UConversationTaskNode

Task are leaf nodes of behavior tree, which perform actual actions

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MacOS
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Inheritance Hierarchy

References

Module

CommonConversationRuntime

Header

/Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationTaskNode.h

Include

#include "ConversationTaskNode.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable)
class UConversationTaskNode : public UConversationNodeWithLinks

Remarks

Task are leaf nodes of behavior tree, which perform actual actions

Because some of them can be instanced for specific AI, following virtual functions are not marked as const:

  • ExecuteTask

  • AbortTask

  • TickTask

  • OnMessage

If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined by GetInstanceMemorySize() ) The ConversationTaskNode is the basis of any task in the conversation graph, that task may be as simple as saying some text to the user, and providing some choices. However more complex tasks can fire off quests, can spawn actors, pretty much any arbitrary thing you want.

The conversation system is less about just a dialogue tree, and more about a graph of actions the NPC can take, and choices they can provide to the player.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly

uint32: 1

 

bHasDynamicChoices

EDITOR ONLY VISUALS: Does this task generate dynamic choices?

Public variable UProperty Category, EditDefaultsOnly

uint32: 1

 

bHasRequirements

EDITOR ONLY VISUALS: Does this task internally have requirements?

Protected variable UProperty Category, EditDefaultsOnly

FLinearColor

 

DefaultNodeBodyColor

Default color of the node.

Public variable UProperty

TArray< UConver...

 

SubNodes

Requirements and side effects.

Functions

Name Description

Public function Const

EConversatio...

 

CheckRequirements

(
    const FConversationContext& InCont...
)

Returns the highest priority EConversationRequirementResult, so Passed, having the least priority and FailedHidden having the highest priority.

Protected function Const UFunction blueprintcosmetic, blueprintnativeevent

void

 

ExecuteClientEffects

(
    const FConversationContext& Contex...
)

Protected function Const UFunction BlueprintAuthorityOnly blueprintnativeevent

FConversatio...

 

ExecuteTaskNode

(
    const FConversationContext& Contex...
)

Public function Const

FConversatio...

 

ExecuteTaskNodeWithSideEffects

(
    const FConversationContext& Contex...
)

Protected function Virtual Const

void

 

GatherChoices

(
    FConversationBranchPointBuilder& B...,
    const FConversationContext& Contex...
)

Protected function Virtual Const

void

 

GatherDynamicChoices

(
    FConversationBranchPointBuilder& B...,
    const FConversationContext& Contex...
)

Protected function Virtual Const

void

 

GatherStaticChoices

(
    FConversationBranchPointBuilder& B...,
    const FConversationContext& Contex...
)

Protected function Virtual Const

void

 

GatherStaticExtraData

(
    const FConversationContext& Contex...,
    TArray< FConversationNodeParameterP...
)

Public function Static

void

 

GenerateChoicesForDestinations

(
    FConversationBranchPointBuilder& B...,
    const FConversationContext& InCont...,
    const TArray< FGuid >& CandidateDe...
)

Public function Const UFunction blueprintnativeevent

bool

 

GetNodeBodyColor

(
    FLinearColor& BodyColor
)

Protected function Const UFunction BlueprintAuthorityOnly blueprintnativeevent

EConversatio...

 

IsRequirementSatisfied

(
    const FConversationContext& Contex...
)

Overridden from UConversationNode

Name Description

Public function Virtual Const

FName

 

GetNodeIconName()

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

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