UTestBTTask_LatentWithFlags::ExecuteTask

Starts this task, should return Succeeded, Failed or InProgress (use [FinishLatentTask()](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\FinishLatentTask) when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

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

References

   
Module AITestSuite
Header /Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
Include #include "BehaviorTree/TestBTTask_LatentWithFlags.h"
Source /Engine/Source/Developer/AITestSuite/Private/BehaviorTree/TestBTTask_LatentWithFlags.cpp
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask
(
    class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp,
    uint8 * NodeMemory
)

Remarks

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!


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