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Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor
Inheritance Hierarchy
References
Module | BehaviorTreeEditor |
Header | /Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_Composite.h |
Include | #include "BehaviorTreeGraphNode_Composite.h" |
Syntax
class UBehaviorTreeGraphNode_Composite : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
Constructors
Type | Name | Description |
---|---|---|
UBehaviorTreeGraphNode_Composite ( const FObjectInitializer& ObjectIn... ) |
Overridden from UBehaviorTreeGraphNode
Type | Name | Description |
---|---|---|
bool | CanPlaceBreakpoints () | Check if node can accept breakpoints |
Overridden from UAIGraphNode
Type | Name | Description |
---|---|---|
FText | GetDescription () | |
bool | RefreshNodeClass () | Reinitialize node instance |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular node |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |