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Change node result to Success useful for creating optional branches in sequence
Forcing failed result was not implemented, because it doesn't make sense in both basic composites:
- sequence = child nodes behind it will be never run
- selector = would allow executing multiple nodes, turning it into a sequence...
| Name | UBTDecorator_ForceSuccess |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_ForceSuccess.h |
| Include Path | #include "BehaviorTree/Decorators/BTDecorator_ForceSuccess.h" |
Syntax
UCLASS (HideCategories=(Condition), MinimalAPI)
class UBTDecorator_ForceSuccess : public UBTDecorator
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTAuxiliaryNode → UBTDecorator → UBTDecorator_ForceSuccess
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTDecorator_ForceSuccess
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Decorators/BTDecorator_ForceSuccess.h |
Functions
Public
Protected
Overridden from UBTDecorator
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnNodeProcessed
(
FBehaviorTreeSearchData& SearchData, |
Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically | BehaviorTree/Decorators/BTDecorator_ForceSuccess.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/Decorators/BTDecorator_ForceSuccess.h |