Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBTNode
- UBTTaskNode
- UBTTask_FinishWithResult
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_FinishWithResult.h |
| Include | #include "BehaviorTree/Tasks/BTTask_FinishWithResult.h" |
Syntax
class UBTTask_FinishWithResult : public UBTTaskNode
Remarks
Instantly finishes with given result
Variables
| Type | Name | Description | |
|---|---|---|---|
| TEnumAsByte< EBTNodeResult::Type > | Result | Allows adding random time to wait time |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_FinishWithResult
(
const FObjectInitializer& ObjectInitializer |
Overridden from UBTTaskNode
| Type | Name | Description | |
|---|---|---|---|
| EBTNodeResult::Type | ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| FString |