| UBTDecorator::OnNodeProcessed()
|
Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h |
Include |
#include "BehaviorTree/Decorators/BTDecorator_ForceSuccess.h" |
Source |
/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_ForceSuccess.cpp |
virtual void OnNodeProcessed
(
struct FBehaviorTreeSearchData & SearchData,
EBTNodeResult::Type & NodeResult
)
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!