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FBehaviorTreeEditor::OnNodeTitleCommitted
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnNodeTitleCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & NewText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeBeingChanged )
[]
FBehaviorTreeEditor::OnPackageSaved
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnPackageSaved ( const [FString](API\Runtime\Core\Containers\FString) & PackageFileName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [FObjectPostSaveContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveContext) ObjectSaveContext )
[]
FBehaviorTreeEditor::OnRemoveBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnRemoveBreakpoint()
[]
FBehaviorTreeEditor::OnRemoveInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnRemoveInputPin()
[]
FBehaviorTreeEditor::PostRedo
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Signal that client should run any PostRedo code
BehaviorTreeEditor
virtual void PostRedo ( bool bSuccess )
[]
FBehaviorTreeEditor::OnToggleBreakpoint
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void OnToggleBreakpoint()
[]
FBehaviorTreeEditor::RegisterTabSpawners
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
IToolkitinterface
BehaviorTreeEditor
virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )
[]
FBehaviorTreeEditor::PostUndo
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Signal that client should run any PostUndo code
BehaviorTreeEditor
virtual void PostUndo ( bool bSuccess )
[]
FBehaviorTreeEditor::RegisterToolbarTab
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void RegisterToolbarTab ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )
[]
FBehaviorTreeEditor::RestoreBehaviorTree
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Restores the behavior tree graph we were editing or creates a new one if none is available
BehaviorTreeEditor
void RestoreBehaviorTree()
[]
FBehaviorTreeEditor::SaveAsset_Execute
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Called when "Save" is clicked for this asset
BehaviorTreeEditor
virtual void SaveAsset_Execute()
[]
FBehaviorTreeEditor::SaveEditedObjectState
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Save the graph state for later editing
BehaviorTreeEditor
void SaveEditedObjectState()
[]
FBehaviorTreeEditor::SpawnBlackboardDetails
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Spawn blackboard details tab
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnBlackboardDetails()
[]
FBehaviorTreeEditor::SearchTree
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void SearchTree()
[]
FBehaviorTreeEditor::SetToolbarCreateActionsEnabled
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void SetToolbarCreateActionsEnabled ( bool bActionsEnabled )
[]
FBehaviorTreeEditor::SpawnBlackboardEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Spawn blackboard editor tab
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnBlackboardEditor()
[]
FBehaviorTreeEditor::SpawnBlackboardView
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Spawn blackboard view tab
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnBlackboardView()
[]
FBehaviorTreeEditor::SpawnProperties
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Spawns the tab with the update graph inside
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnProperties()
[]
FBehaviorTreeEditor::SpawnSearch
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Spawns the search tab
BehaviorTreeEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > SpawnSearch()
[]
FBehaviorTreeEditor::UpdateToolbar
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
void UpdateToolbar()
[]
FBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
class FBehaviorTreeEditor : public [IBehaviorTreeEditor](API\Editor\BehaviorTreeEditor\IBehaviorTreeEditor), public [FAIGraphEditor](API\Editor\AIGraph\FAIGraphEditor), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)
[ { "type": "FText", "name": "CornerText", "description": "" }, { "type": "TSubclassOf<UB...", "name": "GraphClass", "description": "" }, { "type": "FName", "name": "GraphName", "description": "" }, { "type": "FText", "name": "TitleText", "description": "" } ]
FBehaviorTreeEditor::~FBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
Destructor
BehaviorTreeEditor
virtual ~FBehaviorTreeEditor()
[]
BehaviorTreeEditorAppIdentifier
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
Behavior Tree app identifier string
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) BehaviorTreeEditorAppIdentifier;
[]
FBehaviorTreeEditorModule::CreateBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
Creates an instance of Behavior Tree editor. Only virtual so that it can be called across the DLL boundary.
