| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
Include |
#include "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" |
class UBTTask_GameplayTaskBase : public UBTTaskNode
Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded
In your ExecuteTask:
use NewBTAITask() helper to create task
initialize task with values if needed
use StartGameplayTask() helper to execute and get node result
Name | Description | ||
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uint32: 1 |
bWaitForGameplayTask |
If set, behavior tree task will wait until gameplay tasks finishes |
Name | Description | |
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UBTTask_GameplayTaskBase ( |
Name | Description | ||
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EBTNodeResul... |
DetermineGameplayTaskResult ( |
Get finish result from task |
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EBTNodeResul... |
StartGameplayTask ( |
Start task and initialize FBTGameplayTaskMemory memory block |
Name | Description | ||
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EBTNodeResul... |
AbortTask ( |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
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OnTaskFinished ( |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! |
Name | Description | ||
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GetInstanceMemorySize() |
Size of instance memory |
Name | Description | ||
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OnGameplayTaskDeactivated ( |
Notify called after GameplayTask changes state from Active (finishing or pausing) |