className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 3
36
| code
stringlengths 0
11.4k
| variables
listlengths 0
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|
---|---|---|---|---|---|
UBehaviorTreeComponent::FBranchActionInfo::FBranchActionInfo
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
FBranchActionInfo &40; const UBTNode &42; InNode, EBTNodeResult::Type InContinueWithResult, const EBTBranchAction InAction &41;
|
[] |
|
FBranchActionInfo
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
struct FBranchActionInfo
|
[
{
"type": "EBTBranchAction",
"name": "Action",
"description": ""
},
{
"type": "EBTNodeResult::...",
"name": "ContinueWithResult",
"description": ""
},
{
"type": "constUBTNode&...",
"name": "Node",
"description": ""
}
] |
|
FBTSuspendBranchDeactivationScoped
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
typedef [FBTSuspendBranchActionsScoped](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent\FBTSuspendBranch-_1) FBTSuspendBranchDeactivationScoped
|
[] |
|
UBehaviorTreeComponent::FBTSuspendBranchActionsScoped::FBTSuspendBranchActionsScoped
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
FBTSuspendBranchActionsScoped &40; UBehaviorTreeComponent & InBTComp, EBTBranchAction BranchActions &41;
|
[] |
|
UBehaviorTreeComponent::FBTSuspendBranchActionsScoped::~FBTSuspendBranchActionsScoped
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
&126;FBTSuspendBranchActionsScoped&40;&41;
|
[] |
|
FBTSuspendBranchActionsScoped
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
struct FBTSuspendBranchActionsScoped
|
[
{
"type": "UBehaviorTreeCo...",
"name": "BTComp",
"description": ""
}
] |
|
UBehaviorTreeComponent::FindInstanceContainingNode
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Tries to find behavior tree instance in context
|
AIModule
|
int32 FindInstanceContainingNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const
|
[] |
UBehaviorTreeComponent::FindTemplateNode
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Tries to find template node for given instanced node
|
AIModule
|
[UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * FindTemplateNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const
|
[] |
FrameSearchTime
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
static double FrameSearchTime = 0.;
|
[] |
|
UBehaviorTreeComponent::GetActiveInstanceIdx
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Get index of active instance on stack
|
AIModule
|
uint16 GetActiveInstanceIdx() const
|
[] |
UBehaviorTreeComponent::GetActiveNode
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
active node
|
AIModule
|
const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetActiveNode() const
|
[] |
UBehaviorTreeComponent::GetCurrentTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
current tree
|
AIModule
|
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetCurrentTree() const
|
[] |
UBehaviorTreeComponent::GetDebugInfoString
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDebugInfoString() const
|
[] |
|
UBehaviorTreeComponent::GetNodeMemory
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
node memory
|
AIModule
|
uint8 * GetNodeMemory ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 InstanceIdx ) const
|
[] |
UBehaviorTreeComponent::GetRootTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
tree from top of instance stack
|
AIModule
|
[UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetRootTree() const
|
[] |
UBehaviorTreeComponent::GetTagCooldownEndTime
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
the cooldown tag end time, 0.0f if CooldownTag is not found
|
AIModule
|
double GetTagCooldownEndTime ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CooldownTag ) const
|
[] |
UBehaviorTreeComponent::GetTaskStatus
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
status of speficied task
|
AIModule
|
[EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) GetTaskStatus ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode ) const
|
[] |
UBehaviorTreeComponent::HandleMessage
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
virtual void HandleMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )
|
[] |
|
UBehaviorTreeComponent::IsAbortPending
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
true if waiting for abort to finish
|
AIModule
|
bool IsAbortPending() const
|
[] |
UBehaviorTreeComponent::HasActiveLatentAborts
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Return true if the current or any parallel task has a latent abort in progress
|
AIModule
|
bool HasActiveLatentAborts() const
|
[] |
UBehaviorTreeComponent::IsAuxNodeActive
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
true if aux node is currently active
|
AIModule
|
bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode ) const
|
[] |
UBehaviorTreeComponent::IsAuxNodeActive
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
true if aux node is currently active
|
AIModule
|
bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNodeTemplate, int32 InstanceIdx ) const
|
[] |
UBehaviorTreeComponent::IsDebuggerActive
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Check if debugger is currently running and can gather data
|
AIModule
|
static bool IsDebuggerActive()
|
[] |
UBehaviorTreeComponent::IsExecutingBranch
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
true if active node is one of child nodes of given one
|
AIModule
|
bool IsExecutingBranch ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 ChildIndex ) const
|
[] |
UBehaviorTreeComponent::IsInstanceStackEmpty
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Returns true if InstanceStack contains any BT runtime instances
|
AIModule
|
bool IsInstanceStackEmpty() const
|
[] |
UBehaviorTreeComponent::IsPaused
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
virtual bool IsPaused() const
|
[] |
|
UBehaviorTreeComponent::IsRestartPending
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
true if ExecutionRequest is switching to higher priority node
|
AIModule
|
bool IsRestartPending() const
|
[] |
UBehaviorTreeComponent::IsRunning
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
virtual bool IsRunning() const
|
[] |
|
NumSearchTimeCalls
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
static int32 NumSearchTimeCalls = 0;
|
[] |
|
UBehaviorTreeComponent::OnTaskFinished
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Finish latent execution or abort
|
AIModule
|
void OnTaskFinished ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )
|
[] |
UBehaviorTreeComponent::OnTreeFinished
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Called when tree runs out of nodes to execute
|
AIModule
|
virtual void OnTreeFinished()
|
[] |
UBehaviorTreeComponent::PauseLogic
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Pause logic and blackboard updates.
