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Unreal Engine C++ API Reference > Runtime > AIModule
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Classes
Type | Name | Description | |
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FBBKeyCachedAccessor | A helper type that improved performance of reading data from BB It's meant for a specific use-case: 1. | |
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FBehaviorTreeDebuggerInstance | Debugger data about subtree instance | |
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FBehaviorTreeExecutionStep | Debugger data about current execution step | |
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FBehaviorTreeInstance | Data required for instance of single subtree | |
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FBehaviorTreeInstanceId | Identifier of subtree instance | |
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FBehaviorTreeParallelTask | Wrapper struct for holding a parallel task node and its status | |
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FBehaviorTreePropertyMemory | Property block in blueprint defined nodes | |
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FBehaviorTreeSearchData | Node search data | |
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FBehaviorTreeSearchUpdate | Node update data | |
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FBehaviorTreeSearchUpdateNotify | Instance notify data | |
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FBehaviorTreeTemplateInfo | ||
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FBlackboardEntry | Copyright Epic Games, Inc. All Rights Reserved. | |
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FBlackboardKeySelector | Helper struct for defining types of allowed blackboard entries (e.g. only entries holding points and objects derived form actor class) | |
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FBTAuxiliaryMemory | ||
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FBTCompositeChild | ||
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FBTCompositeMemory | ||
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FBTDecoratorLogic | ||
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FBTInstancedNodeMemory | ||
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FBTNodeExecutionInfo | ||
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FBTNodeIndex | ||
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FBTNodeIndexRange | ||
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FBTPendingExecutionInfo | ||
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FBTTaskMemory | ||
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FBTTreeStartInfo | ||
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FScopedBTLoggingContext | Helper struct to push a node as the new logging context and automatically reset the context on destruction. | |
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IBlackboardAssetProvider | ||
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UBehaviorTree | ||
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UBehaviorTreeComponent | ||
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UBehaviorTreeManager | ||
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UBehaviorTreeTypes | ||
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UBlackboardAssetProvider | Helper interface to allow FBlackboardKeySelector properties on DataAssets (and more). | |
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UBlackboardComponent | ||
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UBlackboardData | ||
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UBTAuxiliaryNode | Auxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked | |
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UBTCompositeNode | ||
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UBTDecorator | Decorators are supporting nodes placed on parent-child connection, that receive notification about execution flow and can be ticked | |
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UBTFunctionLibrary | ||
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UBTNode | ||
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UBTService | Behavior Tree service nodes is designed to perform "background" tasks that update AI's knowledge. | |
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UBTTaskNode | Task are leaf nodes of behavior tree, which perform actual actions |
Constants
Name | Description |
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FBTNodeBPImplementationHelper::AISpecific | |
FBTNodeBPImplementationHelper::All | |
FBTNodeBPImplementationHelper::Generic | |
FBTNodeBPImplementationHelper::NoImplementation |
Enums
Type | Name | Description | |
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EBlackboardDescription::Type | ||
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EBTActiveNode::Type | Keep in sync with DescribeActiveNode() | |
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EBTDecoratorLogic::Type | ||
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EBTDescriptionVerbosity::Type | ||
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EBTExecutionMode::Type | ||
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EBTExecutionSnap::Type | ||
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EBTFlowAbortMode::Type | ||
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EBTMemoryClear::Type | ||
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EBTMemoryInit::Type | ||
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EBTNodeResult::Type | Keep in sync with DescribeNodeResult() | |
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EBTNodeUpdateMode::Type | Keep in sync with DescribeNodeUpdateMode() | |
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EBTStopMode::Type | ||
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EBTTaskStatus::Type | Keep in sync with DescribeTaskStatus() |
Functions
Type | Name | Description | |
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int32 | FBTNodeBPImplementationHelper::CheckEventImplementationVersion
(
FName GenericEventName, |
Checks if given object implements GenericEventName and/or AIEventName BP events, and returns an result as flags set on return integer |
Variables
Type | Name | Description | |
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constexpr int32 | NotInitialized | |
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constexpr uint8 | OwnedByComposite | |
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constexpr int32 | ReturnToParent |