Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Services
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UBTNode
- UBTAuxiliaryNode
- UBTService
- UBTService_BlackboardBase
- UBTService_DefaultFocus
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_DefaultFocus.h |
| Include | #include "BehaviorTree/Services/BTService_DefaultFocus.h" |
Syntax
UCLASS (HideCategories=(Service), MinimalAPI)
class UBTService_DefaultFocus : public UBTService_BlackboardBase
Remarks
Default Focus service node. A service node that automatically sets the AI controller's focus when it becomes active.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8 | FocusPriority | Not exposed to users on purpose. Here to make reusing focus-setting mechanics by derived classes possible |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTService_DefaultFocus
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EBlackboardNotificationResult | OnBlackboardKeyValueChange
(
const UBlackboardComponent& Blackboard, |
Overridden from UBTAuxiliaryNode
| Type | Name | Description | |
|---|---|---|---|
| void | OnBecomeRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! | |
| void | OnCeaseRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| void | CleanupMemory
(
UBehaviorTreeComponent& OwnerComp, |
Cleanup memory block. CleanupNodeMemory template function is provided to help cleanup the memory. | |
| uint16 | Size of instance memory | ||
| FName | Get the name of the icon used to display this node in the editor | ||
| FString | |||
| void | InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. |