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API > API/Plugins > API/Plugins/GameplayBehaviorSmartObjectsModu- > API/Plugins/GameplayBehaviorSmartObjectsModu-/AI
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UBTNode
- UBTTaskNode
- UBTTask_FindAndUseGameplayBehaviorSmartObject
References
| Module | GameplayBehaviorSmartObjectsModule |
| Header | /Engine/Plugins/Runtime/GameplayBehaviorSmartObjects/Source/GameplayBehaviorSmartObjectsModule/Public/AI/BTTask_FindAndUseGameplayBehaviorSmartObject.h |
| Include | #include "AI/BTTask_FindAndUseGameplayBehaviorSmartObject.h" |
Syntax
UCLASS ()
class UBTTask_FindAndUseGameplayBehaviorSmartObject : public UBTTaskNode
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayTagQuery | ActivityRequirements | Additional tag query to filter available smart objects. | |
| ESmartObjectClaimPriority | ClaimPriority | ||
| FQueryFinishedSignature | EQSQueryFinishedDelegate | ||
| FEQSParametrizedQueryExecutionRequest | EQSRequest | ||
| float | Radius | Used for smart object querying if EQSRequest is not configured |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnQueryFinished
(
TSharedPtr< FEnvQueryResult > Result |
||
| void | UseClaimedSmartObject
(
UBehaviorTreeComponent& OwnerComp, |
Overridden from UBTTaskNode
| Type | Name | Description | |
|---|---|---|---|
| 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! | |
| 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! | |
| void | OnTaskFinished
(
UBehaviorTreeComponent& OwnerComp, |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| void | CleanupMemory
(
UBehaviorTreeComponent& OwnerComp, |
Cleanup memory block. CleanupNodeMemory template function is provided to help cleanup the memory. | |
| uint16 | Size of instance memory | ||
| FString | |||
| void | InitializeFromAsset
(
UBehaviorTree& Asset |
Initialize any asset related data | |
| void | InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. |