Navigation
API > API/Runtime > API/Runtime/AIModule
| Name | UBTTask_SetKeyValueStruct |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_SetKeyValue.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_SetKeyValue.h" |
Syntax
UCLASS (DisplayName="Set Struct Key")
class UBTTask_SetKeyValueStruct : public UBTTask_BlackboardBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_BlackboardBase → UBTTask_SetKeyValueStruct
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_SetKeyValueStruct
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_SetKeyValue.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| StructType | TObjectPtr< UScriptStruct > | BehaviorTree/Tasks/BTTask_SetKeyValue.h |
|
|
| Value | FValueOrBBKey_Struct | BehaviorTree/Tasks/BTTask_SetKeyValue.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_SetKeyValue.h |
Overridden from UBTNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_SetKeyValue.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
BehaviorTree/Tasks/BTTask_SetKeyValue.h | ||
virtual void PostLoad() |
BehaviorTree/Tasks/BTTask_SetKeyValue.h |