| UBTDecorator::OnNodeProcessed()
|
Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTDecorator.h |
Include |
#include "BehaviorTree/BTDecorator.h" |
Source |
/Engine/Source/Runtime/AIModule/Private/BehaviorTree/BTDecorator.cpp |
virtual void OnNodeProcessed
(
FBehaviorTreeSearchData & SearchData,
EBTNodeResult::Type & NodeResult
)
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!