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API > API/Runtime > API/Runtime/AIModule
| Name | FBTNodeExecutionInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h |
| Include Path | #include "BehaviorTree/BehaviorTreeComponent.h" |
Syntax
struct FBTNodeExecutionInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBTNodeExecutionInfo() |
BehaviorTree/BehaviorTreeComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsRestart | uint8 | If set, request was not instigated by finishing task/initialization but is a restart (e.g. decorator) | BehaviorTree/BehaviorTreeComponent.h | |
| bTryNextChild | uint8 | If set, tree will try to execute next child of composite instead of forcing branch containing SearchStart | BehaviorTree/BehaviorTreeComponent.h | |
| ContinueWithResult | TEnumAsByte< EBTNodeResult::Type > | Result used for resuming execution | BehaviorTree/BehaviorTreeComponent.h | |
| ExecuteInstanceIdx | uint16 | Subtree index | BehaviorTree/BehaviorTreeComponent.h | |
| ExecuteNode | const UBTCompositeNode * | Node to be executed | BehaviorTree/BehaviorTreeComponent.h | |
| SearchEnd | FBTNodeIndex | Index of last task allowed to be executed | BehaviorTree/BehaviorTreeComponent.h | |
| SearchStart | FBTNodeIndex | Index of first task allowed to be executed | BehaviorTree/BehaviorTreeComponent.h |