Navigation
API > API/Plugins > API/Plugins/GameplayBehaviorsModule > API/Plugins/GameplayBehaviorsModule/AI
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayBehavior
- UGameplayBehavior_BehaviorTree
References
| Module | GameplayBehaviorsModule |
| Header | /Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/AI/GameplayBehavior_BehaviorTree.h |
| Include | #include "AI/GameplayBehavior_BehaviorTree.h" |
Syntax
UCLASS ()
class UGameplayBehavior_BehaviorTree : public UGameplayBehavior
Remarks
NOTE: this behavior works only for AIControlled pawns
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< AAIController > | AIController | ||
| bool | bSingleRun | Indicates if BehaviorTree should run only once or in loop. | |
| TObjectPtr< UBehaviorTree > | PreviousBT | ||
| FTimerHandle | TimerHandle |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameplayBehavior_BehaviorTree
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnPossessedPawnChanged
(
APawn* OldPawn, |
||
| void | OnTimerTick () |
Overridden from UGameplayBehavior
| Type | Name | Description | |
|---|---|---|---|
| void | EndBehavior
(
AActor& InAvatar, |
||
| bool | NeedsInstance
(
const UGameplayBehaviorConfig* Config |
||
| bool | Trigger
(
AActor& Avatar, |
Default implementation will trigger the appropriate Blueprint event based on their presence in the script and in the following priority: |