This is a reference page for the Task nodes available in the Behavior Tree Editor. Tasks are nodes that "do" things, like move an AI, or adjust Blackboard values. They can have Decorators or Services attached to them.
Finish With Result
The Finish With Result Task node can be used to instantly finish with a given result. This node can be used to force a branch to exit or continue based on the defined result.
Property | Description | ||||||||||
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Result |
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Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. | ||||||||||
Node Name | The name the node should display in the Behavior Tree graph. |
Make Noise
If the controlled Pawn has the PawnNoiseEmitter Component, the Make Noise Task will cause the Pawn to "produce a noise" (send a message) that other Pawns with the PawnSensing Component can hear (receive the message).
Property | Description |
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Loudness | How loud the generated sound is. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Move Directly Toward
The Move Directly Toward Task node moves the AI Pawn toward the specified Actor or Location (Vector) Blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the Move To Task node instead.
Property | Description |
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Acceptable Radius | How close does the Pawn have to be to the target for the Task to succeed. |
Filter Class | Which navigation data should be used? If set to None the default navigation data will be used. |
Allow Strafe | Whether to enable the AI's ability to strafe while moving towards the destination. |
Reach Test Includes Agent Radius | If enabled, the radius of the AI's capsule will be added to the threshold between the AI and goal location. |
**Reach Test Includes Goal Radius** | If enabled, the radius of the goal's capsule will be added to the threshold between the AI and goal location. |
Allow Partial Path | If enabled, allow the AI to use an incomplete path when the goal cannot be reached. |
Track Moving Goal | If enabled, the path to the goal Actor will update itself when the Actor moves. |
Project Goal Location | If enabled, the goal location will be projected on the Nav Mesh before using. |
Blackboard Key | The Key to check. This is most useful for data types that can return None such as Objects, as other types may return their initialized values (for example: 0, false, {0,0,0}). |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Move To
A Move To Task will cause a Pawn with a Character Movement component to move using the NavMesh to a Vector Blackboard key.
Property | Description |
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Acceptable Radius | How close does the Pawn have to be to the target for the Task to succeed. |
Filter Class | Which navigation data should be used? If set to None the default navigation data will be used. |
Allow Strafe | Whether to enable the AI's ability to strafe while moving towards the destination. |
Reach Test Includes Agent Radius | If enabled, the radius of the AI's capsule will be added to the threshold between the AI and goal location. |
Reach Test Includes Goal Radius | If enabled, the radius of the goal's capsule will be added to the threshold between the AI and goal location. |
Allow Partial Path | If enabled, allow the AI to use an incomplete path when the goal cannot be reached. |
Track Moving Goal | If enabled, the path to the goal Actor will update itself when the Actor moves. |
Project Goal Location | If enabled, the goal location will be projected on the Nav Mesh before using. |
Blackboard Key | The Key to check. This is most useful for data types that can return None such as Objects, as other types may return their initialized values (for example: 0, false, {0,0,0}). |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Play Animation
The Play Animation node can be used to play the specified animation asset.
Property | Description |
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Animation to Play | Animation asset to play. |
The animation selected must match the Skeleton of the Pawn the Behavior Tree is controlling.
Looping | If enabled, the animation will continually loop playback. |
Non Blocking | If enabled, the Task will trigger the animation and instantly finish. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Play Sound
The Play Sound node will play the sound given in the Sound to Play property.
Property | Description |
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Sound to Play | The Sound Cue asset to play. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Push Pawn Action
The Push Pawn Action node enables you to push the specified action to the Pawn's Controller.
Property | Description |
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Action | The type of action to push to the Pawn's Controller. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Rotate to face BB entry
The Rotate to face BB entry Task causes the associated Pawn to rotate towards the specified Blackboard Key.
The Pawn must have Use Controller Rotation Yaw enabled to successfully rotate.
Property | Description |
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Precision | The amount in degrees to be considered as a success condition. |
Blackboard Key | The Blackboard Key to get the target to turn toward. This can be either a Vector, Object or Actor. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Run Behavior
The Run Behavior Task enables you to run another Behavior Tree by pushing sub-trees onto the execution stack. One limitation to consider however is that the subtree asset cannot be changed during runtime. This limitation is caused by support for the subtree's Root level Decorators, which are injected into the Parent tree. Also, the structure of the running tree cannot be modified at runtime.
You can use Run Behavior Tree Dynamic if you need a subtree that can be changed at runtime.
Property | Description |
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Behavior Asset | The Behavior Tree asset to run. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Run Behavior Dynamic
The Run Behavior Dynamic Task enables pushing subtrees on the execution stack. Subtree Asset can be assigned at runtime with the SetDynamicSubtree function on a Behavior Tree Component.
This does not support a subtree's Root level Decorator.
Property | Description |
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Injection Tag | Opens the Gameplay Tag Editor that you can use to identify this Task for subtree injection. |
Default Behavior Asset | The initial Behavior Tree asset to run. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Run EQS Query
The Run EQS Query node runs the specified Environment Query System (EQS) asset when the Task node is executed.
Property | Description | ||||||||||
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Blackboard Key | The Blackboard Key value to update based on the EQS results. | ||||||||||
Query Template | The EQS asset to run. | ||||||||||
Query Config | The additional parameters to include as part of the EQS test. | ||||||||||
EQSQuery Blackboard Key | Optional Blackboard Key storing an EQS Query Template to use instead of specifying one under the Query Template. | ||||||||||
Run Mode |
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Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. | ||||||||||
Node Name | The name the node should display in the Behavior Tree graph. |
Set Tag Cooldown
Sets a Cooldown Tag value and is used with Cooldown Tag Decorators to prevent Behavior Tree execution.
Property | Description |
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Cooldown Tag | The GameplayTag that will be used for the Cooldown. |
Cooldown Duration | How long the Cooldown is in seconds. |
Add to Existing Duration | If there is an existing Cooldown on the given GameplayTag, should we add more? |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Wait
The Wait Task can be used in the Behavior Tree to cause the tree to wait on this node until the specified Wait Time is complete.
Property | Description |
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Wait Time | How long to wait, in seconds. |
Random Deviation | Allows adding a random time (plus or minus) to the Wait Time property. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Wait Blackboard Time
Works just like the Wait Task node, except it will pull a Blackboard value for how long it should wait.
Property | Description |
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Blackboard Key | The float Blackboard Key to reference for how long to wait. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |
Node Name | The name the node should display in the Behavior Tree graph. |
Custom Tasks
You can create new Tasks with your own custom Blueprint logic and (or) parameters by clicking the New Task button.
Blueprint Tasks are slower than native Tasks. If you are looking to optimize your content, switch to using native Tasks.
The following parameters will also be included with your custom logic.
Property | Description |
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Show Property Details | Show detailed information about properties on the node. |
Node Name | The name the node should display in the Behavior Tree graph. |
Ignore Restart Self | If enabled, Task search will be discarded when this Task is selected to execute but is already running. |