|
AIModule
|
virtual void PauseLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
|
[] |
UBehaviorTreeComponent::ProcessPendingExecution
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Apply pending execution from last task search
|
AIModule
|
void ProcessPendingExecution()
|
[] |
UBehaviorTreeComponent::ProcessExecutionRequest
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Process execution flow
|
AIModule
|
void ProcessExecutionRequest()
|
[] |
UBehaviorTreeComponent::ProcessPendingInitialize
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Apply pending tree initialization
|
AIModule
|
void ProcessPendingInitialize()
|
[] |
UBehaviorTreeComponent::PushInstance
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Push behavior tree instance on execution stack : should never be called out-side of BT execution, meaning only BT tasks can push another BT instance!
|
AIModule
|
bool PushInstance ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeAsset )
|
[] |
UBehaviorTreeComponent::RegisterMessageObserver
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Setup message observer for given task
|
AIModule
|
void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType )
|
[] |
UBehaviorTreeComponent::RegisterComponentTickFunctions
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Virtual call chain to register all tick functions
|
AIModule
|
virtual void RegisterComponentTickFunctions ( bool bRegister )
|
[] |
UBehaviorTreeComponent::RegisterMessageObserver
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Setup message observer for given task
|
AIModule
|
void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID )
|
[] |
UBehaviorTreeComponent::RemoveAllInstances
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Remove instanced nodes, known subtree instances and safely clears their persistent memory
|
AIModule
|
void RemoveAllInstances()
|
[] |
UBehaviorTreeComponent::RegisterParallelTask
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Add active parallel task
|
AIModule
|
void RegisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )
|
[] |
UBehaviorTreeComponent::RequestBranchActivation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request branch activation: helper for decorator
|
AIModule
|
void RequestBranchActivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy, const bool bRequestEvenIfExecuting )
|
[] |
UBehaviorTreeComponent::RequestBranchDeactivation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request branch deactivation: helper for decorator
|
AIModule
|
void RequestBranchDeactivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
|
[] |
UBehaviorTreeComponent::RequestBranchEvaluation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request branch evaluation: helper for active node (ex: tasks)
|
AIModule
|
void RequestBranchEvaluation ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )
|
[] |
UBehaviorTreeComponent::RequestBranchEvaluation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request branch evaluation: helper for decorator
|
AIModule
|
void RequestBranchEvaluation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )
|
[] |
UBehaviorTreeComponent::RequestExecution
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Replaced by the RequestBranchEvaluation from decorator
|
AIModule
|
void RequestExecution ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * RequestedBy )
|
[] |
UBehaviorTreeComponent::RequestExecution
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Replaced by RequestBranchEvaluation with EBTNodeResult
|
AIModule
|
void RequestExecution ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )
|
[] |
UBehaviorTreeComponent::RequestExecution
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request execution change
|
AIModule
|
void RequestExecution ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * RequestedOn, const int32 InstanceIdx, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RequestedBy, const int32 RequestedByChildIndex, const [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult, bool bStoreForDebugger )
|
[] |
UBehaviorTreeComponent::RequestUnregisterAuxNodesInBranch
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Request unregistration of aux nodes in the specified branch
|
AIModule
|
void RequestUnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node )
|
[] |
UBehaviorTreeComponent::RestartLogic
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Restarts currently running or previously ran brain logic.
|
AIModule
|
virtual void RestartLogic()
|
[] |
UBehaviorTreeComponent::RestartTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Restarts execution from root
|
AIModule
|
void RestartTree ( EBTRestartMode RestartMode )
|
[] |
UBehaviorTreeComponent::ResumeBranchActions
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Resume branch actions and execute all the queued up ones
|
AIModule
|
void ResumeBranchActions()
|
[] |
UBehaviorTreeComponent::ResumeLogic
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Resumes paused brain logic. MUST be called by child implementations!
