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Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes!
When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and call IsServiceActive() when in doubt.
| Name | UBTService_BlueprintBase |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_BlueprintBase.h |
| Include Path | #include "BehaviorTree/Services/BTService_BlueprintBase.h" |
Syntax
UCLASS (Abstract, Blueprintable, MinimalAPI)
class UBTService_BlueprintBase : public UBTService
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTAuxiliaryNode → UBTService → UBTService_BlueprintBase
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTService_BlueprintBase
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Services/BTService_BlueprintBase.h |
Functions
Public
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/Services/BTService_BlueprintBase.h | |
virtual void InitializeFromAsset
(
UBehaviorTree& Asset |
Initialize any asset related data | BehaviorTree/Services/BTService_BlueprintBase.h | |
virtual void OnInstanceDestroyed
(
UBehaviorTreeComponent& OwnerComp |
Called when node instance is removed from tree | BehaviorTree/Services/BTService_BlueprintBase.h | |
| Gets called only for instanced nodes(bCreateNodeInstance == true). | BehaviorTree/Services/BTService_BlueprintBase.h | ||
virtual bool UsesBlueprint() |
Get whether this node is using a blueprint for its logic | BehaviorTree/Services/BTService_BlueprintBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsServiceActive() |
Check if service is currently being active | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveActivation
(
AActor* OwnerActor |
Service became active @Note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveActivationAI
(
AAIController* OwnerController, |
Alternative AI version of ReceiveActivation function. | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveDeactivation
(
AActor* OwnerActor |
Service became inactive @Note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveDeactivationAI
(
AAIController* OwnerController, |
Alternative AI version of ReceiveDeactivation function. | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveSearchStart
(
AActor* OwnerActor |
Task search enters branch of tree @Note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveSearchStartAI
(
AAIController* OwnerController, |
Alternative AI version of ReceiveSearchStart function. | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveTick
(
AActor* OwnerActor, |
Tick function @Note that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise | BehaviorTree/Services/BTService_BlueprintBase.h |
|
void ReceiveTickAI
(
AAIController* OwnerController, |
Alternative AI version of ReceiveTick function. | BehaviorTree/Services/BTService_BlueprintBase.h |
|
Overridden from UBTService
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetStaticServiceDescription() |
Gets the description for our service. | BehaviorTree/Services/BTService_BlueprintBase.h | |
virtual void OnSearchStart
(
FBehaviorTreeSearchData& SearchData |
Called when search enters underlying branch this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyOnSearch must be set to true for this function to be called | BehaviorTree/Services/BTService_BlueprintBase.h |
Overridden from UBTAuxiliaryNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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/Services/BTService_BlueprintBase.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/Services/BTService_BlueprintBase.h | |
virtual void TickNode
(
UBehaviorTreeComponent& OwnerComp, |
Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically | BehaviorTree/Services/BTService_BlueprintBase.h |