UBTTask_BlueprintBase::ReceiveExecute

Entry point, task will stay active until FinishExecute is called.

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References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_BlueprintBase.h

Include

#include "BehaviorTree/Tasks/BTTask_BlueprintBase.h"

Syntax

void ReceiveExecute
(
    AActor * OwnerActor
)

Remarks

Entry point, task will stay active until FinishExecute is called. @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