indicates whether child class' ResumeLogic should be called (true) or has it been handled in a different way and no other actions are required (false)
|
AIModule
|
virtual [EAILogicResuming::Type](API\Runtime\AIModule\EAILogicResuming__Type) ResumeLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
|
[] |
UBehaviorTreeComponent::ResumeBranchDeactivation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Deprecated* This function is deprecated. Please use ResumeBranchActions instead.
|
AIModule
|
void ResumeBranchDeactivation()
|
[] |
UBehaviorTreeComponent::RollbackSearchChanges
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Restore state of tree to state before search
|
AIModule
|
void RollbackSearchChanges()
|
[] |
UBehaviorTreeComponent::ScheduleExecutionUpdate
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Schedule execution flow update in next tick
|
AIModule
|
void ScheduleExecutionUpdate()
|
[] |
UBehaviorTreeComponent::ScheduleNextTick
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
ENDUActorComponentoverrides Schedule when will be the next tick, 0.0f means next frame, FLT_MAX means never
|
AIModule
|
void ScheduleNextTick ( float NextDeltaTime )
|
[] |
UBehaviorTreeComponent::SetComponentTickEnabled
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered
|
AIModule
|
virtual void SetComponentTickEnabled ( bool bEnabled )
|
[] |
UBehaviorTreeComponent::SetDynamicSubtree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Assign subtree to RunBehaviorDynamic task specified by tag
|
AIModule
|
virtual void SetDynamicSubtree ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InjectTag, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BehaviorAsset )
|
[] |
UBehaviorTreeComponent::StartLogic
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Starts brain logic. If brain is already running, will not do anything.
|
AIModule
|
virtual void StartLogic()
|
[] |
UBehaviorTreeComponent::StartTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Starts execution from root
|
AIModule
|
void StartTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [EBTExecutionMode::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionMode__Type) ExecuteMode )
|
[] |
UBehaviorTreeComponent::StopLogic
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Stops currently running brain logic.
|
AIModule
|
virtual void StopLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
|
[] |
UBehaviorTreeComponent::StopTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Stops execution
|
AIModule
|
void StopTree ( [EBTStopMode::Type](API\Runtime\AIModule\BehaviorTree\EBTStopMode__Type) StopMode )
|
[] |
UBehaviorTreeComponent::StoreDebuggerBlackboard
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Describe blackboard's key values
|
AIModule
|
void StoreDebuggerBlackboard ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & BlackboardValueDesc ) const
|
[] |
UBehaviorTreeComponent::StoreDebuggerExecutionStep
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Make a snapshot for debugger
|
AIModule
|
void StoreDebuggerExecutionStep ( [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType )
|
[] |
UBehaviorTreeComponent::StoreDebuggerInstance
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Make a snapshot for debugger from given subtree instance
|
AIModule
|
void StoreDebuggerInstance ( [FBehaviorTreeDebuggerInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeDebuggerInstance) & InstanceInfo, uint16 InstanceIdx, [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType ) const
|
[] |
UBehaviorTreeComponent::StoreDebuggerRemovedInstance
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
void StoreDebuggerRemovedInstance ( uint16 InstanceIdx ) const
|
[] |
|
UBehaviorTreeComponent::StoreDebuggerRestart
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Store restarting node for debugger
|
AIModule
|
void StoreDebuggerRestart ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bAllowed )
|
[] |
UBehaviorTreeComponent::StoreDebuggerRuntimeValues
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Gather nodes runtime descriptions
|
AIModule
|
void StoreDebuggerRuntimeValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RuntimeDescriptions, [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RootNode, uint16 InstanceIdx ) const
|
[] |
UBehaviorTreeComponent::StoreDebuggerSearchStep
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Store search step for debugger
|
AIModule
|
void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) const
|
[] |
UBehaviorTreeComponent::StoreDebuggerSearchStep
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Store search step for debugger
|
AIModule
|
void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bPassed ) const
|
[] |
UBehaviorTreeComponent::SuspendBranchActions
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Suspend any branch actions and queue them to be processed later byResumeBranchActions()
|
AIModule
|
void SuspendBranchActions ( EBTBranchAction BranchActions )
|
[] |
UBehaviorTreeComponent::SuspendBranchDeactivation
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Deprecated* This function is deprecated. Please use SuspendBranchActions instead.
