UBTTask_FindAndUseSmartObject

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBTNode

UBTTaskNode

UBTTask_FindAndUseSmartObject

References

Module

SmartObjectsModule

Header

/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/AI/BTTask_FindAndUseSmartObject.h

Include

#include "AI/BTTask_FindAndUseSmartObject.h"

Syntax

UCLASS()
class UBTTask_FindAndUseSmartObject : public UBTTaskNode

Variables

Name Description

Protected variable UProperty Category, EditAnywhere

FGameplayTagQue...

 

ActivityRequirements

Virtual FNameGetNodeIconName() const override; virtual void OnNodeCreated() override; Additional tag query to filter available smart objects.

Protected variable UProperty Category, EditAnywhere

float

 

Radius

Constructors

Name Description

Public function

UBTTask_FindAndUseSmartObject

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual

*virtual...

 

PrepareMoveTask

(
    UBehaviorTreeComponent& OwnerComp,
    UAITask_MoveTo* ExistingTask,
    FAIMoveRequest& MoveRequest
)

EBTNodeResult::Type PerformMoveTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory);

Overridden from UBTTaskNode

Name Description

Public function Virtual

EBTNodeResul...

 

AbortTask

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

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!

Public function Virtual

EBTNodeResul...

 

ExecuteTask

(
    UBehaviorTreeComponent& OwnerComp,
    uint8* NodeMemory
)

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!

Public function Virtual

void

 

OnTaskFinished

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

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

Overridden from UBTNode