation::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_IsAtLocation::UBTDecorator_IsAtLocation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.h
AIModule
UBTDecorator_IsAtLocation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_IsAtLocation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsAtLocation.h
Is At Location decorator node. A decorator node that checks if AI controlled pawn is at given location.
AIModule
class UBTDecorator_IsAtLocation : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase)
[ { "type": "float", "name": "AcceptableRadius", "description": "Distance threshold to accept as being at location" }, { "type": "uint32: 1", "name": "bPathFindingBasedTest", "description": "If true the result will be consistent with tests done while following paths." }, { "type": "uint32: 1", "name": "bUseNavAgentGoalLocation", "description": "If moving to an actor and this actor is a nav agent, then we will move to their nav agent location" }, { "type": "uint32: 1", "name": "bUseParametrizedRadius", "description": "" }, { "type": "FAIDistanceType", "name": "GeometricDistanceType", "description": "" }, { "type": "FAIDataProvider...", "name": "ParametrizedAcceptableRadius", "description": "" } ]
UBTDecorator_IsBBEntryOfClass::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.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_IsBBEntryOfClass::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.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_IsBBEntryOfClass::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_IsBBEntryOfClass::OnBlackboardKeyValueChange
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.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_IsBBEntryOfClass::UBTDecorator_IsBBEntryOfClass
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.h
AIModule
UBTDecorator_IsBBEntryOfClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_IsBBEntryOfClass
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_IsBBEntryOfClass.h
AIModule
class UBTDecorator_IsBBEntryOfClass : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase)
[ { "type": "TSubclassOf<UO...", "name": "TestClass", "description": "" } ]
UBTDecorator_KeepInCone::CalculateCurrentDirection
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
AIModule
bool CalculateCurrentDirection ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, FVector & Direction ) const
[]
UBTDecorator_KeepInCone::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.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_KeepInCone::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_KeepInCone::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.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_KeepInCone::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_KeepInCone::InitializeFromAsset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
Initialize any asset related data
AIModule
virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )
[]
UBTDecorator_KeepInCone::OnBecomeRelevant
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.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_KeepInCone::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.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 )
[]
TNodeInstanceMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
AIModule
typedef [FBTKeepInConeDecoratorMemory](API\Runtime\AIModule\BehaviorTree\Decorators\FBTKeepInConeDecoratorMemory) TNodeInstanceMemory
[]
UBTDecorator_KeepInCone::UBTDecorator_KeepInCone
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
AIModule
UBTDecorator_KeepInCone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_Loop::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.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_KeepInCone
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_KeepInCone.h
Cooldown decorator node. A decorator node that bases its condition on whether the observed position is still inside a cone. The cone's direction is calculated when the node first becomes relevant.
AIModule
class UBTDecorator_KeepInCone : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "uint32: 1", "name": "bUseSelfAsObserved", "description": "Deprecated, set value of Observed on initialization" }, { "type": "uint32: 1", "name": "bUseSelfAsOrigin", "description": "Deprecated, set value of ConeOrigin on initialization" }, { "type": "float", "name": "ConeHalfAngle", "description": "Max allowed time for execution of underlying node" }, { "type": "float", "name": "ConeHalfAngleDot", "description": "" }, { "type": "FBlackboardKeyS...", "name": "ConeOrigin", "description": "Blackboard key selector" }, { "type": "FBlackboardKeyS...", "name": "Observed", "description": "Blackboard key selector" } ]
UBTDecorator_Loop::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_Loop::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.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_Loop::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_Loop::OnNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.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_Loop::UBTDecorator_Loop
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h
AIModule
UBTDecorator_Loop ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_Loop
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h
Loop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded.
AIModule
class UBTDecorator_Loop : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "bool", "name": "bInfiniteLoop", "description": "Infinite loop" }, { "type": "float", "name": "InfiniteLoopTimeoutTime", "description": "Timeout (when looping infinitely, when we finish a loop we will check whether we have spent this time looping, if we have we will stop looping)." }, { "type": "int32", "name": "NumLoops", "description": "Number of executions" } ]
UBTDecorator_ReachedMoveGoal::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ReachedMoveGoal.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_ReachedMoveGoal::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ReachedMoveGoal.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_ReachedMoveGoal::UBTDecorator_ReachedMoveGoal
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ReachedMoveGoal.h
AIModule
UBTDecorator_ReachedMoveGoal ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_ReachedMoveGoal
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ReachedMoveGoal.h
Reached Move Goal decorator node. A decorator node that bases its condition on whether the AI controller's path following component returns that it has reached its goal.
AIModule
class UBTDecorator_ReachedMoveGoal : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[]
UBTDecorator_SetTagCooldown::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.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_SetTagCooldown::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_SetTagCooldown::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.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_SetTagCooldown::UBTDecorator_SetTagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.h
AIModule
UBTDecorator_SetTagCooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_SetTagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.h
Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown.
AIModule
class UBTDecorator_SetTagCooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "bool", "name": "bAddToExistingDuration", "description": "True if we are adding to any existing duration, false if we are setting the duration (potentially invalidating an existing end time)." }, { "type": "float", "name": "CooldownDuration", "description": "Value we will add or set to the Cooldown tag when this task runs." }, { "type": "FGameplayTag", "name": "CooldownTag", "description": "Gameplay tag that will be used for the cooldown." } ]
UBTDecorator_TagCooldown::CalculateRawConditionValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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_TagCooldown::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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_TagCooldown::GetInstanceMemorySize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h
Size of instance memory
AIModule
virtual uint16 GetInstanceMemorySize() const
[]
UBTDecorator_TagCooldown::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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_TagCooldown::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_TagCooldown::InitializeMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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
[]
UBTDecorator_TagCooldown::OnNodeDeactivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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_TagCooldown::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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 )
[]