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Sequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence's children succeed, then the Sequence succeeds.
| Name | UBTComposite_Sequence |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Composites/BTComposite_Sequence.h |
| Include Path | #include "BehaviorTree/Composites/BTComposite_Sequence.h" |
Syntax
UCLASS (MinimalAPI)
class UBTComposite_Sequence : public UBTCompositeNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTCompositeNode → UBTComposite_Sequence
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTComposite_Sequence
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Composites/BTComposite_Sequence.h |
Functions
Public
Overridden from UBTCompositeNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanAbortLowerPriority() |
BehaviorTree/Composites/BTComposite_Sequence.h | ||
virtual int32 GetNextChildHandler
(
FBehaviorTreeSearchData& SearchData, |
BehaviorTree/Composites/BTComposite_Sequence.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_Sequence.h |