BehaviorTreeEditor
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IBehaviorTreeEditor](API\Editor\BehaviorTreeEditor\IBehaviorTreeEditor) > CreateBehaviorTreeEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )
[]
FBehaviorTreeEditorModule::GetClassCache
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
BehaviorTreeEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGraphNodeClassHelper](API\Editor\AIGraph\FGraphNodeClassHelper) > GetClassCache() const
[]
FBehaviorTreeEditorModule::GetMenuExtensibilityManager
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars
BehaviorTreeEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetMenuExtensibilityManager()
[]
FBehaviorTreeEditorModule::GetToolBarExtensibilityManager
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
BehaviorTreeEditor
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetToolBarExtensibilityManager()
[]
FBehaviorTreeEditorModule::ShutdownModule
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
BehaviorTreeEditor
virtual void ShutdownModule()
[]
FBehaviorTreeEditorModule::StartupModule
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
BehaviorTreeEditor
virtual void StartupModule()
[]
FBehaviorTreeEditorModule
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditorModule.h
Behavior Tree Editor module
BehaviorTreeEditor
class FBehaviorTreeEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)
[]
FBehaviorTreeSchemaAction_AutoArrange::PerformAction
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
BehaviorTreeEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FBehaviorTreeSchemaAction_AutoArrange::FBehaviorTreeSchemaAction_AutoArrange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
FBehaviorTreeSchemaAction_AutoArrange()
[]
FBehaviorTreeEditor::FBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/BehaviorTreeEditor.h
BehaviorTreeEditor
FBehaviorTreeEditor()
[]
FBehaviorTreeSchemaAction_AutoArrange::FBehaviorTreeSchemaAction_AutoArrange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
BehaviorTreeEditor
FBehaviorTreeSchemaAction_AutoArrange ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FBehaviorTreeSchemaAction_AutoArrange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTree.h
Action to auto arrange the graph
BehaviorTreeEditor
struct FBehaviorTreeSchemaAction_AutoArrange : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[]
FDecoratorSchemaAction_NewNode::AddReferencedObjects
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
GC.
BehaviorTreeEditor
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FDecoratorSchemaAction_NewNode::PerformAction
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
BehaviorTreeEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FDecoratorSchemaAction_NewNode::PerformAction
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
BehaviorTreeEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, const FVector2D Location, bool bSelectNewNode )
[]
FDecoratorSchemaAction_NewNode::SpawnNodeFromTemplate
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location )
[]
FDecoratorSchemaAction_NewNode::FDecoratorSchemaAction_NewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
FDecoratorSchemaAction_NewNode()
[]
FDecoratorSchemaAction_NewNode::FDecoratorSchemaAction_NewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
BehaviorTreeEditor
FDecoratorSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
IBehaviorTreeEditor::DoubleClickNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/IBehaviorTreeEditor.h
BehaviorTreeEditor
void DoubleClickNode ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]
FDecoratorSchemaAction_NewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/EdGraphSchema_BehaviorTreeDecorator.h
Action to add a node to the graph
BehaviorTreeEditor
struct FDecoratorSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[ { "type": "TObjectPtr< cla...", "name": "NodeTemplate", "description": "Template of node we want to create" } ]
IBehaviorTreeEditor::FindInjectedNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/IBehaviorTreeEditor.h
BehaviorTreeEditor
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index ) const
[]
IBehaviorTreeEditor::FocusAttentionOnNode
/Engine/Source/Editor/BehaviorTreeEditor/Public/IBehaviorTreeEditor.h
BehaviorTreeEditor
void FocusAttentionOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node )
[]
IBehaviorTreeEditor::InitializeDebuggerState
/Engine/Source/Editor/BehaviorTreeEditor/Public/IBehaviorTreeEditor.h
BehaviorTreeEditor
void InitializeDebuggerState ( class FBehaviorTreeDebugger * ParentDebugger ) const
[]
IBehaviorTreeEditor
/Engine/Source/Editor/BehaviorTreeEditor/Public/IBehaviorTreeEditor.h
BT Editor public interface
BehaviorTreeEditor
class IBehaviorTreeEditor : public [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication)
[]
UAssetDefinition_BehaviorTree::GetAssetCategories
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
Gets a list of categories this asset is in, these categories are used to help organize
BehaviorTreeEditor
virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const
[]
UAssetDefinition_BehaviorTree::GetAssetClass
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
BehaviorTreeEditor
virtual [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetAssetClass() const
[]
UAssetDefinition_BehaviorTree::GetAssetColor
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
BehaviorTreeEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAssetColor() const
[]
UAssetDefinition_BehaviorTree::OpenAssets
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
UAssetDefinitionBegin.
