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Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor
Inheritance Hierarchy
References
Module | BehaviorTreeEditor |
Header | /Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeDecoratorGraphNode_Decorator.h |
Include | #include "BehaviorTreeDecoratorGraphNode_Decorator.h" |
Syntax
class UBehaviorTreeDecoratorGraphNode_Decorator : public [UBehaviorTreeDecoratorGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeDecoratorGraphNode)
Variables
Type | Name | Description |
---|---|---|
FGraphNodeClass... | ClassData | |
TObjectPtr< UOb... | NodeInstance |
Constructors
Type | Name | Description |
---|---|---|
UBehaviorTreeDecoratorGraphNode_Decorator ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | PostCopyNode () | |
bool | RefreshNodeClass () | |
void | ResetNodeOwner () | |
void | UpdateNodeClassData () |
Overridden from UBehaviorTreeDecoratorGraphNode
Type | Name | Description |
---|---|---|
EBTDecorator... | GetOperationType () |
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 | 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 | PostEditImport () | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
void | PostEditUndo () | Called after applying a transaction to the object. |