UBTTask_SetTagCooldown

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Inheritance Hierarchy

References

Module

AIModule

Header

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

Include

#include "BehaviorTree/Tasks/BTTask_SetTagCooldown.h"

Syntax

class UBTTask_SetTagCooldown : public UBTTaskNode

Remarks

Cooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution.

Variables

Name Description

Public variable

bool

 

bAddToExistingDuration

True if we are adding to any existing duration, false if we are setting the duration (potentially invalidating an existing end time).

Public variable

float

 

CooldownDuration

Value we will add or set to the Cooldown tag when this task runs.

Public variable

FGameplayTag

 

CooldownTag

Gameplay tag that will be used for the cooldown.

Constructors

Name Description

Public function

UBTTask_SetTagCooldown

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UBTTaskNode

Name Description

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

FName

 

GetNodeIconName()

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

Public function Virtual Const

FString

 

GetStaticDescription()

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