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Module |
|
Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h |
Include |
#include "BehaviorTree/BTTaskNode.h" |
Source |
/Engine/Source/Runtime/AIModule/Private/BehaviorTree/BTTaskNode.cpp |
virtual EBTNodeResult::Type ExecuteTask
(
UBehaviorTreeComponent & OwnerComp,
uint8 * NodeMemory
)
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!