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Debugger data about current execution step
| Name | FBehaviorTreeExecutionStep |
| Type | struct |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h |
| Include Path | #include "BehaviorTree/BehaviorTreeTypes.h" |
Syntax
struct FBehaviorTreeExecutionStep
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBehaviorTreeExecutionStep() |
BehaviorTree/BehaviorTreeTypes.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InvalidExecutionId | int32 | BehaviorTree/BehaviorTreeTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsExecutionPaused | bool | If true, the behavior was paused in this execution step. | BehaviorTree/BehaviorTreeTypes.h | |
| BlackboardValues | TMap< FName, FString > | Blackboard snapshot: value descriptions | BehaviorTree/BehaviorTreeTypes.h | |
| ExecutionStepId | int32 | Id of execution step | BehaviorTree/BehaviorTreeTypes.h | |
| InstanceStack | TArray< FBehaviorTreeDebuggerInstance > | Subtree instance stack | BehaviorTree/BehaviorTreeTypes.h | |
| TimeStamp | double | Game world's time stamp of this step | BehaviorTree/BehaviorTreeTypes.h |