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Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded
In your ExecuteTask:
- use NewBTAITask() helper to create task
- initialize task with values if needed
- use StartGameplayTask() helper to execute and get node result
| Name | UBTTask_GameplayTaskBase |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_GameplayTaskBase.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UBTTask_GameplayTaskBase : public UBTTaskNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_GameplayTaskBase
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_GameplayTaskBase
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
Functions
Public
Overridden from UBTTaskNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type AbortTask
(
UBehaviorTreeComponent& OwnerComp, |
Aborts this task, should return Aborted or InProgress (use FinishLatentAbort() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h | |
virtual void OnTaskFinished
(
UBehaviorTreeComponent& OwnerComp, |
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
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/Tasks/BTTask_GameplayTaskBase.h | |
virtual uint16 GetInstanceMemorySize() |
Size of instance memory | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h | |
virtual void InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
Overridden from IGameplayTaskOwnerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnGameplayTaskDeactivated
(
UGameplayTask& Task |
BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type DetermineGameplayTaskResult
(
UAITask& Task |
Get finish result from task | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h | |
EBTNodeResult::Type StartGameplayTask
(
UBehaviorTreeComponent& OwnerComp, |
Start task and initialize FBTGameplayTaskMemory memory block | BehaviorTree/Tasks/BTTask_GameplayTaskBase.h |