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Auxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked
Because some of them can be instanced for specific AI, following virtual functions are not marked as const:
- OnBecomeRelevant
- OnCeaseRelevant
- TickNode
If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined by GetInstanceMemorySize() )
| Name | UBTAuxiliaryNode |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTAuxiliaryNode.h |
| Include Path | #include "BehaviorTree/BTAuxiliaryNode.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UBTAuxiliaryNode : public UBTNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTAuxiliaryNode
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTAuxiliaryNode
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/BTAuxiliaryNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint8 GetChildIndex() |
BehaviorTree/BTAuxiliaryNode.h | ||
const UBTNode * GetMyNode() |
BehaviorTree/BTAuxiliaryNode.h | ||
float GetNextNeededDeltaTime
(
UBehaviorTreeComponent& OwnerComp, |
Get The next needed deltatime for this node | BehaviorTree/BTAuxiliaryNode.h | |
void InitializeParentLink
(
uint8 InChildIndex |
Fill in data about tree structure | BehaviorTree/BTAuxiliaryNode.h | |
void WrappedOnBecomeRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Wrapper for node instancing: OnBecomeRelevant | BehaviorTree/BTAuxiliaryNode.h | |
void WrappedOnCeaseRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Wrapper for node instancing: OnCeaseRelevant | BehaviorTree/BTAuxiliaryNode.h | |
bool WrappedTickNode
(
UBehaviorTreeComponent& OwnerComp, |
Wrapper for node instancing: TickNode | BehaviorTree/BTAuxiliaryNode.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/BTAuxiliaryNode.h | |
virtual uint16 GetSpecialMemorySize() |
Size of special, hidden memory block for internal mechanics | BehaviorTree/BTAuxiliaryNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetNextTickRemainingTime
(
uint8* NodeMemory |
Gets remaining time for next tick | BehaviorTree/BTAuxiliaryNode.h | |
void InitNotifyFlags
(
TickNode, |
BehaviorTree/BTAuxiliaryNode.h | ||
virtual void OnBecomeRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/BTAuxiliaryNode.h | |
virtual void OnCeaseRelevant
(
UBehaviorTreeComponent& OwnerComp, |
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/BTAuxiliaryNode.h | |
void SetNextTickTime
(
uint8* NodeMemory, |
Sets next tick time | BehaviorTree/BTAuxiliaryNode.h | |
virtual void TickNode
(
UBehaviorTreeComponent& OwnerComp, |
Tick function this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/BTAuxiliaryNode.h |