UBehaviorTreeGraphNode_Composite

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

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