UBehaviorTreeGraphNode

Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor

Inheritance Hierarchy

References

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

Syntax

class UBehaviorTreeGraphNode : public [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode)  

Variables

Type Name Description
uint32: 1 bDebuggerMarkBreakpointTrigger Debugger flag: mark stopped on this breakpoint
uint32: 1 bDebuggerMarkCurrentlyActive Debugger flag: mark node as active (current state)
uint32: 1 bDebuggerMarkFlashActive Debugger flag: briefly flash active node
uint32: 1 bDebuggerMarkPreviouslyActive Debugger flag: mark node as active (browsing previous states)
uint32: 1 bDebuggerMarkSearchFailed Debugger flag: mark as failed on search path
uint32: 1 bDebuggerMarkSearchFailedTrigger Debugger flag: mark as trigger of discarded search path
uint32: 1 bDebuggerMarkSearchReverseConnection Debugger flag: mark as going to parent
uint32: 1 bDebuggerMarkSearchSucceeded Debugger flag: mark as succeeded search path
uint32: 1 bDebuggerMarkSearchTrigger Debugger flag: mark as trigger of search path
uint32: 1 bHasBreakpoint Debugger flag: breakpoint exists
uint32: 1 bHasObserverError If set, observer setting is invalid (injected nodes only)
uint32: 1 bHighlightChildNodeIndices Highlight other child node indexes when hovering over a child
uint32: 1 bHighlightInAbortRange0 Highlighting nodes in abort range for more clarity when setting up decorators
uint32: 1 bHighlightInAbortRange1 Highlighting nodes in abort range for more clarity when setting up decorators
uint32: 1 bHighlightInSearchRange0 Highlighting connections in search range for more clarity when setting up decorators
uint32: 1 bHighlightInSearchRange1 Highlighting connections in search range for more clarity when setting up decorators
uint32: 1 bHighlightInSearchTree Highlighting nodes during quick find
uint32: 1 bInjectedNode If set, this node was injected from subtree and shouldn't be edited
uint32: 1 bIsBreakpointEnabled Debugger flag: breakpoint is enabled
uint32: 1 bRootLevel If set, this node is root of tree or sub node of it
FString DebuggerRuntimeDescription Used to show node's runtime description rather than static one
int32 DebuggerSearchPathIndex Debugger variable: index on search path
int32 DebuggerSearchPathSize Debugger variable: number of nodes on search path
int32 DebuggerUpdateCounter Debugger variable: incremented on change of debugger flags for render updates
TArray< TObject... Decorators Only some of behavior tree nodes support decorators
TArray< TObject... Services Only some of behavior tree nodes support services

Constructors

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

Functions

Type Name Description
void AddContextMenuActionsDecorators ( UToolMenu* Menu, const FName SectionName, UGraphNodeContextMenuContext* ... ) Add right click menu to create subnodes: Decorators
void AddContextMenuActionsServices ( UToolMenu* Menu, const FName SectionName, UGraphNodeContextMenuContext* ... ) Add right click menu to create subnodes: Services
bool CanPlaceBreakpoints () Check if node can accept breakpoints
void ClearDebuggerState ()  
void CreateAddDecoratorSubMenu ( UToolMenu* Menu, UEdGraph* Graph ) Creates add decorator... submenu
void CreateAddServiceSubMenu ( UToolMenu* Menu, UEdGraph* Graph ) Creates add service... submenu
UBehaviorTre... GetBehaviorTreeGraph ()  
FName GetNameIcon () Gets icon resource name for title bar

Overridden from UAIGraphNode

Type Name Description
int32 FindSubNodeDropIndex ( UAIGraphNode* SubNode )  
FText GetDescription ()  
bool HasErrors () Check if node has any errors, used for assigning colors on graph
void InitializeInstance () Initialize instance object
void InsertSubNodeAt ( UAIGraphNode* SubNode, int32 DropIndex )  
void OnSubNodeAdded ( UAIGraphNode* SubNode )  
void OnSubNodeRemoved ( UAIGraphNode* SubNode )  
void RemoveAllSubNodes ()  

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.
bool CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* Schema ) Determine if this node can be created under the specified schema
void FindDiffs ( UEdGraphNode* OtherNode, FDiffResults& Results ) Gives the node the option to customize how diffs are discovered within it.
FText GetTooltipText () Gets the tooltip to display when over the node

Overridden from UObject

Type Name Description
void PostEditUndo () Called after applying a transaction to the object.

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