|
AIModule
|
void SuspendBranchDeactivation()
|
[] |
UBehaviorTreeComponent::TickComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
BEGINUActorComponentoverrides
|
AIModule
|
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
|
[] |
UBehaviorTreeComponent::TrackNewLatentAborts
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Tracks if there are new tasks using latent abort in progress
|
AIModule
|
void TrackNewLatentAborts()
|
[] |
UBehaviorTreeComponent::TrackPendingLatentAborts
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Returns true if execution was waiting on latent aborts and they are all finished;
|
AIModule
|
bool TrackPendingLatentAborts()
|
[] |
UBehaviorTreeComponent::UninitializeComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true
|
AIModule
|
virtual void UninitializeComponent()
|
[] |
UBehaviorTreeComponent::TreeHasBeenStarted
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Indicates instance has been initialized to work with specific BT asset
|
AIModule
|
bool TreeHasBeenStarted() const
|
[] |
UBehaviorTreeComponent::UnregisterAuxNodesInRange
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Unregister all aux nodes between given execution index range: FromIndex < AuxIndex < ToIndex
|
AIModule
|
void UnregisterAuxNodesInRange ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & FromIndex, const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & ToIndex )
|
[] |
UBehaviorTreeComponent::UnregisterAuxNodesUpTo
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Unregister all aux nodes less important than given index
|
AIModule
|
void UnregisterAuxNodesUpTo ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Index )
|
[] |
UBehaviorTreeComponent::UnregisterMessageObserversFrom
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Remove message observers registered with task
|
AIModule
|
void UnregisterMessageObserversFrom ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )
|
[] |
UBehaviorTreeComponent::UnregisterMessageObserversFrom
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Remove message observers registered with task
|
AIModule
|
void UnregisterMessageObserversFrom ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & TaskIdx )
|
[] |
UBehaviorTreeComponent::UnregisterParallelTask
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Remove parallel task
|
AIModule
|
void UnregisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx )
|
[] |
UBehaviorTreeComponent::UpdateDebuggerAfterExecution
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Update runtime description of given task node in latest debugger's snapshot
|
AIModule
|
void UpdateDebuggerAfterExecution ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx ) const
|
[] |
UBehaviorTreeComponent::UpdateInstanceId
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Add unique Id of newly created subtree to KnownInstances list and return its index
|
AIModule
|
uint8 UpdateInstanceId ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * TreeAsset, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * OriginNode, int32 OriginInstanceIdx )
|
[] |
UBehaviorTreeComponent::UBehaviorTreeComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
UBehaviorTreeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBehaviorTreeComponent::UBehaviorTreeComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
DO NOT USE. This constructor is for internal usage only for hot-reload purposes.
|
AIModule
|
UBehaviorTreeComponent ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )
|
[] |
UBehaviorTreeComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
AIModule
|
class UBehaviorTreeComponent : public [UBrainComponent](API\Runtime\AIModule\UBrainComponent)
|
[
{
"type": "float",
"name": "AccumulatedTickDeltaTime",
"description": "Accumulated DeltaTime if ticked more than predicted next delta time"
},
{
"type": "uint16",
"name": "ActiveInstanceIdx",
"description": "Index of last active instance on stack"
},
{
"type": "uint8: 1",
"name": "bIsPaused",
"description": "If set, execution requests will be postponed"
},
{
"type": "uint8: 1",
"name": "bIsRunning",
"description": "If set, tree execution is allowed"
},
{
"type": "uint8: 1",
"name": "bLoopExecution",
"description": "Loops tree execution"
},
{
"type": "uint8: 1",
"name": "bRequestedFlowUpdate",
"description": "Set when execution update is scheduled for next tick"
},
{
"type": "uint8: 1",
"name": "bRequestedStop",
"description": "Set when tree stop was called"
},
{
"type": "bool",
"name": "bTickedOnce",
"description": "Used to tell tickmanager that we want interval ticking"
},
{
"type": "uint8: 1",
"name": "bWaitingForLatentAborts",
"description": "Set when execution is waiting for tasks to finish their latent abort (current or parallel's main)"
},
{
"type": "TMap<FGameplay...",
"name": "CooldownTagsMap",
"description": "Behavior cooldowns mapped by tag to last time it was set"
},
{
"type": "TArray<TArray<...",
"name": "CurrentRestarts",
"description": ""
},
{
"type": "TArray<TArray<...",
"name": "CurrentSearchFlow",
"description": "Search flow for debugger"
},
{
"type": "TArray<FBehavi...",
"name": "DebuggerSteps",
"description": "Debugger's recorded data"
},
{
