FBehaviorTreeEditor

Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor

Inheritance Hierarchy

References

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

Syntax

class FBehaviorTreeEditor :  
    public [IBehaviorTreeEditor](API\Editor\BehaviorTreeEditor\IBehaviorTreeEditor),  
    public [FAIGraphEditor](API\Editor\AIGraph\FAIGraphEditor),  
    public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)  

Variables

Type Name Description
FText CornerText  
TSubclassOf< UB... GraphClass  
FName GraphName  
FText TitleText  

Constructors

Type Name Description
  FBehaviorTreeEditor ()  

Destructors

Type Name Description
  ~FBehaviorTreeEditor () Destructor

Functions

Type Name Description
bool CanAccessBehaviorTreeMode () Check whether the behavior tree mode can be accessed (i.e whether we have a valid tree to edit)
bool CanAccessBlackboardMode () Check whether the blackboard mode can be accessed (i.e whether we have a valid blackboard to edit)
bool CanAddBreakpoint ()  
bool CanAddInputPin ()  
bool CanCreateNewBlackboard () Whether we can currently create a new Blackboard
bool CanCreateNewDecorator () Check to see if we can create a new decorator node
bool CanCreateNewService () Check to see if we can create a new service node
bool CanCreateNewTask () Check to see if we can create a new task node
bool CanDisableBreakpoint ()  
bool CanEditWithDebuggerActive () Get whether we can edit the tree/blackboard with the debugger active
bool CanEnableBreakpoint ()  
bool CanRemoveBreakpoint ()  
bool CanRemoveInputPin ()  
bool CanSearchTree ()  
bool CanToggleBreakpoint ()  
void CreateNewBlackboard () Create a new Blackboard alongside the currently-edited behavior tree
void CreateNewDecorator () Create a new decorator from UBTDecorator_BlueprintBase
void CreateNewService () Create a new service from UBTService_BlueprintBase
void CreateNewTask () Create a new task from UBTTask_BlueprintBase
void DebuggerSwitchAsset ( UBehaviorTree* NewAsset )  
void DebuggerUpdateGraph ()  
UBehaviorTre... GetBehaviorTree () Get the behavior tree we are editing (if any)
UBlackboardD... GetBlackboardData () Get the blackboard we are editing (if any)
void GetBlackboardSelectionInfo ( int32& OutSelectionIndex, bool& bOutIsInherited ) Get the currently selected blackboard entry
FText GetDebuggerActorDesc ()  
EVisibility GetDebuggerDetailsVisibility ()  
TWeakPtr< SG... GetFocusedGraphPtr ()  
FGraphAppear... GetGraphAppearance ()  
EVisibility GetInjectedNodeVisibility ()  
FText GetLocalizedMode ( FName InMode ) Get the localized text to display for the specified mode
EVisibility GetRangeLowerVisibility ()  
EVisibility GetRangeSelfVisibility ()  
EVisibility GetRootLevelNodeVisibility ()  
TSharedPtr< ... GetToolbarBuilder () Access the toolbar builder for this editor
void HandleBlackboardEntrySelected ( const FBlackboardEntry* Blackb..., bool bIsInherited ) Delegate handler for selection in the blackboard entry list
void HandleBlackboardKeyChanged ( UBlackboardData* InBlackboardD..., FBlackboardEntry*const InKey ) Delegate handler for when a blackboard key changes (added, removed, renamed)
TSharedRef< ... HandleCreateNewDecoratorMenu () Create the menu used to make a new decorator
TSharedRef< ... HandleCreateNewServiceMenu () Create the menu used to make a new service
TSharedRef< ... HandleCreateNewTaskMenu () Create the menu used to make a new task node
void HandleDebuggedBlackboardChanged ( UBlackboardData* InObject ) Delegate handler for when the debugged blackboard changes
FText HandleGetDebugKeyValue ( const FName& InKeyName, bool bUseCurrentState ) Delegate handler for displaying debugger values
double HandleGetDebugTimeStamp ( bool bUseCurrentState ) Delegate handler for retrieving timestamp to display
bool HandleGetDisplayCurrentState () Delegate handler for determining whether to display the current state
int32 HandleGetSelectedBlackboardItemIndex ( bool& bOutIsInherited ) Delegate handler used to retrieve current blackboard selection
bool HandleIsBlackboardModeActive () Check whether blackboard mode is current
void HandleNewNodeClassPicked ( UClass* InClass ) Handler for when a node class is picked
bool InEditingMode ( bool bGraphIsEditable )  
void InitBehaviorTreeEditor ( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHos..., UObject* InObject )  
bool IsDebuggerPaused () Get whether the debugger is currently running and the PIE session is paused
bool IsDebuggerReady ()  
bool IsNewDecoratorButtonVisible () Whether the single button to create a new Blueprint-based decorator is visible
bool IsNewDecoratorComboVisible () Whether the combo button to create a new Blueprint-based decorator from all available base classes is visible
bool IsNewServiceButtonVisible () Whether the single button to create a new Blueprint-based service is visible
bool IsNewServiceComboVisible () Whether the combo button to create a new Blueprint-based service from all available base classes is visible
bool IsNewTaskButtonVisible () Whether the single button to create a new Blueprint-based task is visible
bool IsNewTaskComboVisible () Whether the combo button to create a new Blueprint-based task from all available base classes is visible
bool IsPropertyEditable ()  
void JumpToNode ( const UEdGraphNode* Node )  
void OnAddBreakpoint ()  
void OnAddInputPin ()  
void OnDebuggerActorSelected ( TWeakObjectPtr< UBehaviorTreeCompon... )  
void OnDisableBreakpoint ()  
void OnEnableBreakpoint ()  
void OnFinishedChangingProperties ( const FPropertyChangedEvent& Prope... )  
TSharedRef< ... OnGetDebuggerActorsMenu ()  
void OnGraphEditorFocused ( const TSharedRef< SGraphEditor >& ... )  
void OnNodeDoubleClicked ( UEdGraphNode* Node ) Delegates.
void OnNodeTitleCommitted ( const FText& NewText, ETextCommit::Type CommitInfo, UEdGraphNode* NodeBeingChanged )  
void OnPackageSaved ( const FString& PackageFileName, UPackage* Package, FObjectPostSaveContext ObjectSaveCo... )  
void OnRemoveBreakpoint ()  
void OnRemoveInputPin ()  
void OnToggleBreakpoint ()  
void RegisterToolbarTab ( const TSharedRef< class FTabManager... )  
void RestoreBehaviorTree () Restores the behavior tree graph we were editing or creates a new one if none is available
void SaveEditedObjectState () Save the graph state for later editing
void SearchTree ()  
void SetToolbarCreateActionsEnabled ( bool bActionsEnabled )  
TSharedRef< ... SpawnBlackboardDetails () Spawn blackboard details tab
TSharedRef< ... SpawnBlackboardEditor () Spawn blackboard editor tab
TSharedRef< ... SpawnBlackboardView () Spawn blackboard view tab
TSharedRef< ... SpawnProperties () Spawns the tab with the update graph inside
TSharedRef< ... SpawnSearch () Spawns the search tab
void UpdateToolbar ()  

