UTestBTDecorator_Blueprint

Unreal Engine C++ API Reference > Developer > AITestSuite > BehaviorTree

Inheritance Hierarchy

References

   
Module AITestSuite
Header /Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Include #include "BehaviorTree/TestBTDecorator_Blueprint.h"

Syntax

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

Variables

Type Name Description
EBPConditionTyp... BPConditionType  
int32 LogIndexBecomeRelevant  
int32 LogIndexCalculate  
int32 LogIndexCeaseRelevant  
FName ObservingKeyName  

Constructors

Type Name Description
  UTestBTDecorator_Blueprint ( const FObjectInitializer& ObjectIn... )  

Overridden from UBTDecorator

Type Name Description
bool CalculateRawConditionValue ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) Calculates raw, core value of decorator's condition. Should not include calling IsInversed

Overridden from UBTAuxiliaryNode

Type Name Description
void OnBecomeRelevant ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) 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
void OnCeaseRelevant ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) 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

Overridden from UObject

Type Name Description
void PostInitProperties () Setup node name
void PostLoad () Do any object-specific cleanup required immediately after loading an object.

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