Navigation
API > API/Plugins > API/Plugins/GameplayStateTreeModule > API/Plugins/GameplayStateTreeModule/BehaviorTree > API/Plugins/GameplayStateTreeModule/BehaviorTree/Tasks
Inheritance Hierarchy
- UBTTaskNode
- UBTTask_RunDynamicStateTree
References
| Module | GameplayStateTreeModule |
| Header | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
| Include | #include "BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_RunDynamicStateTree : public UBTTaskNode
Remarks
RunDynamicStateTree task allows the execution of a state tree chosen at runtime. UBTTask_RunDynamicStateTree::SetDynamicStateTree can be used to set the node's state tree.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayTag | InjectionTag | Gameplay tag that will identify this task for state tree injection | |
| FStateTreeInstanceData | InstanceData | ||
| float | Interval | ||
| float | RandomDeviation | ||
| FSetContextDataDelegate | SetContextDataDelegate | ||
| FStateTreeReference | StateTreeRef |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_RunDynamicStateTree
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
||
| EBTNodeResult::Type | ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
||
| FGameplayTag | |||
| FString | |||
| void | OnTaskFinished
(
UBehaviorTreeComponent& OwnerComp, |
||
| bool | SetDynamicStateTree
(
UBehaviorTreeComponent& OwnerComp, |
||
| void | SetStateTreeToRun
(
UBehaviorTreeComponent& OwnerComp, |
||
| void |
Typedefs
| Name | Description |
|---|---|
| FSetContextDataDelegate |