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Unreal Engine C++ API Reference > Editor > BehaviorTreeEditor
Inheritance Hierarchy
References
Module | BehaviorTreeEditor |
Header | /Engine/Source/Editor/BehaviorTreeEditor/Classes/BehaviorTreeGraphNode_CompositeDecorator.h |
Include | #include "BehaviorTreeGraphNode_CompositeDecorator.h" |
Syntax
class UBehaviorTreeGraphNode_CompositeDecorator : public [UBehaviorTreeGraphNode](API\Editor\BehaviorTreeEditor\UBehaviorTreeGraphNode)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bCanAbortFlow | Updated with internal graph changes, set when decorators inside can abort flow |
uint32: 1 | bHasBrokenInstances | |
TObjectPtr< cla... | BoundGraph | The logic graph for this decorator (returning a boolean) |
uint32: 1 | bShowOperations | If set, all logic operations will be shown in description |
FString | CachedDescription | |
uint8 | ChildIndex | |
FString | CompositeName | |
uint16 | FirstExecutionIndex | Execution index range of internal nodes, used by debugger |
TSubclassOf< UB... | GraphClass | |
uint16 | LastExecutionIndex | |
TObjectPtr< cla... | ParentNodeInstance |
Constructors
Type | Name | Description |
---|---|---|
UBehaviorTreeGraphNode_CompositeDecorator ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | BuildDescription () | |
void | CollectDecoratorData ( TArray< class UBTDecorator* > ..., TArray< struct FBTDecoratorLogic > ... ) | |
void | CreateBoundGraph () | |
FString | GetNodeTypeDescription () | |
void | InitializeDecorator ( UBTDecorator* InnerDecorator ) | |
void | OnBlackboardUpdate () | |
void | OnInnerGraphChanged () | |
void | ResetExecutionRange () | |
void | SetDecoratorData ( UBTCompositeNode* InParentNode, uint8 InChildIndex ) | |
int32 | SpawnMissingNodes ( const TArray< class UBTDecorator&#..., const TArray< struct FBTDecoratorLo..., int32 StartIndex ) | |
void | UpdateBrokenInstances () |
Overridden from UAIGraphNode
Type | Name | Description |
---|---|---|
UEdGraph ... | GetBoundGraph () | |
FText | GetDescription () | |
bool | HasErrors () | Check if node has any errors, used for assigning colors on graph |
bool | IsSubNode () | Check if node is subnode |
void | PostCopyNode () | |
bool | RefreshNodeClass () | Reinitialize node instance |
void | ResetNodeOwner () | |
void | UpdateNodeClassData () | Updates ClassData from node instance |
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 | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
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 | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | PostLoad () | Do any object-specific cleanup required immediately after loading an object. |