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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_BlueprintBase.h |
Include |
#include "BehaviorTree/Tasks/BTTask_BlueprintBase.h" |
class UBTTask_BlueprintBase : public UBTTaskNode
Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes!
When task receives Abort event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Execute, but does not handle external events. Please use them safely (unregister at abort) and call IsTaskExecuting() when in doubt.
Name | Description | ||
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TObjectPtr< AAc... |
ActorOwner |
Cached actor owner of BehaviorTreeComponent. |
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TObjectPtr< AAI... |
AIOwner |
Cached AIController owner of BehaviorTreeComponent. |
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uint32: 1 |
bIsAborting |
Set when task enters Aborting state |
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uint32: 1 |
bShowPropertyDetails |
Show detailed information about properties |
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uint32: 1 |
bStoreFinishResult |
If set, execution is inside blueprint's ReceiveExecute(Abort) event FinishExecute(Abort) function should store their result in CurrentCallResult variable |
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TEnumAsByte< EB... |
CurrentCallResult |
Temporary variable for ReceiveExecute(Abort)-FinishExecute(Abort) chain |
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CustomDescription |
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PropertyData |
Properties that should be copied |
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uint32: 2 |
ReceiveAbortImplementations |
Set if ReceiveAbort is implemented by blueprint |
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uint32: 2 |
ReceiveExecuteImplementations |
Set if ReceiveExecute is implemented by blueprint |
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uint32: 2 |
ReceiveTickImplementations |
Set if ReceiveTick is implemented by blueprint |
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TickInterval |
If any of the Tick functions is implemented, how often should they be ticked. |
Name | Description | |
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UBTTask_BlueprintBase ( |
Name | Description | ||
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FinishAbort() |
Aborts task execution |
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FinishExecute ( |
Finishes task execution with Success or Fail result |
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IsTaskAborting() |
Check if task is currently being aborted |
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IsTaskExecuting() |
Check if task is currently being executed |
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ReceiveAbort ( |
If blueprint graph contains this event, task will stay active until FinishAbort is called @note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise |
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ReceiveAbortAI ( |
Alternative AI version of ReceiveAbort |
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ReceiveExecute ( |
Entry point, task will stay active until FinishExecute is called. |
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ReceiveExecuteAI ( |
Alternative AI version of ReceiveExecute |
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ReceiveTick ( |
Tick function @note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise |
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ReceiveTickAI ( |
Alternative AI version of tick function. |
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SetFinishOnMessage ( |
Task execution will be finished (with result 'Success') after receiving specified message |
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SetFinishOnMessageWithId |
Task execution will be finished (with result 'Success') after receiving specified message with indicated ID |
Name | Description | ||
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EBTNodeResul... |
AbortTask ( |
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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EBTNodeResul... |
ExecuteTask ( |
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! |
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OnTaskFinished ( |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically |
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TickTask ( |
Ticks this task |
Name | Description | ||
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DescribeRuntimeValues ( |
Gathers description of all runtime parameters |
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GetStaticDescription() |
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InitializeFromAsset ( |
Initialize any asset related data |
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OnInstanceDestroyed ( |
Called when node instance is removed from tree |
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SetOwner ( |
Gets called only for instanced nodes(bCreateNodeInstance == true). |
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UsesBlueprint() |
Get whether this node is using a blueprint for its logic |