| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h |
Include |
#include "BehaviorTree/Decorators/BTDecorator_ForceSuccess.h" |
class UBTDecorator_ForceSuccess : public UBTDecorator
Change node result to Success useful for creating optional branches in sequence
Forcing failed result was not implemented, because it doesn't make sense in both basic composites:
sequence = child nodes behind it will be never run
selector = would allow executing multiple nodes, turning it into a sequence...
Name | Description | |
---|---|---|
|
UBTDecorator_ForceSuccess ( |
Name | Description | ||
---|---|---|---|
|
OnNodeProcessed ( |
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! |
Name | Description | ||
---|---|---|---|
|
GetNodeIconName() |
Get the name of the icon used to display this node in the editor |