UStateTreeBrainComponent

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Inheritance Hierarchy

References

Module

StateTreeModule

Header

/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Components/StateTreeBrainComponent.h

Include

#include "Components/StateTreeBrainComponent.h"

Syntax

UCLASS(ClassGroup=AI, HideCategories=(Activation, Collision), Meta=(BlueprintSpawnableComponent))
class UStateTreeBrainComponent :
    public UBrainComponent,
    public IGameplayTaskOwnerInterface

Variables

Name Description

Protected variable

uint8: 1

 

bIsPaused

If set, execution requests will be postponed

Protected variable

uint8: 1

 

bIsRunning

If set, state tree execution is allowed

Protected variable UProperty Category, EditDefaultsOnly, Meta

UStateTree *...

 

StateTree

Protected variable UProperty

FStateTreeExecu...

 

StateTreeContext

Constructors

Name Description

Public function

UStateTreeBrainComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

bool

 

SetContextRequirements()

Overridden from UBrainComponent

Name Description

Public function Virtual

void

 

Cleanup()

AI logic won't be needed anymore, stop all activity and run cleanup

Public function Virtual Const

bool

 

IsPaused()

Public function Virtual Const

bool

 

IsRunning()

Public function Virtual

void

 

PauseLogic

(
    const FString& Reason
)

Pause logic and blackboard updates.

Public function Virtual

void

 

RestartLogic()

Restarts currently running or previously ran brain logic.

Public function Virtual

EAILogicResu...

 

ResumeLogic

(
    const FString& Reason
)

Resumes paused brain logic. MUST be called by child implementations!

Public function Virtual

void

 

StartLogic()

Starts brain logic. If brain is already running, will not do anything.

Public function Virtual

void

 

StopLogic

(
    const FString& Reason
)

Stops currently running brain logic.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

InitializeComponent()

BEGIN UActorComponent overrides

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Public function Virtual

void

 

UninitializeComponent()

Handle this component being Uninitialized.

Overridden from IGameplayTaskOwnerInterface

Name Description

Public function Virtual Const

AActor *

 

GetGameplayTaskAvatar

(
    const UGameplayTask* Task
)

Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

Public function Virtual Const

uint8

 

GetGameplayTaskDefaultPriority()

Get default priority for running a task

Public function Virtual Const

AActor *

 

GetGameplayTaskOwner

(
    const UGameplayTask* Task
)

Get owner of a task or default one when task is null

Public function Virtual Const

UGameplayTas...

 

GetGameplayTasksComponent

(
    const UGameplayTask& Task
)

Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

Public function Virtual

void

 

OnGameplayTaskInitialized

(
    UGameplayTask& Task
)

Notify called after GameplayTask finishes initialization (not active yet)