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Unreal Engine C++ API Reference > Developer > AITestSuite > BehaviorTree
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBTNode
- UBTTaskNode
- UTestBTTask_SetValue
References
Module | AITestSuite |
Header | /Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_SetValue.h |
Include | #include "BehaviorTree/TestBTTask_SetValue.h" |
Syntax
class UTestBTTask_SetValue : public UBTTaskNode
Remarks
Copyright Epic Games, Inc. All Rights Reserved.
Variables
Type | Name | Description | |
---|---|---|---|
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FName | KeyName | |
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FName | OnAbortKeyName | |
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int32 | OnAbortValue | |
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TEnumAsByte< EBTNodeResult::Type > | TaskResult | |
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int32 | Value |
Constructors
Type | Name | Description | |
---|---|---|---|
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UTestBTTask_SetValue
(
const FObjectInitializer& ObjectInitializer |
Overridden from UBTTaskNode
Type | Name | Description | |
---|---|---|---|
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EBTNodeResult::Type | AbortTask
(
UBehaviorTreeComponent& OwnerComp, |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
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EBTNodeResult::Type | ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |