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Unreal Engine C++ API Reference > Developer > AITestSuite > BehaviorTree
Inheritance Hierarchy
References
Module | AITestSuite |
Header | /Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_Log.h |
Include | #include "BehaviorTree/TestBTTask_Log.h" |
Syntax
class UTestBTTask_Log : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
Variables
Type | Name | Description |
---|---|---|
int32 | ExecutionTicks | |
int32 | LogFinished | |
int32 | LogIndex | |
TEnumAsByte< EB... | LogResult | |
int32 | LogTickIndex |
Constructors
Type | Name | Description |
---|---|---|
UTestBTTask_Log ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | LogExecution ( UBehaviorTreeComponent& OwnerComp, int32 LogNumber ) |
Overridden from UBTTaskNode
Type | Name | Description |
---|---|---|
EBTNodeResul... | ExecuteTask ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) | Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
void | TickTask ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds ) | 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 |
Overridden from UBTNode
Type | Name | Description |
---|---|---|
uint16 | GetInstanceMemorySize () | Size of instance memory |