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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Components/StateTreeBrainComponent.h |
Include |
#include "Components/StateTreeBrainComponent.h" |
UCLASS(ClassGroup=AI, HideCategories=(Activation, Collision), Meta=(BlueprintSpawnableComponent))
class UStateTreeBrainComponent :
public UBrainComponent,
public IGameplayTaskOwnerInterface
Name | Description | ||
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uint8: 1 |
bIsPaused |
If set, execution requests will be postponed |
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uint8: 1 |
bIsRunning |
If set, state tree execution is allowed |
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UStateTree *... |
StateTree |
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StateTreeContext |
Name | Description | |
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UStateTreeBrainComponent ( |
Name | Description | ||
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SetContextRequirements() |
Name | Description | ||
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Cleanup() |
AI logic won't be needed anymore, stop all activity and run cleanup |
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IsPaused() |
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IsRunning() |
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PauseLogic ( |
Pause logic and blackboard updates. |
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RestartLogic() |
Restarts currently running or previously ran brain logic. |
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EAILogicResu... |
ResumeLogic ( |
Resumes paused brain logic. MUST be called by child implementations! |
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StartLogic() |
Starts brain logic. If brain is already running, will not do anything. |
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StopLogic ( |
Stops currently running brain logic. |
Name | Description | ||
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InitializeComponent() |
BEGIN UActorComponent overrides |
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TickComponent ( |
Function called every frame on this ActorComponent. |
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UninitializeComponent() |
Handle this component being Uninitialized. |
Name | Description | ||
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AActor * |
GetGameplayTaskAvatar ( |
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) |
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GetGameplayTaskDefaultPriority() |
Get default priority for running a task |
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AActor * |
GetGameplayTaskOwner ( |
Get owner of a task or default one when task is null |
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UGameplayTas... |
GetGameplayTasksComponent ( |
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! |
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OnGameplayTaskInitialized ( |
Notify called after GameplayTask finishes initialization (not active yet) |