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Wait task node. Wait for the specified time when executed.
| Name | UBTTask_Wait |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_Wait.h |
| Include Path | #include "BehaviorTree/Tasks/BTTask_Wait.h" |
Syntax
UCLASS (MinimalAPI)
class UBTTask_Wait : public UBTTaskNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBTNode → UBTTaskNode → UBTTask_Wait
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBTTask_Wait
(
const FObjectInitializer& ObjectInitializer |
BehaviorTree/Tasks/BTTask_Wait.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RandomDeviation | FValueOrBBKey_Float | Allows adding random time to wait time | BehaviorTree/Tasks/BTTask_Wait.h |
|
| WaitTime | FValueOrBBKey_Float | Wait time in seconds | BehaviorTree/Tasks/BTTask_Wait.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_Wait.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_Wait.h | |
virtual FName GetNodeIconName() |
Get the name of the icon used to display this node in the editor | BehaviorTree/Tasks/BTTask_Wait.h | |
virtual FString GetStaticDescription() |
BehaviorTree/Tasks/BTTask_Wait.h |
Protected
Overridden from UBTTaskNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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_Wait.h |