Behavior Tree Node Reference: Tasks

This document is a reference page for the Task Nodes available in the Behavior Tree Editor. Tasks are nodes that "do" things, like move an AI, or adjust Blackboard values. They can have Decorators attached to them.

Make Noise

MakeNoise.png

If the controlled pawn has the PawnNoiseEmitter Component, the Make Noise task will cause the Pawn to "produce a noise" (send a message) that other Pawns with the PawnSensing Component can hear (receive the message).

Property Description
Loudness How loud the generated sound is.
Node Name The name the node should display in the Behavior Tree graph.

Move To

MoveTo.png

The Move To node will cause a Pawn with a Character Movement component to move using the NavMesh to the Vector Blackboard key.

Property Description
Acceptable Radius How close does the pawn have to be to the target for the Move To Task to succeed.
Filter Class Which navigation data should be used? If set to None the default navigation data will be used.
Allow Strafe Should the pawn be allowed to strafe?
Blackboard Key The location to move to (Vector3).
Node Name The name the node should display in the Behavior Tree graph.

Play Sound

PlaySound.png

The Play Sound node will play the sound given in the Sound to Play property.

Property Description
Sound to Play The Sound Cue asset to play.
Node Name The name the node should display in the Behavior Tree graph.

Run Behavior

RunBehavior.png

The Run Behavior node enables you to run another Behavior Tree.

Property Description
Behavior Asset The Behavior Tree asset to run.
Node Name The name the node should display in the Behavior Tree graph.

Run EQS Query

RunEQSQuery.png

The Run EQS Query node

Property Description
Query Template The Environment Query to use for this EQS Query (created in the Content Browser)
Query Params An Environment Query can have properties in its Generator and Tests set as Parameters, much like how Materials can have Parameters. So, by entering the names of these Parameters and setting their Values here, you can have one Environment Query that handles a broad range of scenarios.
Blackboard Key Vector
Node Name The name the node should display in the Behavior Tree graph.

Wait

Wait.png

The Behavior Tree will wait on this node until the wait time is up.

Property Description
Wait Time How long to wait, in seconds.
Node Name The name the node should display in the Behavior Tree graph.

Wait Blackboard Time

Works just like the Wait Task node, except it will pull a Blackboard value for how long it should wait.

waitBBTime.png

Property Description
Blackboard Key The float Blackboard Key to reference for how long to wait.
Node Name The name the node should display in the Behavior Tree graph.