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Node update data
| Name | FBehaviorTreeSearchUpdate |
| Type | struct |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeTypes.h |
| Include Path | #include "BehaviorTree/BehaviorTreeTypes.h" |
Syntax
struct FBehaviorTreeSearchUpdate
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| BehaviorTree/BehaviorTreeTypes.h | |||
FBehaviorTreeSearchUpdate
(
const UBTAuxiliaryNode* InAuxNode, |
BehaviorTree/BehaviorTreeTypes.h | ||
FBehaviorTreeSearchUpdate
(
const UBTTaskNode* InTaskNode, |
BehaviorTree/BehaviorTreeTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AuxNode | UBTAuxiliaryNode * | BehaviorTree/BehaviorTreeTypes.h | ||
| bApplySkipped | uint8 | If set the action was unnecessary (Remove and was already inactive, Add and was already active) | BehaviorTree/BehaviorTreeTypes.h | |
| bPostUpdate | uint8 | If set, this entry will be applied AFTER other are processed | BehaviorTree/BehaviorTreeTypes.h | |
| InstanceIndex | uint16 | BehaviorTree/BehaviorTreeTypes.h | ||
| Mode | TEnumAsByte< EBTNodeUpdateMode::Type > | BehaviorTree/BehaviorTreeTypes.h | ||
| TaskNode | UBTTaskNode * | BehaviorTree/BehaviorTreeTypes.h |