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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/UBehaviorTreeComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetDynamicSubtree
(
FGameplayTag InjectTag, |
Assign subtree to RunBehaviorDynamic task specified by tag. | BehaviorTree/BehaviorTreeComponent.h |
|
virtual void SetDynamicSubtree
(
FGameplayTag InjectTag, |
Assign subtree to RunBehaviorDynamic task specified by tag. | BehaviorTree/BehaviorTreeComponent.h |
SetDynamicSubtree(FGameplayTag, UBehaviorTree *)
Description
Assign subtree to RunBehaviorDynamic task specified by tag.
| Name | SetDynamicSubtree |
| Type | function |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h |
| Include Path | #include "BehaviorTree/BehaviorTreeComponent.h" |
| Source | /Engine/Source/Runtime/AIModule/Private/BehaviorTree/BehaviorTreeComponent.cpp |
UFUNCTION (BlueprintCallable, Category="AI|Logic")
virtual void SetDynamicSubtree
(
FGameplayTag InjectTag,
UBehaviorTree * BehaviorAsset
)
SetDynamicSubtree(FGameplayTag, UBehaviorTree , UBTCompositeNode )
Description
Assign subtree to RunBehaviorDynamic task specified by tag. Optional Starting Node can be given if the location in the tree is known to avoid parsing the whole tree.
| Name | SetDynamicSubtree |
| Type | function |
| Header File | /Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BehaviorTreeComponent.h |
| Include Path | #include "BehaviorTree/BehaviorTreeComponent.h" |
| Source | /Engine/Source/Runtime/AIModule/Private/BehaviorTree/BehaviorTreeComponent.cpp |
virtual void SetDynamicSubtree
(
FGameplayTag InjectTag,
UBehaviorTree * BehaviorAsset,
UBTCompositeNode * OptionalStartingNode
)