Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/BehaviorTree > API/Runtime/AIModule/BehaviorTree/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBTNode
- UBTTaskNode
- UBTTask_Wait
- UBTTask_WaitBlackboardTime
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h |
| Include | #include "BehaviorTree/Tasks/BTTask_WaitBlackboardTime.h" |
Syntax
class UBTTask_WaitBlackboardTime : public UBTTask_Wait
Remarks
Wait task node. Wait for the time specified by a Blackboard key when executed.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FBlackboardKeySelector | BlackboardKey | Blackboard key selector |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBTTask_WaitBlackboardTime
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FName | Get name of selected blackboard key |
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 | |||
| void | InitializeFromAsset
(
UBehaviorTree& Asset |
Initialize any asset related data |