UBTTaskNode::ExecuteTask

Starts this task, should return Succeeded, Failed or InProgress (use [FinishLatentTask()](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\FinishLatentTask) 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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Override Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h

Include

#include "BehaviorTree/BTTaskNode.h"

Source

/Engine/Source/Runtime/AIModule/Private/BehaviorTree/BTTaskNode.cpp

Syntax

virtual EBTNodeResult::Type ExecuteTask
(
    UBehaviorTreeComponent & OwnerComp,
    uint8 * NodeMemory
)

Remarks

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!