UBehaviorTreeGraphNode_CompositeDecorator

Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor

Inheritance Hierarchy

References

   
Module BehaviorTreeEditor
Header /Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h
Include #include "BehaviorTreeGraphNode_CompositeDecorator.h"

Syntax

class UBehaviorTreeGraphNode_CompositeDecorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)  

Variables

Type Name Description
uint32: 1 bCanAbortFlow Updated with internal graph changes, set when decorators inside can abort flow
uint32: 1 bHasBrokenInstances  
TObjectPtr< cla... BoundGraph The logic graph for this decorator (returning a boolean)
uint32: 1 bShowOperations If set, all logic operations will be shown in description
FString CachedDescription  
uint8 ChildIndex  
FString CompositeName  
uint16 FirstExecutionIndex Execution index range of internal nodes, used by debugger
TSubclassOf< UB... GraphClass  
uint16 LastExecutionIndex  
TObjectPtr< cla... ParentNodeInstance  

Constructors

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

Functions

Type Name Description
void BuildDescription ()  
void CollectDecoratorData ( TArray< class UBTDecorator* > ..., TArray< struct FBTDecoratorLogic > ... )  
void CreateBoundGraph ()  
FString GetNodeTypeDescription ()  
void InitializeDecorator ( UBTDecorator* InnerDecorator )  
void OnBlackboardUpdate ()  
void OnInnerGraphChanged ()  
void ResetExecutionRange ()  
void SetDecoratorData ( UBTCompositeNode* InParentNode, uint8 InChildIndex )  
int32 SpawnMissingNodes ( const TArray< class UBTDecorator&#..., const TArray< struct FBTDecoratorLo..., int32 StartIndex )  
void UpdateBrokenInstances ()  

Overridden from UAIGraphNode

Type Name Description
UEdGraph ... GetBoundGraph ()  
FText GetDescription ()  
bool HasErrors () Check if node has any errors, used for assigning colors on graph
bool IsSubNode () Check if node is subnode
void PostCopyNode ()  
bool RefreshNodeClass () Reinitialize node instance
void ResetNodeOwner ()  
void UpdateNodeClassData () Updates ClassData from node instance

Overridden from UEdGraphNode

Type Name Description
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.
void PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void PostLoad () Do any object-specific cleanup required immediately after loading an object.

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