UBTTask_GameplayTaskBase::AbortTask

Aborts this task, should return Aborted or InProgress (use [FinishLatentAbort()](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\FinishLatentAbort) when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

Windows
MacOS
Linux

Override Hierarchy

UBTTaskNode::AbortTask()

UBTTask_GameplayTaskBase::AbortTask()

References

Module

AIModule

Header

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

Include

#include "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h"

Source

/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Tasks/BTTask_GameplayTaskBase.cpp

Syntax

virtual EBTNodeResult::Type AbortTask
(
    UBehaviorTreeComponent & OwnerComp,
    uint8 * NodeMemory
)

Remarks

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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