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PinCategory_SingleTask
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleTask;
[]
UBehaviorTreeEditorTypes::UBehaviorTreeEditorTypes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
UBehaviorTreeEditorTypes ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeEditorTypes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeEditorTypes.h
BehaviorTreeEditor
class UBehaviorTreeEditorTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UBehaviorTreeFactory::FactoryCreateNew
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeFactory.h
Create a new object by class. The new object.
BehaviorTreeEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UBehaviorTreeFactory::CanCreateNew
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeFactory.h
true if the factory can currently create a new object from scratch.
BehaviorTreeEditor
virtual bool CanCreateNew() const
[]
UBehaviorTreeFactory::UBehaviorTreeFactory
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeFactory.h
BehaviorTreeEditor
UBehaviorTreeFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeFactory
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeFactory.h
BehaviorTreeEditor
class UBehaviorTreeFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UBehaviorTreeGraph::AutoArrange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void AutoArrange()
[]
UBehaviorTreeGraph::CollectAllNodeInstances
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void CollectAllNodeInstances ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NodeInstances )
[]
UBehaviorTreeGraph::CreateBTFromGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void CreateBTFromGraph ( class [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode) * RootEdNode )
[]
EUpdateFlags
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
enum EUpdateFlags { RebuildGraph = 0, ClearDebuggerFlags = 1, KeepRebuildCounter = 2, }
[]
UBehaviorTreeGraph::FindInjectedNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindInjectedNode ( int32 Index )
[]
UBehaviorTreeGraph::Initialize
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void Initialize()
[]
UBehaviorTreeGraph::MarkVersion
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void MarkVersion()
[]
UBehaviorTreeGraph::OnLoaded
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void OnLoaded()
[]
UBehaviorTreeGraph::OnCreated
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void OnCreated()
[]
UBehaviorTreeGraph::OnSave
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void OnSave()
[]
UBehaviorTreeGraph::PostEditUndo
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
BehaviorTreeEditor
virtual void PostEditUndo()
[]
UBehaviorTreeGraph::OnSubNodeDropped
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void OnSubNodeDropped()
[]
UBehaviorTreeGraph::RebuildChildOrder
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void RebuildChildOrder ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * ParentNode )
[]
UBehaviorTreeGraph::RebuildExecutionOrder
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void RebuildExecutionOrder()
[]
UBehaviorTreeGraph::RemoveUnknownSubNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void RemoveUnknownSubNodes()
[]
UBehaviorTreeGraph::ReplaceNodeConnections
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void ReplaceNodeConnections ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OldNode, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode )
[]
UBehaviorTreeGraph::SpawnMissingNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void SpawnMissingNodes()
[]
UBehaviorTreeGraph::SpawnMissingNodesForParallel
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void SpawnMissingNodesForParallel()
[]
UBehaviorTreeGraph::UpdateAbortHighlight
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateAbortHighlight ( struct [FAbortDrawHelper](API\Editor\BehaviorTreeEditor\FAbortDrawHelper) & Mode0, struct [FAbortDrawHelper](API\Editor\BehaviorTreeEditor\FAbortDrawHelper) & Mode1 )
[]
UBehaviorTreeGraph::UpdateAsset
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void UpdateAsset ( int32 UpdateFlags )
[]
UBehaviorTreeGraph::UpdateBlackboardChange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateBlackboardChange()
[]
UBehaviorTreeGraph::UpdateBrokenComposites
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateBrokenComposites()
[]
UBehaviorTreeGraph::UpdateInjectedNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
bool UpdateInjectedNodes()
[]
UBehaviorTreeGraph::UpdateVersion
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
virtual void UpdateVersion()
[]
UBehaviorTreeGraph::UpdatePinConnectionTypes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdatePinConnectionTypes()
[]
UBehaviorTreeGraph::UpdateVersion_InnerGraphWhitespace
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateVersion_InnerGraphWhitespace()
[]
UBehaviorTreeGraph::UpdateVersion_UnifiedSubNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateVersion_UnifiedSubNodes()
[]
UBehaviorTreeGraph::UpdateVersion_RunBehaviorInSeparateGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
void UpdateVersion_RunBehaviorInSeparateGraph()
[]
UBehaviorTreeGraph::UBehaviorTreeGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
UBehaviorTreeGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraph.h
BehaviorTreeEditor
class UBehaviorTreeGraph : public [UAIGraph](API\Editor\AIGraph\UAIGraph)
