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RunBehaviorDynamic task allows pushing subtrees on execution stack. Subtree asset can be assigned at runtime with SetDynamicSubtree function of BehaviorTreeComponent.
Does NOT support subtree's root level decorators!
| Name | UBTTask_RunBehaviorDynamic |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_RunBehaviorDynamic : public UBTTaskNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_RunBehaviorDynamic
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_RunBehaviorDynamic
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBehaviorTree * GetBehaviorAssetFromRuntimeValue
(
const FString& RuntimeValue |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
UBehaviorTree * GetDefaultBehaviorAsset() |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
const FGameplayTag & GetInjectionTag() |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
bool HasMatchingTag
(
const FGameplayTag& Tag |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
bool SetBehaviorAsset
(
UBehaviorTree* NewBehaviorAsset |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h |
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_RunBehaviorDynamic.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DescribeRuntimeValues
(
const UBehaviorTreeComponent& OwnerComp, |
Gathers description of all runtime parameters | BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | |
virtual const UObject * GetAssociatedAsset
(
TOptional< FBehaviorTreeNodeDebugContext > DebugContext |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
virtual FName GetNodeIconName() |
Get the name of the icon used to display this node in the editor | BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | |
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h | ||
virtual void OnInstanceCreated
(
UBehaviorTreeComponent& OwnerComp |
Called when node instance is added to tree | BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnSubtreeDeactivated
(
UBehaviorTreeComponent& OwnerComp, |
Called when subtree is removed from active stack | BehaviorTree/Tasks/BTTask_RunBehaviorDynamic.h |