UGameplayBehavior_BehaviorTree

This behavior works only for AIControlled pawns

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macOS

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameplayBehavior

UGameplayBehavior_BehaviorTree

References

Module

GameplayBehaviorsModule

Header

/Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/AI/GameplayBehavior_BehaviorTree.h

Include

#include "AI/GameplayBehavior_BehaviorTree.h"

Syntax

UCLASS()
class UGameplayBehavior_BehaviorTree : public UGameplayBehavior

Remarks

This behavior works only for AIControlled pawns

Variables

Name Description

Protected variable UProperty

AAIController &...

 

AIController

Protected variable UProperty Category, EditAnywhere

bool

 

bSingleRun

Indicates if BehaviorTree should run only once or in loop.

Protected variable UProperty

UBehaviorTree &...

 

PreviousBT

Protected variable

FTimerHandle

 

TimerHandle

Constructors

Name Description

Public function

UGameplayBehavior_BehaviorTree

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

OnTimerTick()

Overridden from UGameplayBehavior

Name Description

Protected function Virtual

void

 

EndBehavior

(
    AActor& InAvatar,
    const bool bInterrupted
)

Protected function Virtual Const

bool

 

NeedsInstance

(
    const UGameplayBehaviorConfig*...
)

Protected function Virtual

bool

 

Trigger

(
    AActor& Avatar,
    const UGameplayBehaviorConfig*...,
    AActor* SmartObjectOwner
)

Default implementation will trigger the appropriate Blueprint event based on their presence in the script and in the following priority: