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| Name | UBTTask_RotateToFaceBBEntry |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h" |
Syntax
UCLASS (Config=Game, MinimalAPI)
class UBTTask_RotateToFaceBBEntry : public UBTTask_BlackboardBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_BlackboardBase → UBTTask_RotateToFaceBBEntry
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_RotateToFaceBBEntry
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.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_RotateToFaceBBEntry.h | |
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_RotateToFaceBBEntry.h | |
virtual void TickTask
(
UBehaviorTreeComponent& OwnerComp, |
Ticks this task 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_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically | BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.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_RotateToFaceBBEntry.h | |
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h | |
virtual uint16 GetInstanceMemorySize() |
Size of instance memory | BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h | |
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h | ||
virtual void InitializeMemory
(
UBehaviorTreeComponent& OwnerComp, |
Initialize memory block. | BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CleanUp
(
AAIController& AIController, |
BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h | ||
float GetPrecisionDot
(
const UBehaviorTreeComponent& OwnerComp |
BehaviorTree/Tasks/BTTask_RotateToFaceBBEntry.h |