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Make Noise task node. A task node that calls MakeNoise() on this Pawn when executed.
| Name | UBTTask_MakeNoise |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_MakeNoise.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_MakeNoise.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_MakeNoise : public UBTTaskNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_MakeNoise
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_MakeNoise
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_MakeNoise.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Loudnes | FValueOrBBKey_Float | Loudness of generated noise | BehaviorTree/Tasks/BTTask_MakeNoise.h |
|
Functions
Public
Overridden from UBTTaskNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EBTNodeResult::Type ExecuteTask
(
UBehaviorTreeComponent& OwnerComp, |
Starts this task, should return Succeeded, Failed or InProgress (use FinishLatentTask() when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced! | BehaviorTree/Tasks/BTTask_MakeNoise.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/Tasks/BTTask_MakeNoise.h |