BehaviorTreeEditor
virtual EAssetCommandResult OpenAssets ( const [FAssetOpenArgs](API\Editor\AssetDefinition\FAssetOpenArgs) & OpenArgs ) const
[]
UAssetDefinition_BehaviorTree::PerformAssetDiff
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
Diffing Assets.
BehaviorTreeEditor
virtual EAssetCommandResult PerformAssetDiff ( const [FAssetDiffArgs](API\Editor\AssetDefinition\FAssetDiffArgs) & DiffArgs ) const
[]
UAssetDefinition_BehaviorTree
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
BehaviorTreeEditor
class UAssetDefinition_BehaviorTree : public [UAssetDefinitionDefault](API\Editor\UnrealEd\UAssetDefinitionDefault)
[]
UBehaviorTreeDecoratorGraph::CollectDecoratorDataWorker
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
void CollectDecoratorDataWorker ( const class [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & DecoratorInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & DecoratorOperations ) const
[]
UBehaviorTreeDecoratorGraph::CollectDecoratorData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
void CollectDecoratorData ( [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & DecoratorInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & DecoratorOperations ) const
[]
UBehaviorTreeDecoratorGraph::FindFreePin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindFreePin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, EEdGraphPinDirection Direction )
[]
UBehaviorTreeDecoratorGraph::FindRootNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
const [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * FindRootNode() const
[]
UBehaviorTreeDecoratorGraph::SpawnMissingNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
int32 SpawnMissingNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations, int32 StartIndex )
[]
UAssetDefinition_BehaviorTree::GetAssetDisplayName
/Engine/Source/Editor/BehaviorTreeEditor/Public/AssetDefinition_BehaviorTree.h
UAssetDefinitionBegin.
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName() const
[]
UBehaviorTreeDecoratorGraph::SpawnMissingNodeWorker
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
[UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode) * SpawnMissingNodeWorker ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations, int32 & Index, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ParentGraphNode, int32 ChildIdx )
[]
UBehaviorTreeDecoratorGraph::UBehaviorTreeDecoratorGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
UBehaviorTreeDecoratorGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeDecoratorGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraph.h
BehaviorTreeEditor
class UBehaviorTreeDecoratorGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[]
UBehaviorTreeDecoratorGraphNode::AutowireNewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
Autowire a newly created node.
BehaviorTreeEditor
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UBehaviorTreeDecoratorGraphNode::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
Determine if this node can be created under the specified schema
BehaviorTreeEditor
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
UBehaviorTreeDecoratorGraphNode::CanUserDeleteNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
Whether or not this node can be deleted by user action
BehaviorTreeEditor
virtual bool CanUserDeleteNode() const
[]
UBehaviorTreeDecoratorGraphNode::GetDecoratorGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
Get the BT graph that owns this node
BehaviorTreeEditor
virtual [UBehaviorTreeDecoratorGraph](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraph) * GetDecoratorGraph()
[]
UBehaviorTreeDecoratorGraphNode::GetInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
the input pin for this state
BehaviorTreeEditor
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputIndex ) const
[]
UBehaviorTreeDecoratorGraphNode::GetOperationType
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
BehaviorTreeEditor
virtual [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) GetOperationType() const
[]
UBehaviorTreeDecoratorGraphNode::GetOutputPin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
the output pin for this state
BehaviorTreeEditor
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 InputIndex ) const
[]
UBehaviorTreeDecoratorGraphNode::NodeConnectionListChanged
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
Called when something external to this node has changed the connection list of any of the pins in the node
BehaviorTreeEditor
virtual void NodeConnectionListChanged()
[]
UBehaviorTreeDecoratorGraphNode::UBehaviorTreeDecoratorGraphNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
BehaviorTreeEditor
UBehaviorTreeDecoratorGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeDecoratorGraphNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode.h
BehaviorTreeEditor
class UBehaviorTreeDecoratorGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[ { "type": "uint32: 1", "name": "bAllowModifingInputs", "description": "Allow creating / removing inputs" } ]
UBehaviorTreeDecoratorGraphNode_Decorator::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
Gets the name of this node, shown in title bar
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UBehaviorTreeDecoratorGraphNode_Decorator::GetOperationType
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
virtual [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) GetOperationType() const
[]
UBehaviorTreeDecoratorGraphNode_Decorator::PostCopyNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
void PostCopyNode()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::PostEditUndo
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
BehaviorTreeEditor
virtual void PostEditUndo()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::PostEditImport
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization
BehaviorTreeEditor
virtual void PostEditImport()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::PrepareForCopying
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
Perform any steps necessary prior to copying a node into the paste buffer
BehaviorTreeEditor
virtual void PrepareForCopying()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::RefreshNodeClass
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
bool RefreshNodeClass()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::PostPlacedNewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
BehaviorTreeEditor
virtual void PostPlacedNewNode()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::UpdateNodeClassData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
void UpdateNodeClassData()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
virtual void ResetNodeOwner()
[]
UBehaviorTreeDecoratorGraphNode_Decorator::UBehaviorTreeDecoratorGraphNode_Decorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
UBehaviorTreeDecoratorGraphNode_Decorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeDecoratorGraphNode_Decorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h
BehaviorTreeEditor
class UBehaviorTreeDecoratorGraphNode_Decorator : public [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode)
[ { "type": "FGraphNodeClass...", "name": "ClassData", "description": "" }, { "type": "TObjectPtr<UOb...", "name": "NodeInstance", "description": "" } ]
UBehaviorTreeDecoratorGraphNode_Logic::AddInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * AddInputPin()
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UBehaviorTreeDecoratorGraphNode_Logic::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BehaviorTreeEditor
virtual void AllocateDefaultPins()
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UBehaviorTreeDecoratorGraphNode_Logic::CanAddPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
bool CanAddPins() const
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UBehaviorTreeDecoratorGraphNode_Logic::CanRemovePins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
bool CanRemovePins() const
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UBehaviorTreeDecoratorGraphNode_Logic::CanUserDeleteNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
Whether or not this node can be deleted by user action
BehaviorTreeEditor
virtual bool CanUserDeleteNode() const
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UBehaviorTreeDecoratorGraphNode_Logic::GetLogicMode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
[EDecoratorLogicMode::Type](API\Editor\BehaviorTreeEditor\EDecoratorLogicMode__Type) GetLogicMode ( [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) Op ) const
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UBehaviorTreeDecoratorGraphNode_Logic::GetMenuEntries
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
This function gets menu items that can be created using this node given the specified context.
BehaviorTreeEditor
virtual void GetMenuEntries ( struct [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
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UBehaviorTreeDecoratorGraphNode_Logic::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
Gets the name of this node, shown in title bar
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
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UBehaviorTreeDecoratorGraphNode_Logic::GetOperationType
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
virtual [EBTDecoratorLogic::Type](API\Runtime\AIModule\BehaviorTree\EBTDecoratorLogic__Type) GetOperationType() const
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UBehaviorTreeDecoratorGraphNode_Logic::RemoveInputPin
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
void RemoveInputPin ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
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UBehaviorTreeDecoratorGraphNode_Logic::UBehaviorTreeDecoratorGraphNode_Logic
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
UBehaviorTreeDecoratorGraphNode_Logic ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UBehaviorTreeDecoratorGraphNode_Logic
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Logic.h
BehaviorTreeEditor
class UBehaviorTreeDecoratorGraphNode_Logic : public [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode)
[ { "type": "TEnumAsByte<ED...", "name": "LogicMode", "description": "" } ]
PinCategory_MultipleNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) PinCategory_MultipleNodes;
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PinCategory_SingleComposite
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleComposite;
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PinCategory_SingleNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleNode;
[]