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 Copy full snippetclass 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, uint8* NodeMemory ) 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 GetStaticDescription ()