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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehavior.h |
Include |
#include "BehaviorTree/Tasks/BTTask_RunBehavior.h" |
class UBTTask_RunBehavior : public UBTTaskNode
RunBehavior task allows pushing subtrees on execution stack. Subtree asset can't be changed in runtime!
This limitation is caused by support for subtree's root level decorators, which are injected into parent tree, and structure of running tree cannot be modified in runtime (see: BTNode: ExecutionIndex, MemoryOffset)
Use RunBehaviorDynamic task for subtrees that need to be changed in runtime.
Name | Description | ||
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TObjectPtr< UBe... |
BehaviorAsset |
Behavior to run |
Name | Description | |
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UBTTask_RunBehavior ( |
Name | Description | ||
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GetInjectedNodesCount() |
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UBehaviorTre... |
GetSubtreeAsset() |
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OnSubtreeDeactivated ( |
Called when subtree is removed from active stack |
Name | Description | ||
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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() |