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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h |
Include |
#include "BehaviorTree/Decorators/BTDecorator_ForceSuccess.h" |
class UBTDecorator_ForceSuccess : public UBTDecorator
Change node result to Success useful for creating optional branches in sequence
Forcing failed result was not implemented, because it doesn't make sense in both basic composites:
sequence = child nodes behind it will be never run
selector = would allow executing multiple nodes, turning it into a sequence...
Name | Description | |
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UBTDecorator_ForceSuccess ( |
Name | Description | ||
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OnNodeProcessed ( |
Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically |
Name | Description | ||
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GetNodeIconName() |
Get the name of the icon used to display this node in the editor |