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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Tasks
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UBTNode
- UBTTaskNode
- UBTTask_BlackboardBase
- UBTTask_RunEQSQuery
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunEQSQuery.h |
| Include | #include "BehaviorTree/Tasks/BTTask_RunEQSQuery.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_RunEQSQuery : public UBTTask_BlackboardBase
Remarks
Run Environment Query System Query task node. Runs the specified environment query when executed.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bUpdateBBOnFail | ||
| bool | bUseBBKey | ||
| FEQSParametrizedQueryExecutionRequest | EQSRequest | ||
| FQueryFinishedSignature | QueryFinishedDelegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_RunEQSQuery
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Gather all filters from existing EnvQueryItemTypes | ||
| void | OnQueryFinished
(
TSharedPtr< FEnvQueryResult > Result |
Finish task | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Prepare query params | |
| void | PostLoad () |
Convert QueryParams to QueryConfig | |
|
Query to run | ||
|
Optional parameters for query | ||
|
|||
| UE_DEPRECATED_FORGAME(5.0, "UBTTask_RunEQSQuery.RunMode has been deprecated for a long while now. Wi... |
|
Determines which item will be stored (All = only first matching) blackboard key storing an EQS query template |
Overridden from UBTTaskNode
| Type | Name | Description | |
|---|---|---|---|
| EBTNodeResult::Type | AbortTask
(
UBehaviorTreeComponent& OwnerComp, |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! | |
| 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 | |
|---|---|---|---|
| void | CleanupMemory
(
UBehaviorTreeComponent& OwnerComp, |
Cleanup memory block. CleanupNodeMemory template function is provided to help cleanup the memory. | |
| void | DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | |
| uint16 | Size of instance memory | ||
| FName | Get the name of the icon used to display this node in the editor | ||
| FString | |||
| void | InitializeFromAsset
(
UBehaviorTree& Asset |
Initialize any asset related data | |
| void | InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. |