[ { "type": "bool", "name": "bIsUsingModCounter", "description": "" }, { "type": "int32", "name": "ModCounter", "description": "Increased with every graph rebuild, used to refresh data from subtrees" }, { "type": "TSubclassOf<UB...", "name": "RootNodeClass", "description": "" } ]
UBehaviorTreeGraphNode::AddContextMenuActionsDecorators
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Add right click menu to create subnodes: Decorators
BehaviorTreeEditor
void AddContextMenuActionsDecorators ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [FName](API\Runtime\Core\UObject\FName) SectionName, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UBehaviorTreeGraphNode::AddContextMenuActionsServices
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Add right click menu to create subnodes: Services
BehaviorTreeEditor
void AddContextMenuActionsServices ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, const [FName](API\Runtime\Core\UObject\FName) SectionName, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UBehaviorTreeGraphNode::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.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()
[]
UBehaviorTreeGraphNode::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.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
[]
UBehaviorTreeGraphNode::CanPlaceBreakpoints
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Check if node can accept breakpoints
BehaviorTreeEditor
virtual bool CanPlaceBreakpoints() const
[]
UBehaviorTreeGraphNode::ClearDebuggerState
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
void ClearDebuggerState()
[]
UBehaviorTreeGraphNode::CreateAddDecoratorSubMenu
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Creates add decorator... submenu
BehaviorTreeEditor
void CreateAddDecoratorSubMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UBehaviorTreeGraphNode::CreateAddServiceSubMenu
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Creates add service... submenu
BehaviorTreeEditor
void CreateAddServiceSubMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UBehaviorTreeGraphNode::FindDiffs
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Gives the node the option to customize how diffs are discovered within it.
BehaviorTreeEditor
virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )
[]
UBehaviorTreeGraphNode::FindSubNodeDropIndex
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual int32 FindSubNodeDropIndex ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode ) const
[]
UBehaviorTreeGraphNode::GetDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
UBehaviorTreeGraphNode::GetBehaviorTreeGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual [UBehaviorTreeGraph](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraph) * GetBehaviorTreeGraph()
[]
UBehaviorTreeGraphNode::GetNameIcon
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Gets icon resource name for title bar
BehaviorTreeEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetNameIcon() const
[]
UBehaviorTreeGraphNode::GetTooltipText
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Gets the tooltip to display when over the node
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UBehaviorTreeGraphNode::HasErrors
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Check if node has any errors, used for assigning colors on graph
BehaviorTreeEditor
virtual bool HasErrors() const
[]
UBehaviorTreeGraphNode::InitializeInstance
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Initialize instance object
BehaviorTreeEditor
virtual void InitializeInstance()
[]
UBehaviorTreeGraphNode::InsertSubNodeAt
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual void InsertSubNodeAt ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode, int32 DropIndex )
[]
UBehaviorTreeGraphNode::OnSubNodeAdded
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual void OnSubNodeAdded ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )
[]
UBehaviorTreeGraphNode::OnSubNodeRemoved
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual void OnSubNodeRemoved ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )
[]
UBehaviorTreeGraphNode::PostEditUndo
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
BehaviorTreeEditor
virtual void PostEditUndo()
[]
UBehaviorTreeGraphNode::RemoveAllSubNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
virtual void RemoveAllSubNodes()
[]
UBehaviorTreeGraphNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode : public [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode)
[ { "type": "uint32: 1", "name": "bDebuggerMarkBreakpointTrigger", "description": "Debugger flag: mark stopped on this breakpoint" }, { "type": "uint32: 1", "name": "bDebuggerMarkCurrentlyActive", "description": "Debugger flag: mark node as active (current state)" }, { "type": "uint32: 1", "name": "bDebuggerMarkFlashActive", "description": "Debugger flag: briefly flash active node" }, { "type": "uint32: 1", "name": "bDebuggerMarkPreviouslyActive", "description": "Debugger flag: mark node as active (browsing previous states)" }, { "type": "uint32: 1", "name": "bDebuggerMarkSearchFailed", "description": "Debugger flag: mark as failed on search path" }, { "type": "uint32: 1", "name": "bDebuggerMarkSearchFailedTrigger", "description": "Debugger flag: mark as trigger of discarded search path" }, { "type": "uint32: 1", "name": "bDebuggerMarkSearchReverseConnection", "description": "Debugger flag: mark as going to parent" }, { "type": "uint32: 1", "name": "bDebuggerMarkSearchSucceeded", "description": "Debugger flag: mark as succeeded search path" }, { "type": "uint32: 1", "name": "bDebuggerMarkSearchTrigger", "description": "Debugger flag: mark as trigger of search path" }, { "type": "uint32: 1", "name": "bHasBreakpoint", "description": "Debugger flag: breakpoint exists" }, { "type": "uint32: 1", "name": "bHasObserverError", "description": "If set, observer setting is invalid (injected nodes only)" }, { "type": "uint32: 1", "name": "bHighlightChildNodeIndices", "description": "Highlight other child node indexes when hovering over a child" }, { "type": "uint32: 1", "name": "bHighlightInAbortRange0", "description": "Highlighting nodes in abort range for more clarity when setting up decorators" }, { "type": "uint32: 1", "name": "bHighlightInAbortRange1", "description": "Highlighting nodes in abort range for more clarity when setting up decorators" }, { "type": "uint32: 1", "name": "bHighlightInSearchRange0", "description": "Highlighting connections in search range for more clarity when setting up decorators" }, { "type": "uint32: 1", "name": "bHighlightInSearchRange1", "description": "Highlighting connections in search range for more clarity when setting up decorators" }, { "type": "uint32: 1", "name": "bHighlightInSearchTree", "description": "Highlighting nodes during quick find" }, { "type": "uint32: 1", "name": "bInjectedNode", "description": "If set, this node was injected from subtree and shouldn't be edited" }, { "type": "uint32: 1", "name": "bIsBreakpointEnabled", "description": "Debugger flag: breakpoint is enabled" }, { "type": "uint32: 1", "name": "bRootLevel", "description": "If set, this node is root of tree or sub node of it" }, { "type": "FString", "name": "DebuggerRuntimeDescription", "description": "Used to show node's runtime description rather than static one" }, { "type": "int32", "name": "DebuggerSearchPathIndex", "description": "Debugger variable: index on search path" }, { "type": "int32", "name": "DebuggerSearchPathSize", "description": "Debugger variable: number of nodes on search path" }, { "type": "int32", "name": "DebuggerUpdateCounter", "description": "Debugger variable: incremented on change of debugger flags for render updates" }, { "type": "TArray<TObject...", "name": "Decorators", "description": "Only some of behavior tree nodes support decorators" }, { "type": "TArray<TObject...", "name": "Services", "description": "Only some of behavior tree nodes support services" } ]
UBehaviorTreeGraphNode::UBehaviorTreeGraphNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode.h
BehaviorTreeEditor
UBehaviorTreeGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_CompositeDecorator::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.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()
[]
UBehaviorTreeGraphNode_CompositeDecorator::BuildDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void BuildDescription()
[]
UBehaviorTreeGraphNode_CompositeDecorator::CollectDecoratorData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void CollectDecoratorData ( [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations ) const
[]
UBehaviorTreeGraphNode_CompositeDecorator::CreateBoundGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void CreateBoundGraph()
[]
UBehaviorTreeGraphNode_CompositeDecorator::GetBoundGraph
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UBehaviorTreeGraphNode_CompositeDecorator::GetDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
UBehaviorTreeGraphNode_CompositeDecorator::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.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
[]
UBehaviorTreeGraphNode_CompositeDecorator::GetNodeTypeDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
[FString](API\Runtime\Core\Containers\FString) GetNodeTypeDescription() const
[]
UBehaviorTreeGraphNode_CompositeDecorator::HasErrors
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Check if node has any errors, used for assigning colors on graph
BehaviorTreeEditor
virtual bool HasErrors() const
[]
UBehaviorTreeGraphNode_CompositeDecorator::InitializeDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void InitializeDecorator ( class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * InnerDecorator )
[]
UBehaviorTreeGraphNode_CompositeDecorator::IsSubNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Check if node is subnode
BehaviorTreeEditor
virtual bool IsSubNode() const
[]
UBehaviorTreeGraphNode_CompositeDecorator::OnBlackboardUpdate
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void OnBlackboardUpdate()
[]
UBehaviorTreeGraphNode_CompositeDecorator::OnInnerGraphChanged
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void OnInnerGraphChanged()
[]
UBehaviorTreeGraphNode_CompositeDecorator::PostCopyNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
virtual void PostCopyNode()
[]
UBehaviorTreeGraphNode_CompositeDecorator::PostEditChangeProperty
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Called when a property on this object has been modified externally
BehaviorTreeEditor
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UBehaviorTreeGraphNode_CompositeDecorator::PostLoad
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
BehaviorTreeEditor
virtual void PostLoad()
[]
UBehaviorTreeGraphNode_CompositeDecorator::PostPasteNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BehaviorTreeEditor
virtual void PostPasteNode()
[]
UBehaviorTreeGraphNode_CompositeDecorator::PostPlacedNewNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.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()
[]
UBehaviorTreeGraphNode_CompositeDecorator::PrepareForCopying
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Perform any steps necessary prior to copying a node into the paste buffer
BehaviorTreeEditor
virtual void PrepareForCopying()
[]
UBehaviorTreeGraphNode_CompositeDecorator::ResetExecutionRange
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void ResetExecutionRange()
[]
UBehaviorTreeGraphNode_CompositeDecorator::RefreshNodeClass
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Reinitialize node instance
BehaviorTreeEditor
virtual bool RefreshNodeClass()
[]
UBehaviorTreeGraphNode_CompositeDecorator::ResetNodeOwner
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
virtual void ResetNodeOwner()
[]
UBehaviorTreeGraphNode_CompositeDecorator::SetDecoratorData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void SetDecoratorData ( class [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * InParentNode, uint8 InChildIndex )
[]
UBehaviorTreeGraphNode_CompositeDecorator::SpawnMissingNodes
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.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 )
[]
UBehaviorTreeGraphNode_CompositeDecorator::UpdateBrokenInstances
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
void UpdateBrokenInstances()
[]
UBehaviorTreeGraphNode_CompositeDecorator::UpdateNodeClassData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Updates ClassData from node instance
BehaviorTreeEditor
virtual void UpdateNodeClassData()
[]
UBehaviorTreeGraphNode_CompositeDecorator::UBehaviorTreeGraphNode_CompositeDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_CompositeDecorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBehaviorTreeGraphNode_CompositeDecorator
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_CompositeDecorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
[ { "type": "uint32: 1", "name": "bCanAbortFlow", "description": "Updated with internal graph changes, set when decorators inside can abort flow" }, { "type": "uint32: 1", "name": "bHasBrokenInstances", "description": "" }, { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The logic graph for this decorator (returning a boolean)" }, { "type": "uint32: 1", "name": "bShowOperations", "description": "If set, all logic operations will be shown in description" }, { "type": "FString", "name": "CachedDescription", "description": "" }, { "type": "uint8", "name": "ChildIndex", "description": "" }, { "type": "FString", "name": "CompositeName", "description": "" }, { "type": "uint16", "name": "FirstExecutionIndex", "description": "Execution index range of internal nodes, used by debugger" }, { "type": "TSubclassOf<UB...", "name": "GraphClass", "description": "" }, { "type": "uint16", "name": "LastExecutionIndex", "description": "" }, { "type": "TObjectPtr< cla...", "name": "ParentNodeInstance", "description": "" } ]
UBehaviorTreeGraphNode_Composite::CanPlaceBreakpoints
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
Check if node can accept breakpoints
BehaviorTreeEditor
virtual bool CanPlaceBreakpoints() const
[]
UBehaviorTreeGraphNode_Composite::GetDescription
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
UBehaviorTreeGraphNode_Composite::GetNodeContextMenuActions
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
Gets a list of actions that can be done to this particular node
BehaviorTreeEditor
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
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UBehaviorTreeGraphNode_Composite::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.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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UBehaviorTreeGraphNode_Composite::GetTooltipText
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
Gets the tooltip to display when over the node
BehaviorTreeEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
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UBehaviorTreeGraphNode_Composite::PostPasteNode
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BehaviorTreeEditor
virtual void PostPasteNode()
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UBehaviorTreeGraphNode_Composite::RefreshNodeClass
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
Reinitialize node instance
BehaviorTreeEditor
virtual bool RefreshNodeClass()
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UBehaviorTreeGraphNode_Composite::UBehaviorTreeGraphNode_Composite
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
BehaviorTreeEditor
UBehaviorTreeGraphNode_Composite ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UBehaviorTreeGraphNode_Composite
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h
BehaviorTreeEditor
class UBehaviorTreeGraphNode_Composite : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
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UBehaviorTreeGraphNode_Decorator::AllocateDefaultPins
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_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()
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UBehaviorTreeGraphNode_Decorator::CollectDecoratorData
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Decorator.h
BehaviorTreeEditor
void CollectDecoratorData ( [TArray](API\Runtime\Core\Containers\TArray)< class [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & NodeInstances, [TArray](API\Runtime\Core\Containers\TArray)< struct [FBTDecoratorLogic](API\Runtime\AIModule\BehaviorTree\FBTDecoratorLogic) > & Operations ) const
[]
UBehaviorTreeGraphNode_Decorator::GetNodeTitle
/Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_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
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