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_RunEQS
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_RunEQS.h |
| Include | #include "BehaviorTree/Services/BTService_RunEQS.h" |
Syntax
UCLASS (MinimalAPI)
class UBTService_RunEQS : public UBTService_BlackboardBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bUpdateBBOnFail | ||
| FEQSParametrizedQueryExecutionRequest | EQSRequest | ||
| FQueryFinishedSignature | QueryFinishedDelegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTService_RunEQS
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnQueryFinished
(
TSharedPtr< FEnvQueryResult > Result |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Prepare query params |
Overridden from UBTAuxiliaryNode
| Type | Name | Description | |
|---|---|---|---|
| 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! | |
| void | TickNode
(
UBehaviorTreeComponent& OwnerComp, |
Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically |
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 | ||
| FString | |||
| void | InitializeFromAsset
(
UBehaviorTree& Asset |
Initialize any asset related data | |
| void | InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. |