void DoBTStopAction ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )


enum EBPConditionType { NoCondition, TrueCondition, FalseCondition, }


enum EBTTestChangeFlagBehavior { Set, Toggle, }


enum EBTTestServiceStopTiming { DuringBecomeRelevant, DuringTick, DuringCeaseRelevant, }


enum EBTTestStopAction { StopTree, UnInitialize, Cleanup, Restart_ForceReevaluateRootNode, Restart_Complete, StartTree, }


enum EBTTestTaskStopTiming { DuringExecute, DuringTick, DuringAbort, DuringFinish, }


Calculates raw, core value of decorator's condition. Should not include calling IsInversed

virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


Called when execution flow controller becomes active

virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


Called when execution flow controller becomes inactive

virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


UTestBTDecorator_Blackboard ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTDecorator_Blackboard : public [UBTDecorator_Blackboard](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_Blackboard)


UTestBTDecorator_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Setup node name


Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically


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.


Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically


class UTestBTDecorator_Blueprint : public [UBTDecorator_BlueprintBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase)


class UTestBTDecorator_CantExecute : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)


UTestBTDecorator_CantExecute ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Size of instance memory

virtual uint16 GetInstanceMemorySize() const


class UTestBTDecorator_DelayedAbort : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)


UTestBTDecorator_DelayedAbort ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Tick function this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically


UTestBTService_BTStopAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTService_BTStopAction : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)


void SetFlagOnTick ( [FName](API\Runtime\Core\UObject\FName) InKeyNameTick, bool bInCallTickOnSearchStart )


UTestBTService_Log ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTService_Log : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)


Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically

virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


Ticks this task this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically

virtual void TickTask ( class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


UTestBTTask_BTStopAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTTask_BTStopAction : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


void ChangeFlag ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) FlagToChange ) const


Size of instance memory


void LogExecution ( class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, int32 LogNumber )


virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


class UTestBTTask_LatentWithFlags : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

AbortHalfTicks

Num of ticks before 'abort start' andset abort flag_ and then the same num of ticks beforeabort finish_

ExecuteHalfTicks

Num of ticks before 'execute start' andset execute flag_ and then the same num of ticks beforeexecute finish_


Size of instance memory

virtual uint16 GetInstanceMemorySize() const


void LogExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, int32 LogNumber )


virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


UTestBTTask_Log ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTTask_Log : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


UTestBTTask_SetFlag ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTTask_SetFlag : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


UTestBTTask_SetValue ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTTask_SetValue : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


UTestBTTask_ToggleFlag ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UTestBTTask_ToggleFlag : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


namespace ETestTaskMessage { enum Type { Activate, Tick, ExternalConfirm, ExternalCancel, Ended, } }


void AddAutoDestroyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & ObjectRef )


[FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & GetTestRunner() const


virtual [UWorld](API\Runtime\Engine\Engine\UWorld) & GetWorld() const


template<typename ClassToSpawn> ClassToSpawn * NewAutoDestroyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


false to indicate an issue with test execution. Will signal to automation framework this test instance failed.


virtual void SetTestRunner ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & AutomationTestInstance )


true if setup was completed successfully, false otherwise (which will result in failing the test instance).


It's essential that overriding functions call the super-implementation. Otherwise the check in ~FAITestBase will fail.


true to indicate that the test is done.


Lets the Test instance test the results. Use AITEST_*_LATENT macros


Updates the current command and will only return TRUE when it has fulfilled its role (Load map has completed and wait time has expired)


FAITestCommand_PerformTest ( [FAITestBase](API\Developer\AITestSuite\FAITestBase) * InputParam )


class FAITestCommand_PerformTest : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


FAITestCommand_SetUpTest ( [FAITestBase](API\Developer\AITestSuite\FAITestBase) * InputParam )


class FAITestCommand_SetUpTest : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


FAITestCommand_TearDownTest ( [FAITestBase](API\Developer\AITestSuite\FAITestBase) * InputParam )


class FAITestCommand_TearDownTest : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


FAITestCommand_VerifyTestResults ( [FAITestBase](API\Developer\AITestSuite\FAITestBase) * InputParam )


class FAITestCommand_VerifyTestResults : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


class FAITestCommand_WaitOneTick : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


FAITestCommand_WaitSeconds ( float InputParam )


class FAITestCommand_WaitSeconds : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


namespace FAITestHelpers { uint64 FAITestHelpers::FramesCounter() }


Certain blueprints (like level blueprints) require a level outer, and for certain actions we need a level actor selected. This utility function provides an easy way to grab the world (which has a level that we can use for these purposes).

namespace FAITestHelpers { [UWorld](API\Runtime\Engine\Engine\UWorld) * FAITestHelpers::GetWorld() }


namespace FAITestHelpers { void FAITestHelpers::UpdateFrameCounter() }


namespace FAITestHelpers { static const float FAITestHelpers::TickInterval = 1.f / 30; }


Specific test types.

template<class FReal> struct FAITest_SimpleComponentBasedTest : public [FAITestBase](API\Developer\AITestSuite\FAITestBase)


static [UBTComposite_SimpleParallel](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_SimpleParallel) & AddParallel ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb, [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode )


static [UBTComposite_SimpleParallel](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_SimpleParallel) & AddParallel ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode )


static [UBTComposite_Selector](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Selector) & AddSelector ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb )


static [UBTComposite_Selector](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Selector) & AddSelector ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode )


static [UBTComposite_Sequence](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Sequence) & AddSequence ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeOb )


static [UBTComposite_Sequence](API\Runtime\AIModule\BehaviorTree\Composites\UBTComposite_Sequence) & AddSequence ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode )


static void AddTask ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecutionTicks, int32 LogTickIndex )


static void AddTaskBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [EBTTestTaskStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestTaskStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )


static void AddTaskFlagChange ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, bool bValue, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, [FName](API\Runtime\Core\UObject\FName) BoolOnAbortKeyName, bool bOnAbortValue )


static void AddTaskLatentFlags ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecuteHalfTicks, [FName](API\Runtime\Core\UObject\FName) ExecuteKeyName, int32 ExecuteLogStart, int32 ExecuteLogFinish, int32 AbortHalfTicks, [FName](API\Runtime\Core\UObject\FName) AbortKeyName, int32 AbortLogStart, int32 AbortLogFinish, [EBTTestChangeFlagBehavior](API\Developer\AITestSuite\BehaviorTree\EBTTestChangeFlagBehavior) ChangeFlagBehavior )


static void AddTaskLogFinish ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, int32 FinishIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, int32 ExecutionTicks )


static void AddTaskSubtree ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * TreeAsset )


static void AddTaskValueChange ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 Value, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) IntKeyName, [FName](API\Runtime\Core\UObject\FName) IntOnAbortKeyName, int32 OnAbortValue )


static void AddTaskToggleFlag ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, int32 NumToggles )


static [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & CreateBehaviorTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & ParentTree )


template<class T> static T & WithDecorator ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * DecoratorClass )


static void WithDecoratorBlackboard ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Condition, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [FName](API\Runtime\Core\UObject\FName) BoolKeyName, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate )


static void WithDecoratorBlackboard ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Condition, int32 Value, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [EBTBlackboardRestart::Type](API\Runtime\AIModule\BehaviorTree\Decorators\EBTBlackboardRestart__Type) NotifyMode, [FName](API\Runtime\Core\UObject\FName) IntKeyName, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate )


static [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & CreateBehaviorTree()


static void WithDecoratorBlueprint ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) Observer, [EBPConditionType](API\Developer\AITestSuite\BehaviorTree\EBPConditionType) BPConditionType, int32 LogIndexBecomeRelevant, int32 LogIndexCeaseRelevant, int32 LogIndexCalculate, [FName](API\Runtime\Core\UObject\FName) ObservingKeyName )


static void WithDecoratorDelayedAbort ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 NumTicks, bool bAbortOnlyOnce )


static void WithDecoratorLoop ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 NumLoops )


static void WithServiceBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTTestServiceStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestServiceStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )


static void WithServiceLog ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 ActivationIndex, int32 DeactivationIndex, int32 TickIndex, [FName](API\Runtime\Core\UObject\FName) TickBoolKeyName, bool bCallTickOnSearchStart, [FName](API\Runtime\Core\UObject\FName) BecomeRelevantBoolKeyName, [FName](API\Runtime\Core\UObject\FName) CeaseRelevantBoolKeyName, bool bToggleValue )


template<class T> static T & WithTaskService ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ServiceClass )


static void WithTaskServiceBTStopAction ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 LogIndex, [EBTTestServiceStopTiming](API\Developer\AITestSuite\BehaviorTree\EBTTestServiceStopTiming) StopTiming, [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )


static void WithTaskServiceLog ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, int32 ActivationIndex, int32 DeactivationIndex, int32 TickIndex, [FName](API\Runtime\Core\UObject\FName) TickBoolKeyName, bool bCallTickOnSearchStart, [FName](API\Runtime\Core\UObject\FName) BecomeRelevantBoolKeyName, [FName](API\Runtime\Core\UObject\FName) CeaseRelevantBoolKeyName, bool bToggleValue )


namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 Expression, T2 Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }


template<class T> static T & WithService ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & ParentNode, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ServiceClass )


namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 * Expression, T2 * Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }


namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 Expression, T2 Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }


namespace FTestHelpers { template<typename T1, typename T2> bool FTestHelpers::TestNotEqual ( const [FString](API\Runtime\Core\Containers\FString) & Description, T1 * Expression, T2 * Expected, [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) & This ) }


FTestLogger ( [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase) * InTestRunner )


template<typename ValueType> struct FTestLogger


Return the stat id to use for this tickable

virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.


Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor


Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)


struct FTestTickHelper : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

static [IAITestSuite](API\Developer\AITestSuite\IAITestSuite) & Get()


Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use


The public interface to this module

class IAITestSuite : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


void SetEnableTicking ( bool bShouldTick )


template<typename TBrainClass> void UseBrainComponent()


UMockAI ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UMockAI : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


static [TArray](API\Runtime\Core\Containers\TArray)< int32 > ExecutionLog;


void RunBT ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & BTAsset, [EBTExecutionMode::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionMode__Type) RunType )


UMockAI_BT ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Get owner of a task or default one when task is null

virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


class UMockGameplayTaskOwner : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)


A Testing-time component that is a way to accessUGameplayTasksComponent's protected properties

class UMockGameplayTasksComponent : public [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent)


Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it


static [UMockTask_Log](API\Developer\AITestSuite\UMockTask_Log) * CreateTask ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner, [FTestLogger](API\Developer\AITestSuite\FTestLogger)< int32 > & InLogger, const [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) & Resources, uint8 Priority )


Testing only hack-functions


Called when the task is asked to cancel from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending the task.


Called when the task is asked to confirm from an outside node. What this means depends on the individual task.Bydefault, this does nothing other than ending if bEndTask is true.

virtual void ExternalConfirm ( bool bEndTask )


End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. IMPORTANT! Do NOT call directly! CallEndTask()orTaskOwnerEnded()IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing, since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics

virtual void OnDestroy ( bool bInOwnerFinished )


class UMockAI_BT : public [UMockAI](API\Developer\AITestSuite\UMockAI)


Tick function for this task, if bTickingTask == true

virtual void TickTask ( float DeltaTime )


UMockTask_Log ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UMockTask_Log : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)