Overridden from IBehaviorTreeEditor

Type Name Description
void DoubleClickNode ( UEdGraphNode* Node )  
UEdGraphNode... FindInjectedNode ( int32 Index )  
void FocusAttentionOnNode ( UEdGraphNode* Node )  
void InitializeDebuggerState ( FBehaviorTreeDebugger* ParentD... )  

Overridden from FAssetEditorToolkit

Type Name Description
void SaveAsset_Execute () Called when "Save" is clicked for this asset

Overridden from IAssetEditorInstance

Type Name Description
void FocusWindow ( UObject* ObjectToFocusOn )  

Overridden from IToolkit

Type Name Description
FText GetBaseToolkitName () Returns the localized name of this toolkit type (typically just " editor")
FName GetToolkitFName () Returns the invariant name of this toolkit type
FText GetToolkitName () Returns the localized name of this toolkit
FText GetToolkitToolTipText () Returns the localized tooltip text of this toolkit
FLinearColor GetWorldCentricTabColorScale ()  
FString GetWorldCentricTabPrefix () Returns the localize prefix string to use for tab labels in world-centric mode.
void RegisterTabSpawners ( const TSharedRef< class FTabManager... ) IToolkit interface

Overridden from FAIGraphEditor

Type Name Description
void OnClassListUpdated ()  

Overridden from FEditorUndoClient

Type Name Description
void PostRedo ( bool bSuccess ) Signal that client should run any PostRedo code
void PostUndo ( bool bSuccess ) Signal that client should run any PostUndo code

Overridden from FNotifyHook

Type Name Description
void NotifyPostChange ( const FPropertyChangedEvent& Prope..., FProperty* PropertyThatChanged )  

Constants

Name Description
BehaviorTreeMode Modes in mode switcher
BlackboardMode  

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