Navigation
API > API/Plugins > API/Plugins/GameplayBehaviorsModule
NOTE: this behavior works only for AIControlled pawns
| Name | UGameplayBehavior_BehaviorTree |
| Type | class |
| Header File | /Engine/Plugins/Experimental/GameplayBehaviors/Source/GameplayBehaviorsModule/Public/AI/GameplayBehavior_BehaviorTree.h |
| Include Path | #include "AI/GameplayBehavior_BehaviorTree.h" |
Syntax
UCLASS (MinimalAPI)
class UGameplayBehavior_BehaviorTree : public UGameplayBehavior
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayBehavior → UGameplayBehavior_BehaviorTree
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayBehavior_BehaviorTree
(
const FObjectInitializer& ObjectInitializer |
AI/GameplayBehavior_BehaviorTree.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AI/GameplayBehavior_BehaviorTree.h | |||
void OnTimerTick() |
AI/GameplayBehavior_BehaviorTree.h |
Overridden from UGameplayBehavior
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EndBehavior
(
AActor& InAvatar, |
AI/GameplayBehavior_BehaviorTree.h | ||
virtual bool NeedsInstance
(
const UGameplayBehaviorConfig* Config |
AI/GameplayBehavior_BehaviorTree.h | ||
virtual bool Trigger
(
AActor& Avatar, |
Default implementation will trigger the appropriate Blueprint event based on their presence in the script and in the following priority: | AI/GameplayBehavior_BehaviorTree.h |