UBehaviorTreeDecoratorGraphNode_Decorator

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.

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