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API > API/Runtime > API/Runtime/AIModule
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 |
|
Functions
Public