UBTDecorator_SetTagCooldown

Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown.

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_SetTagCooldown.h

Include

#include "BehaviorTree/Decorators/BTDecorator_SetTagCooldown.h"

Syntax

class UBTDecorator_SetTagCooldown : public UBTDecorator

Remarks

Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown.

Variables

Name Description

Public variable

bool

 

bAddToExistingDuration

True if we are adding to any existing duration, false if we are setting the duration (potentially invalidating an existing end time).

Public variable

float

 

CooldownDuration

Value we will add or set to the Cooldown tag when this task runs.

Public variable

FGameplayTag

 

CooldownTag

Gameplay tag that will be used for the cooldown.

Constructors

Name Description

Public function

UBTDecorator_SetTagCooldown

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UBTDecorator

Name Description

Protected function Virtual

void

 

OnNodeDeactivation

(
    FBehaviorTreeSearchData& SearchDat...,
    EBTNodeResult::Type NodeResult
)

Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation 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

Overridden from UBTNode

Name Description

Public function Virtual Const

FName

 

GetNodeIconName()

Get the name of the icon used to display this node in the editor

Public function Virtual Const

FString

 

GetStaticDescription()