UBTComposite_Sequence

Copyright Epic Games, Inc. All Rights Reserved.

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.h

Include

#include "BehaviorTree/Composites/BTComposite_Sequence.h"

Syntax

class UBTComposite_Sequence : public UBTCompositeNode

Remarks

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.

Constructors

Name Description

Public function

UBTComposite_Sequence

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UBTCompositeNode

Name Description

Public function Virtual Const

bool

 

CanAbortLowerPriority()

Public function Virtual Const

int32

 

GetNextChildHandler

(
    FBehaviorTreeSearchData& SearchDat...,
    int32 PrevChild,
    EBTNodeResult::Type LastResult
)

Overridden from UBTNode

Name Description

Public function Virtual Const

FName

 

GetNodeIconName()

Get the name of the icon used to display this node in the editor

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