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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlayAnimation.h |
Include |
#include "BehaviorTree/Tasks/BTTask_PlayAnimation.h" |
class UBTTask_PlayAnimation : public UBTTaskNode
Play indicated AnimationAsset on Pawn controlled by BT
that this node is generic and is handing multiple special cases, If you want a more efficient solution you'll need to implement it yourself (or wait for our BTTask_PlayCharacterAnimation)
Name | Description | ||
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TObjectPtr< UAn... |
AnimationToPlay |
Animation asset to play. that it needs to match the skeleton of pawn this BT is controlling |
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uint32: 1 |
bLooping |
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uint32: 1 |
bNonBlocking |
If true the task will just trigger the animation and instantly finish. Fire and Forget. |
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TObjectPtr< USk... |
CachedSkelMesh |
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TObjectPtr< UBe... |
MyOwnerComp |
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PreviousAnimationMode |
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TimerDelegate |
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TimerHandle |
Name | Description | |
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UBTTask_PlayAnimation ( |
Name | Description | ||
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CleanUp ( |
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OnAnimationTimerDone() |
Name | Description | ||
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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! |
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EBTNodeResul... |
ExecuteTask ( |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
Name | Description | ||
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GetNodeIconName() |
Get the name of the icon used to display this node in the editor |
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GetStaticDescription() |