Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Tasks
Inheritance Hierarchy
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h |
| Include | #include "BehaviorTree/Tasks/BTTask_Wait.h" |
Syntax
class UBTTask_Wait : public UBTTaskNode
Remarks
Wait task node. Wait for the specified time when executed.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | RandomDeviation | Allows adding random time to wait time | |
| float | WaitTime | Wait time in seconds |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_Wait
(
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! | |
| void | TickTask
(
UBehaviorTreeComponent& OwnerComp, |
Ticks this task 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_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically |
Overridden from UBTNode
| Type | Name | Description | |
|---|---|---|---|
| void | DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | |
| FName | Get the name of the icon used to display this node in the editor | ||
| FString |