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Unreal Engine C++ API Reference > Developer > AITestSuite > BehaviorTree
Inheritance Hierarchy
References
Module | AITestSuite |
Header | /Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h |
Include | #include "BehaviorTree/TestBTService_BTStopAction.h" |
Syntax
class UTestBTService_BTStopAction : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)
Variables
Type | Name | Description |
---|---|---|
int32 | LogIndex | |
EBTTestStopActi... | StopAction | |
EBTTestServiceS... | StopTiming |
Constructors
Type | Name | Description |
---|---|---|
UTestBTService_BTStopAction ( const FObjectInitializer& ObjectIn... ) |
Overridden from UBTAuxiliaryNode
Type | Name | Description |
---|---|---|
void | OnBecomeRelevant ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) | Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically |
void | OnCeaseRelevant ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory ) | Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically |
void | TickNode ( UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds ) | Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically |