Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Composites
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UBTNode
- UBTCompositeNode
- UBTComposite_Selector
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.h |
| Include | #include "BehaviorTree/Composites/BTComposite_Selector.h" |
Syntax
UCLASS (MinimalAPI)
class UBTComposite_Selector : public UBTCompositeNode
Remarks
Selector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTComposite_Selector
(
const FObjectInitializer& ObjectInitializer |
Overridden from UBTCompositeNode
| Type | Name | Description | |
|---|---|---|---|
| int32 | GetNextChildHandler
(
FBehaviorTreeSearchData& SearchData, |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| FName | Get the name of the icon used to display this node in the editor |