Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PawnActionBase.h |
Include |
#include "BehaviorTree/Tasks/BTTask_PawnActionBase.h" |
class UBTTask_PawnActionBase : public UBTTaskNode
Base class for managing pawn actions
Task will set itself as action observer before pushing it to AI Controller, override OnActionEvent if you need any special event handling.
Please use result returned by PushAction for ExecuteTask function.
Name | Description | |
---|---|---|
|
UBTTask_PawnActionBase ( |
Name | Description | ||
---|---|---|---|
|
EPawnActionT... |
ActionEventHandler ( |
Helper functions, should be used when behavior tree task deals with pawn actions, but can't derive from this class |
|
OnActionEvent ( |
Action observer, updates state of task |
|
|
OnActionLost ( |
Called when action is removed from stack (FinishedAborting) by some external event default behavior: finish task as failed |
|
|
EBTNodeResul... |
PushAction ( |
Starts executing pawn action |
Name | Description | ||
---|---|---|---|
|
EBTNodeResul... |
AbortTask ( |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |