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Selector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails.
| Name | UBTComposite_Selector |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Selector.h |
| Include Path | #include "BehaviorTree/Composites/BTComposite_Selector.h" |
Syntax
UCLASS (MinimalAPI)
class UBTComposite_Selector : public UBTCompositeNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTCompositeNode → UBTComposite_Selector
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTComposite_Selector
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Composites/BTComposite_Selector.h |
Functions
Public
Overridden from UBTCompositeNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetNextChildHandler
(
FBehaviorTreeSearchData& SearchData, |
BehaviorTree/Composites/BTComposite_Selector.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetNodeIconName() |
Get the name of the icon used to display this node in the editor | BehaviorTree/Composites/BTComposite_Selector.h |