UBTTask_RunEQSQuery

Run Environment Query System Query task node. Runs the specified environment query when executed.

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h

Include

#include "BehaviorTree/Tasks/BTTask_RunEQSQuery.h"

Syntax

class UBTTask_RunEQSQuery : public UBTTask_BlackboardBase

Remarks

Run Environment Query System Query task node. Runs the specified environment query when executed.

Variables

Name Description

Public variable

bool

 

bUseBBKey

Public variable

FBlackboardKeyS...

 

EQSQueryBlackboardKey

Blackboard key storing an EQS query template

Public variable

FEQSParametrize...

 

EQSRequest

Public variable

TArray< FAIDyna...

 

QueryConfig

Public variable

FQueryFinishedS...

 

QueryFinishedDelegate

Public variable

TArray< FEnvNam...

 

QueryParams

Optional parameters for query

Public variable

UEnvQuery *

 

QueryTemplate

Query to run

Public variable

TEnumAsByte< EE...

 

RunMode

Determines which item will be stored (All = only first matching)

Constructors

Name Description

Public function

UBTTask_RunEQSQuery

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

CollectKeyFilters()

Gather all filters from existing EnvQueryItemTypes

Public function

void

 

OnQueryFinished

(
    TSharedPtr< FEnvQueryResult > Resul...
)

Finish task

Overridden from UBTTaskNode

Name Description

Public function Virtual

EBTNodeResul...

 

AbortTask

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

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!

Public function Virtual

EBTNodeResul...

 

ExecuteTask

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) 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 Const

uint16

 

GetInstanceMemorySize()

Size of instance memory

Public function Virtual Const

FName

 

GetNodeIconName()

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

Public function Virtual Const

FString

 

GetStaticDescription()

Public function Virtual

void

 

InitializeFromAsset

(
    UBehaviorTree& Asset
)

Initialize any asset related data

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Prepare query params

Public function Virtual

void

 

PostLoad()

Convert QueryParams to QueryConfig

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