UBehaviorTreeManager

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBehaviorTreeManager

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h

Include

#include "BehaviorTree/BehaviorTreeManager.h"

Syntax

class UBehaviorTreeManager : public UObject

Variables

Name Description

Protected variable

TArray< TObject...

 

ActiveComponents

Protected variable

TArray< FBehavi...

 

LoadedTemplates

Initialized tree templates

Public variable

int32

 

MaxDebuggerSteps

Limit for recording execution steps for debugger

Constructors

Name Description

Public function

UBehaviorTreeManager

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddActiveComponent

(
    UBehaviorTreeComponent& Component
)

Register new behavior tree component for tracking

Public function Const

void

 

DumpUsageStats()

Public function Static

int32

 

GetAlignedDataSize

(
    int32 Size
)

Get aligned memory size

Public function Static

UBehaviorTre...

 

GetCurrent

(
    UWorld* World
)

Public function Static

UBehaviorTre...

 

GetCurrent

(
    UObject* WorldContextObject
)

Public function Static

void

 

InitializeMemoryHelper

(
    const TArray< UBTDecorator* > ...,
    TArray< uint16 >& MemoryOffsets,
    int32& MemorySize,
    bool bForceInstancing
)

Helper function for sorting and aligning node memory

Public function

bool

 

LoadTree

(
    UBehaviorTree& Asset,
    UBTCompositeNode*& Root,
    uint16& InstanceMemorySize
)

Get behavior tree template for given blueprint

Public function

void

 

RemoveActiveComponent

(
    UBehaviorTreeComponent& Component
)

Unregister behavior tree component from tracking

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Cleanup hooks for map loading