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Loop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded.
| Name | UBTDecorator_Loop |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_Loop.h |
| Include Path | #include "BehaviorTree/Decorators/BTDecorator_Loop.h" |
Syntax
UCLASS (HideCategories=(Condition), MinimalAPI)
class UBTDecorator_Loop : public UBTDecorator
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTAuxiliaryNode → UBTDecorator → UBTDecorator_Loop
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTDecorator_Loop
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Decorators/BTDecorator_Loop.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInfiniteLoop | bool | Infinite loop | BehaviorTree/Decorators/BTDecorator_Loop.h |
|
| InfiniteLoopTimeoutTime | FValueOrBBKey_Float | Timeout (when looping infinitely, when we finish a loop we will check whether we have spent this time looping, if we have we will stop looping). | BehaviorTree/Decorators/BTDecorator_Loop.h |
|
| NumLoops | FValueOrBBKey_Int32 | Number of executions | BehaviorTree/Decorators/BTDecorator_Loop.h |
|
Functions
Public
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanupMemory
(
UBehaviorTreeComponent& OwnerComp, |
Cleanup memory block. CleanupNodeMemory template function is provided to help cleanup the memory. | BehaviorTree/Decorators/BTDecorator_Loop.h | |
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/Decorators/BTDecorator_Loop.h | |
virtual uint16 GetInstanceMemorySize() |
Size of instance memory | BehaviorTree/Decorators/BTDecorator_Loop.h | |
virtual FName GetNodeIconName() |
Get the name of the icon used to display this node in the editor | BehaviorTree/Decorators/BTDecorator_Loop.h | |
virtual FString GetStaticDescription() |
BehaviorTree/Decorators/BTDecorator_Loop.h | ||
virtual void InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. | BehaviorTree/Decorators/BTDecorator_Loop.h |
Protected
Overridden from UBTDecorator
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnNodeActivation
(
FBehaviorTreeSearchData& SearchData |
Called when underlying node is activated this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyActivation 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_Loop.h |