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Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h |
Include |
#include "BehaviorTree/Decorators/BTDecorator_BlueprintBase.h" |
void ReceiveExecutionFinish
(
AActor * OwnerActor,
enum EBTNodeResult::Type NodeResult
)
Called when execution of underlying node is finished @note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise