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UBTDecorator_TagCooldown::PostLoad
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.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.
AIModule
virtual void PostLoad()
[]
UBTDecorator_TagCooldown::UBTDecorator_TagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h
AIModule
UBTDecorator_TagCooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_TagCooldown
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TagCooldown.h
Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired.
AIModule
class UBTDecorator_TagCooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "bool", "name": "bActivatesCooldown", "description": "Whether or not we are adding/setting to the cooldown tag's value when the decorator deactivates." }, { "type": "bool", "name": "bAddToExistingDuration", "description": "True if we are adding to any existing duration, false i...
UBTDecorator_TimeLimit::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
Gathers description of all runtime parameters
AIModule
virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FStrin...
[]
UBTDecorator_TimeLimit::GetStaticDescription
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
string containing description of this node with all setup values
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const
[]
UBTDecorator_TimeLimit::GetNodeIconName
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
Get the name of the icon used to display this node in the editor
AIModule
virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const
[]
UBTDecorator_TimeLimit::OnNodeActivation
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
Called when underlying node is activated this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyActivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically
AIModule
virtual void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )
[]
UBTDecorator_TimeLimit::TickNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
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
AIModule
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UBTDecorator_TimeLimit::UBTDecorator_TimeLimit
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
AIModule
UBTDecorator_TimeLimit ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTDecorator_TimeLimit
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_TimeLimit.h
Time Limit decorator node. A decorator node that bases its condition on whether a timer has exceeded a specified value. The timer is reset each time the node becomes relevant.
AIModule
class UBTDecorator_TimeLimit : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "float", "name": "TimeLimit", "description": "Max allowed time for execution of underlying node" } ]
EBlackboardDescription::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
namespace EBlackboardDescription { enum Type { OnlyValue, KeyWithValue, DetailedKeyWithValue, Full, } }
[]
EBTActiveNode::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Keep in sync with DescribeActiveNode()
AIModule
namespace EBTActiveNode { enum Type { Composite, ActiveTask, AbortingTask, InactiveTask, } }
[]
EBTDecoratorLogic::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTCompositeNode.h
AIModule
namespace EBTDecoratorLogic { enum Type { Invalid, Test, And, Or, Not, } }
[]
EBTDescriptionVerbosity::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTDescriptionVerbosity { enum Type { Basic, Detailed, } }
[]
EBTExecutionMode::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTExecutionMode { enum Type { SingleRun, Looped, } }
[]
EBTExecutionSnap::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTExecutionSnap { enum Type { Regular, OutOfNodes, } }
[]
EBTFlowAbortMode::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTFlowAbortMode { enum Type { None, LowerPriority, Self, Both, } }
[]
EBTMemoryClear::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTMemoryClear { enum Type { Destroy, StoreSubtree, } }
[]
EBTMemoryInit::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTMemoryInit { enum Type { Initialize, RestoreSubtree, } }
[]
EBTNodeResult::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Keep in sync with DescribeNodeResult()
AIModule
namespace EBTNodeResult { enum Type { Succeeded, Failed, Aborted, InProgress, } }
[]
EBTNodeUpdateMode::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Keep in sync with DescribeNodeUpdateMode()
AIModule
namespace EBTNodeUpdateMode { enum Type { Unknown, Add, Remove, } }
[]
EBTStopMode::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
namespace EBTStopMode { enum Type { Safe, Forced, } }
[]
EBTTaskStatus::Type
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Keep in sync with DescribeTaskStatus()
AIModule
namespace EBTTaskStatus { enum Type { Active, Aborting, Inactive, } }
[]
FStoredType
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
typedef TBlackboardKey::FDataType FStoredType
[]
FBBKeyCachedAccessor::Get
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
const FStoredType & Get() const
[]
FBBKeyCachedAccessor::Get
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
template<typename T2> T2 Get() const
[]
FBBKeyCachedAccessor::IsValid
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
bool IsValid() const
[]
FBBKeyCachedAccessor::SetValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
template<typename T2> bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const T2 InValue )
[]
FBBKeyCachedAccessor::SetValue
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
True is value has changed
AIModule
bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const FStoredType InValue )
[]
FBBKeyCachedAccessor::FBBKeyCachedAccessor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
FBBKeyCachedAccessor()
[]
FBBKeyCachedAccessor::FBBKeyCachedAccessor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
AIModule
FBBKeyCachedAccessor ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) InBBKey )
[]
FBBKeyCachedAccessor
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h
does not automatically support BB component or asset change
AIModule
template<typename TBlackboardKey> struct FBBKeyCachedAccessor
[]
FBehaviorTreeDebuggerInstance::FNodeFlowData::FNodeFlowData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FNodeFlowData&40;&41;
[]
FNodeFlowData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
struct FNodeFlowData
[ { "type": "uint16: 1", "name": "bDiscardedTrigger", "description": "" }, { "type": "uint16: 1", "name": "bPassed", "description": "" }, { "type": "uint16: 1", "name": "bTrigger", "description": "" }, { "type": "uint16", "name": "ExecutionIndex", "descri...
FBehaviorTreeDebuggerInstance::IsValid
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
bool IsValid() const
[]
FBehaviorTreeDebuggerInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Debugger data about subtree instance
AIModule
struct FBehaviorTreeDebuggerInstance
[ { "type": "TArray< uint16 ...", "name": "ActivePath", "description": "Execution indices of active nodes" }, { "type": "TArray< uint16 ...", "name": "AdditionalActiveNodes", "description": "Execution indices of active nodes" }, { "type": "TArray<FNodeFl...", "name": "PathFromP...
FBehaviorTreeDebuggerInstance::FBehaviorTreeDebuggerInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeDebuggerInstance()
[]
InvalidExecutionId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
static constexpr int32 InvalidExecutionId = -1;
[]
FBehaviorTreeExecutionStep::FBehaviorTreeExecutionStep
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeExecutionStep()
[]
FBehaviorTreeExecutionStep
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Debugger data about current execution step
AIModule
struct FBehaviorTreeExecutionStep
[ { "type": "TMap<FName,FS...", "name": "BlackboardValues", "description": "Blackboard snapshot: value descriptions" }, { "type": "int32", "name": "ExecutionStepId", "description": "Id of execution step" }, { "type": "TArray<FBehavi...", "name": "InstanceStack", "descriptio...
FBehaviorTreeInstance::AddToActiveAuxNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Add specified node to the active nodes list
AIModule
void AddToActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode )
[]
FBehaviorTreeInstance::AddToParallelTasks
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Add new parallel task
AIModule
void AddToParallelTasks ( [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) && ParallelTask )
[]
FBehaviorTreeInstance::Cleanup
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Cleanup node instances
AIModule
void Cleanup ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType )
[]
FBehaviorTreeInstance::CleanupNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Worker for updating all nodes
AIModule
void CleanupNodes ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType )
[]
FBehaviorTreeInstance::DeactivateNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Deactivate all active aux nodes and remove their requests from SearchData
AIModule
void DeactivateNodes ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, uint16 InstanceIndex )
[]
FBehaviorTreeInstance::DecMemoryStats
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
void DecMemoryStats() const
[]
FBehaviorTreeInstance::ExecuteOnEachAuxNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Iterate on auxiliary nodes and call ExecFunc on each of them. Nodes can not be added or removed during the iteration
AIModule
void ExecuteOnEachAuxNode ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) &)> ExecFunc )
[]
FBehaviorTreeInstance::ExecuteOnEachParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Iterate on parallel tasks and call ExecFunc on each of them. Supports removing the iterated task while processed
AIModule
void ExecuteOnEachParallelTask ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) &, const int32)> ExecFunc )
[]
FBehaviorTreeInstance::GetActiveAuxNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Get list of all active auxiliary nodes
AIModule
[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) *const > GetActiveAuxNodes() const
[]
FBehaviorTreeInstance::GetInstanceMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Get instance memory
AIModule
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetInstanceMemory() const
[]
FBehaviorTreeInstance::GetAllocatedSize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
uint32 GetAllocatedSize() const
[]
FBehaviorTreeInstance::GetParallelTasks
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Get list of all active parallel tasks
AIModule
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) > GetParallelTasks() const
[]
FBehaviorTreeInstance::IncMemoryStats
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
void IncMemoryStats() const
[]
FBehaviorTreeInstance::HasActiveNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Check if instance has active node with given execution index
AIModule
bool HasActiveNode ( uint16 TestExecutionIndex ) const
[]
FBehaviorTreeInstance::Initialize
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Initialize memory and create node instances
AIModule
void Initialize ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, int32 & InstancedIndex, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType )
[]
FBehaviorTreeInstance::IsValidParallelTaskIndex
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Indicates if the provided index is a valid parallel task index
AIModule
bool IsValidParallelTaskIndex ( const int32 Index ) const
[]
FBehaviorTreeInstance::MarkParallelTaskAsAbortingAt
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Mark parallel task at given index as pending abort
AIModule
void MarkParallelTaskAsAbortingAt ( int32 TaskIndex )
[]
FBehaviorTreeInstance::operator=
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Deprecated* CopyingFBehaviorTreeInstanceassignement operator has been deprecated in favor of move assignement operator
AIModule
[FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other )
[]
FBehaviorTreeInstance::operator=
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
[FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other )
[]
FBehaviorTreeInstance::RemoveFromActiveAuxNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Remove specified node from the active nodes list
AIModule
void RemoveFromActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode )
[]
FBehaviorTreeInstance::RemoveParallelTaskAt
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Remove parallel task at given index
AIModule
void RemoveParallelTaskAt ( int32 TaskIndex )
[]
FBehaviorTreeInstance::ResetActiveAuxNodes
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Remove all auxiliary nodes from active nodes list
AIModule
void ResetActiveAuxNodes()
[]
FBehaviorTreeInstance::SetInstanceMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Set instance memory
AIModule
void SetInstanceMemory ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Memory )
[]
FBehaviorTreeInstance::FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeInstance()
[]
FBehaviorTreeInstance::FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Deprecated* CopyingFBehaviorTreeInstanceconstructor has been deprecated in favor of move-constructor
AIModule
FBehaviorTreeInstance ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other )
[]
FBehaviorTreeInstance::FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeInstance ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other )
[]
FBehaviorTreeInstance::~FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
~FBehaviorTreeInstance()
[]
FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Data required for instance of single subtree
AIModule
struct FBehaviorTreeInstance
[ { "type": "TArray<UBTAuxi...", "name": "ActiveAuxNodes", "description": "Active auxiliary nodes" }, { "type": "UBTNode*", "name": "ActiveNode", "description": "Active node in template" }, { "type": "TEnumAsByte<EB...", "name": "ActiveNodeType", "description": "Active node...
FBehaviorTreeInstanceId::operator==
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
bool operator== ( const [FBehaviorTreeInstanceId](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstanceId) & Other ) const
[]
FBehaviorTreeParallelTask::operator==
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
bool operator== ( const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) & Other ) const
[]
FBehaviorTreeInstance::FBehaviorTreeInstance
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeInstance ( int32 MemorySize )
[]
FBehaviorTreeInstanceId::FBehaviorTreeInstanceId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeInstanceId()
[]
FBehaviorTreeInstanceId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Identifier of subtree instance
AIModule
struct FBehaviorTreeInstanceId
[ { "type": "int32", "name": "FirstNodeInstance", "description": "Index of first node instance (BehaviorTreeComponent.NodeInstances)" }, { "type": "TArray< uint8 >", "name": "InstanceMemory", "description": "Persistent instance memory" }, { "type": "TArray< uint16 ...", "name":...
