Navigation
API > API/Plugins > API/Plugins/GameplayBehaviorsModule > API/Plugins/GameplayBehaviorsModule/AI
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBTNode
- UBTTaskNode
- UBTTask_StopGameplayBehavior
References
| Module | GameplayBehaviorsModule |
| Header | /Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/AI/BTTask_StopGameplayBehavior.h |
| Include | #include "AI/BTTask_StopGameplayBehavior.h" |
Syntax
UCLASS&40;&41;
class UBTTask_StopGameplayBehavior : public UBTTaskNode
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSubclassOf< UGameplayBehavior > | BehaviorToStop | If None (the default) will stop any and all gameplay behaviors instigated by the agent |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_StopGameplayBehavior
(
const FObjectInitializer& ObjectInitializer |
Overridden from UBTTaskNode
| Type | Name | Description | |
|---|---|---|---|
| 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! |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| uint16 | Size of instance memory | ||
| FString |