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API > API/Plugins > API/Plugins/GameplayStateTreeModule
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.
| Name | UBTTask_RunDynamicStateTree |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayStateTree/Source/GameplayStateTreeModule/Public/BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_RunDynamicStateTree : public UBTTaskNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_RunDynamicStateTree
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_RunDynamicStateTree
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FSetContextDataDelegate | TBaseDelegate_ThreeParams< void, FStateTreeExecutionContext &, UBehaviorTreeComponent &, FGameplayTagInjectionTag > | BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayTag GetInjectionTag() |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetStateTreeToRun
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Overridden from UBTTaskNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h | ||
virtual void OnTaskFinished
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h | ||
virtual void TickTask
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h | ||
virtual const UObject * GetAssociatedAsset
(
TOptional< FBehaviorTreeNodeDebugContext > DebugContext |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h | ||
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool SetDynamicStateTree
(
UBehaviorTreeComponent& OwnerComp, |
BehaviorTree/Tasks/BTTask_RunDynamicStateTree.h |