UBTService_BlueprintBase

Base class for blueprint based service nodes.

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_BlueprintBase.h

Include

#include "BehaviorTree/Services/BTService_BlueprintBase.h"

Syntax

class UBTService_BlueprintBase : public UBTService

Remarks

Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes!

When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and call IsServiceActive() when in doubt.

Variables

Name Description

Protected variable

AActor *

 

ActorOwner

Cached actor owner of BehaviorTreeComponent.

Protected variable

AAIController &...

 

AIOwner

Cached AIController owner of BehaviorTreeComponent.

Protected variable

uint32: 1

 

bShowEventDetails

Show detailed information about implemented events

Protected variable

uint32: 1

 

bShowPropertyDetails

Show detailed information about properties

Protected variable

FString

 

CustomDescription

Protected variable

TArray< FProper...

 

PropertyData

Properties with runtime values, stored only in class default object

Protected variable

uint32: 2

 

ReceiveActivationImplementations

Set if ReceiveActivation is implemented by blueprint

Protected variable

uint32: 2

 

ReceiveDeactivationImplementations

Set if ReceiveDeactivation is implemented by blueprint

Protected variable

uint32: 2

 

ReceiveSearchStartImplementations

Set if ReceiveSearchStart is implemented by blueprint

Protected variable

uint32: 2

 

ReceiveTickImplementations

Set if ReceiveTick is implemented by blueprint

Constructors

Name Description

Public function

UBTService_BlueprintBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Const

bool

 

IsServiceActive()

Check if service is currently being active

Protected function

void

 

ReceiveActivation

(
    AActor* OwnerActor
)

Service became active 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

Protected function

void

 

ReceiveActivationAI

(
    AAIController* OwnerController,
    APawn* ControlledPawn
)

Alternative AI version of ReceiveActivation function.

Protected function

void

 

ReceiveDeactivation

(
    AActor* OwnerActor
)

Service became inactive 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

Protected function

void

 

ReceiveDeactivationAI

(
    AAIController* OwnerController,
    APawn* ControlledPawn
)

Alternative AI version of ReceiveDeactivation function.

Protected function

void

 

ReceiveSearchStart

(
    AActor* OwnerActor
)

Task search enters branch of tree 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

Protected function

void

 

ReceiveSearchStartAI

(
    AAIController* OwnerController,
    APawn* ControlledPawn
)

Alternative AI version of ReceiveSearchStart function.

Protected function

void

 

ReceiveTick

(
    AActor* OwnerActor,
    float DeltaSeconds
)

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

Protected function

void

 

ReceiveTickAI

(
    AAIController* OwnerController,
    APawn* ControlledPawn,
    float DeltaSeconds
)

Alternative AI version of ReceiveTick function.

Overridden from UBTService

Name Description

Protected function Virtual Const

FString

 

GetStaticServiceDescription()

Gets the description for our service.

Protected function Virtual

void

 

OnSearchStart

(
    FBehaviorTreeSearchData& SearchDat...
)

Called when search enters underlying branch this function should be considered as const (don't modify state of object) if node is not instanced!

Overridden from UBTAuxiliaryNode

Name Description

Protected function Virtual

void

 

OnBecomeRelevant

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced!

Protected function Virtual

void

 

OnCeaseRelevant

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced!

Protected function Virtual

void

 

TickNode

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory,
    float DeltaSeconds
)

Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced!

Overridden from UBTNode

Name Description

Public function Virtual Const

void

 

DescribeRuntimeValues

(
    const UBehaviorTreeComponent& Owne...,
    uint8* NodeMemory,
    EBTDescriptionVerbosity::Type Verbo...,
    TArray< FString >& Values
)

Gathers description of all runtime parameters

Public function Virtual

void

 

InitializeFromAsset

(
    UBehaviorTree& Asset
)

Initialize any asset related data

Public function Virtual

void

 

OnInstanceDestroyed

(
    UBehaviorTreeComponent& OwnerComp
)

Called when node instance is removed from tree

Public function Virtual

void

 

SetOwner

(
    AActor* ActorOwner
)

Gets called only for instanced nodes(bCreateNodeInstance == true).

Public function Virtual Const

bool

 

UsesBlueprint()

Get whether this node is using a blueprint for its logic

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