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| Name | UBTTask_SetKeyValueVector |
| 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 Vector Key")
class UBTTask_SetKeyValueVector : public UBTTask_BlackboardBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_BlackboardBase → UBTTask_SetKeyValueVector
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_SetKeyValueVector
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_SetKeyValue.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Value | FValueOrBBKey_Vector | 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 |