FBehaviorTreeParallelTask::operator==
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
bool operator== ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * OtherTask ) const
[]
FBehaviorTreeParallelTask::FBehaviorTreeParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeParallelTask()
[]
FBehaviorTreeParallelTask::FBehaviorTreeParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, [EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) InStatus )
[]
FBehaviorTreeParallelTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Wrapper struct for holding a parallel task node and its status
AIModule
struct FBehaviorTreeParallelTask
[ { "type": "EBTTaskStatus::...", "name": "Status", "description": "Additional mode data used for context switching" }, { "type": "constUBTTaskNo...", "name": "TaskNode", "description": "Worker object" } ]
FBehaviorTreePropertyMemory::Pack
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
int32 Pack() const
[]
FBehaviorTreePropertyMemory::FBehaviorTreePropertyMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreePropertyMemory()
[]
FBehaviorTreePropertyMemory::FBehaviorTreePropertyMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreePropertyMemory ( int32 Value )
[]
FBehaviorTreePropertyMemory
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Property block in blueprint defined nodes
AIModule
struct FBehaviorTreePropertyMemory
[ { "type": "uint16", "name": "BlockSize", "description": "" }, { "type": "uint16", "name": "Offset", "description": "" } ]
FBehaviorTreeSearchData::AddUniqueUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Adds update info to PendingUpdates array, removing all previous updates for this node
AIModule
void AddUniqueUpdate ( const [FBehaviorTreeSearchUpdate](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchUpdate) & UpdateInfo )
[]
FBehaviorTreeSearchData::AssignSearchId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Assign unique Id number
AIModule
void AssignSearchId()
[]
NextSearchId
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
static int32 NextSearchId = 1;
[]
FBehaviorTreeSearchData::Reset
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Clear state of search
AIModule
void Reset()
[]
FBehaviorTreeSearchData::FBehaviorTreeSearchData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeSearchData()
[]
FBehaviorTreeSearchData::FBehaviorTreeSearchData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeSearchData ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & InOwnerComp )
[]
FBehaviorTreeSearchData
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Node search data
AIModule
struct FBehaviorTreeSearchData
[ { "type": "uint32: 1", "name": "bFilterOutRequestFromDeactivatedBranch", "description": "If set, execution request from node in the deactivated branch will be skipped" }, { "type": "uint32: 1", "name": "bPostponeSearch", "description": "If set, current search will be restarted in next ...
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeSearchUpdate()
[]
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
If set the action was unnecessary (Remove and was already inactive, Add and was already active)
AIModule
FBehaviorTreeSearchUpdate ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * InAuxNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode )
[]
FBehaviorTreeSearchUpdate::FBehaviorTreeSearchUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
If set the action was unnecessary (Remove and was already inactive, Add and was already active)
AIModule
FBehaviorTreeSearchUpdate ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode )
[]
FBehaviorTreeSearchUpdate
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Node update data
AIModule
struct FBehaviorTreeSearchUpdate
[ { "type": "UBTAuxiliaryNod...", "name": "AuxNode", "description": "" }, { "type": "uint8: 1", "name": "bApplySkipped", "description": "If set the action was unnecessary (Remove and was already inactive, Add and was already active)" }, { "type": "uint8: 1", "name": "bPostUpd...
FBehaviorTreeSearchUpdateNotify::FBehaviorTreeSearchUpdateNotify
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeSearchUpdateNotify()
[]
FBehaviorTreeSearchUpdateNotify::FBehaviorTreeSearchUpdateNotify
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
FBehaviorTreeSearchUpdateNotify ( uint16 InInstanceIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) InNodeResult )
[]
FBehaviorTreeSearchUpdateNotify
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
Instance notify data
AIModule
struct FBehaviorTreeSearchUpdateNotify
[ { "type": "uint16", "name": "InstanceIndex", "description": "" }, { "type": "TEnumAsByte<EB...", "name": "NodeResult", "description": "" } ]
FBehaviorTreeTemplateInfo
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
AIModule
struct FBehaviorTreeTemplateInfo
[ { "type": "TObjectPtr<UBe...", "name": "Asset", "description": "Behavior tree asset" }, { "type": "uint16", "name": "InstanceMemorySize", "description": "Size required for instance memory" }, { "type": "TObjectPtr<UBT...", "name": "Template", "description": "Initialized t...
FBlackboardEntry::operator==
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
bool operator== ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) & Other ) const
[]
FBlackboardEntry::FBlackboardEntry
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
AIModule
FBlackboardEntry()
[]
FBlackboardEntry
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardData.h
Blackboard entry definition
AIModule
struct FBlackboardEntry
[ { "type": "uint32: 1", "name": "bInstanceSynced", "description": "If set to true then this field will be synchronized across all instances of this blackboard" }, { "type": "FName", "name": "EntryCategory", "description": "" }, { "type": "FString", "name": "EntryDescription",...
FBlackboardKeySelector::AddBoolFilter
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h
AIModule
void AddBoolFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )
[]