Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTNode.h |
Include |
#include "BehaviorTree/BTNode.h" |
class UBTNode :
public UObject,
public IGameplayTaskOwnerInterface
Name | Description | ||
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uint8: 1 |
bCreateNodeInstance |
If set, node will be instanced instead of using memory block and template shared with all other BT components |
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uint8: 1 |
bOwnsGameplayTasks |
Set to true if task owns any GameplayTasks. |
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NodeName |
Node name |
Name | Description | |
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UBTNode ( |
Name | Description | ||
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T * |
CastInstanceNodeMemory ( |
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void |
CleanupInSubtree ( |
Called on removing subtree to cleanup memory |
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void |
CleanupMemory ( |
Cleanup memory block |
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void |
DescribeRuntimeValues ( |
Gathers description of all runtime parameters |
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void |
ForceInstancing ( |
Sets bCreateNodeInstance flag, do NOT call this function on already pushed tree instance! |
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UBlackboardD... |
GetBlackboardAsset() |
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UBehaviorTre... |
GetBTComponentForTask ( |
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uint16 |
GetExecutionIndex() |
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uint16 |
GetInstanceMemorySize() |
Size of instance memory |
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uint16 |
GetMemoryOffset() |
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UBTNode *... |
GetNextNode() |
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GetNodeIconName() |
Get the name of the icon used to display this node in the editor |
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UBTNode *... |
GetNodeInstance ( |
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UBTNode *... |
GetNodeInstance ( |
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const T *... |
GetNodeMemory ( |
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T * |
GetNodeMemory ( |
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const T *... |
GetNodeMemory ( |
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T * |
GetNodeMemory ( |
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GetNodeName() |
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UBTComposite... |
GetParentNode() |
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GetRuntimeDescription ( |
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uint16 |
GetSpecialMemorySize() |
Size of special, hidden memory block for internal mechanics |
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T * |
GetSpecialNodeMemory ( |
Get special memory block used for hidden shared data (e.g. node instancing) |
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GetStaticDescription() |
||
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UBehaviorTre... |
GetTreeAsset() |
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uint8 |
GetTreeDepth() |
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UWorld * |
GetWorld() |
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bool |
HasInstance() |
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void |
InitializeExecutionOrder ( |
Fill in data about execution order |
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void |
InitializeFromAsset ( |
Initialize any asset related data |
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void |
InitializeInSubtree ( |
Called on creating subtree to set up memory and instancing |
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void |
InitializeMemory ( |
Initialize memory block |
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void |
InitializeNode ( |
Fill in data about tree structure |
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bool |
IsInjected() |
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bool |
IsInstanced() |
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void |
MarkInjectedNode() |
Sets bIsInjected flag, do NOT call this function unless you really know what you are doing! |
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T * |
NewBTAITask ( |
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T * |
NewBTAITask ( |
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void |
OnInstanceCreated ( |
Called when node instance is added to tree |
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void |
OnInstanceDestroyed ( |
Called when node instance is removed from tree |
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void |
OnNodeCreated() |
Called after creating new node in behavior tree editor, use for versioning |
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void |
SetOwner ( |
Gets called only for instanced nodes(bCreateNodeInstance == true). |
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bool |
UsesBlueprint() |
Get whether this node is using a blueprint for its logic |
Name | Description | ||
---|---|---|---|
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AActor * |
GetGameplayTaskAvatar ( |
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) |
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uint8 |
GetGameplayTaskDefaultPriority() |
Get default priority for running a task |
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AActor * |
GetGameplayTaskOwner ( |
Get owner of a task or default one when task is null |
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UGameplayTas... |
GetGameplayTasksComponent ( |
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! |
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void |
OnGameplayTaskInitialized ( |
Notify called after GameplayTask finishes initialization (not active yet) |