"type": "TObjectPtr<UBe...",
"name": "DefaultBehaviorTreeAsset",
"description": "Data asset defining the tree"
},
{
"type": "FBTNodeExecutio...",
"name": "ExecutionRequest",
"description": "Execution request, search will be performed when current task finish execution/aborting"
},
{
"type": "friend",
"name": "FBehaviorTreeDebugger",
"description": ""
},
{
"type": "friend",
"name": "FBehaviorTreeInstance",
"description": ""
},
{
"type": "TArray<FBehavi...",
"name": "InstanceStack",
"description": "Stack of behavior tree instances"
},
{
"type": "TArray<FBehavi...",
"name": "KnownInstances",
"description": "List of known subtree instances"
},
{
"type": "double",
"name": "LastRequestedDeltaTimeGameTime",
"description": "GameTime of the last DeltaTime request, used for debugging to output warnings about ticking"
},
{
"type": "float",
"name": "NextTickDeltaTime",
"description": "Predicted next DeltaTime"
},
{
"type": "TArray<TObject...",
"name": "NodeInstances",
"description": "Instanced nodes"
},
{
"type": "TArray<FBranch...",
"name": "PendingBranchActionRequests",
"description": "List of all pending branch action requests"
},
{
"type": "FBTPendingExecu...",
"name": "PendingExecution",
"description": "Result of ExecutionRequest, will be applied when current task finish aborting"
},
{
"type": "TArray<FBehavi...",
"name": "RemovedInstances",
"description": ""
},
{
"type": "FBehaviorTreeSe...",
"name": "SearchData",
"description": "Search data being currently used"
},
{
"type": "TMap<FName,FS...",
"name": "SearchStartBlackboard",
"description": ""
},
{
"type": "EBTBranchAction",
"name": "SuspendedBranchActions",
"description": "Type of suspended branch action"
},
{
"type": "TMultiMap<FBTN...",
"name": "TaskMessageObservers",
"description": "Message observers mapped by instance & execution index"
},
{
"type": "FBTTreeStartInf...",
"name": "TreeStartInfo",
"description": "Stored data for starting new tree, waits until previously running finishes aborting"
},
{
"type": "friend",
"name": "UBTCompositeNode",
"description": ""
},
{
"type": "friend",
"name": "UBTNode",
"description": ""
},
{
"type": "friend",
"name": "UBTTask_RunBehavior",
"description": ""
},
{
"type": "friend",
"name": "UBTTask_RunBehaviorDynamic",
"description": ""
},
{
"type": "friend",
"name": "UBTTaskNode",
"description": ""
}
] |
|
UBehaviorTreeManager::DumpUsageStats
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
AIModule
|
void DumpUsageStats() const
|
[] |
|
UBehaviorTreeManager::AddActiveComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Register new behavior tree component for tracking
|
AIModule
|
void AddActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )
|
[] |
UBehaviorTreeComponent::UnregisterAuxNodesInBranch
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h
|
Unregister all aux nodes in branch of tree
|
AIModule
|
void UnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node, bool bApplyImmediately )
|
[] |
UBehaviorTreeManager::FinishDestroy
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Cleanup hooks for map loading
|
AIModule
|
virtual void FinishDestroy()
|
[] |
UBehaviorTreeManager::GetAlignedDataSize
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Get aligned memory size
|
AIModule
|
static uint16 GetAlignedDataSize ( uint16 Size )
|
[] |
UBehaviorTreeManager::GetCurrent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
AIModule
|
static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
|
[] |
|
UBehaviorTreeManager::InitializeMemoryHelper
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Helper function for sorting and aligning node memory
|
AIModule
|
static void InitializeMemoryHelper ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & Nodes, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & MemoryOffsets, int32 & MemorySize, bool bForceInstancing )
|
[] |
UBehaviorTreeManager::LoadTree
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Get behavior tree template for given blueprint
|
AIModule
|
bool LoadTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) *& Root, uint16 & InstanceMemorySize )
|
[] |
UBehaviorTreeManager::GetCurrent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
AIModule
|
static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
|
[] |
|
UBehaviorTreeManager::UBehaviorTreeManager
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
AIModule
|
UBehaviorTreeManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UBehaviorTreeManager::RemoveActiveComponent
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
Unregister behavior tree component from tracking
|
AIModule
|
void RemoveActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )
|
[] |
UBehaviorTreeManager
|
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeManager.h
|
AIModule
|
class UBehaviorTreeManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
|
[
{
"type": "TArray<TObject...",
"name": "ActiveComponents",
"description": ""
},
{
"type": "TArray<FBehavi...",
"name": "LoadedTemplates",
"description": "Initialized tree templates"
},
{
"type": "int32",
"name": "MaxDebuggerSteps",
"description": "Limit for recording execution steps for debugger"
}
] |
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