className: FBTNodeIndexRange

code: struct FBTNodeIndexRange

FromIndex

type: FBTNodeIndex

description: First node index

ToIndex

description: Last node index


className: FBTPendingExecutionInfo

module: AIModule

code: struct FBTPendingExecutionInfo

bLocked

type: uint32:  1

description: If set, request can't be executed

bOutOfNodes

description: If set, tree ran out of nodes

NextTask

type: UBTTaskNode...

description: Next task to execute


className: FBTTaskMemory

code: struct FBTTaskMemory : public [FBTInstancedNodeMemory](API\Runtime\AIModule\BehaviorTree\FBTInstancedNodeMemory)

AccumulatedDeltaTime

type: float


code: bool HasPendingInitialize() const


className: FBTTreeStartInfo

code: struct FBTTreeStartInfo

Asset

type: UBehaviorTree&...

bPendingInitialize

type: uint8:  1

ExecuteMode

type: EBTExecutionMod...


code: FScopedBTLoggingContext ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Context )


className: FBlackboardOwnerChanged

description: Delegate to be called by class implementingIBlackboardAssetProviderwhen the property containing the returned BlackboardData is changed (i.e. on PostEditChangeProperty).

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * > FBlackboardOwnerChanged


className: FScopedBTLoggingContext

description: Helper struct to push a node as the new logging context and automatically reset the context on destruction.

code: struct FScopedBTLoggingContext


description: Returns BlackboardData referenced by the owner object.

code: virtual UBlackboardData &42; GetBlackboardAsset&40;&41; const


className: IBlackboardAssetProvider

code: class IBlackboardAssetProvider


className: FBTEQSServiceMemory

code: struct FBTEQSServiceMemory

RequestID

description: Query request ID


className: FBTFocusMemory

code: struct FBTFocusMemory

bActorSet

type: bool

FocusActorSet

type: AActor*

FocusLocationSet

type: FVector


description: Get name of selected blackboard key


code: UBTService_BlackboardBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBTService_BlackboardBase : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)

BlackboardKey

type: FBlackboardKeyS...

description: Blackboard key selector


description: Gets the description for our service.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticServiceDescription() const


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Check if service is currently being active

code: bool IsServiceActive() const


description: Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Called when node instance is removed from tree

code: virtual void OnInstanceDestroyed ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


description: Called when search enters underlying branch this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyOnSearch must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically

code: virtual void OnSearchStart ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )


description: Service became active  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveActivation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

code: void ReceiveActivationAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


description: Service became inactive  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveDeactivation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

code: void ReceiveDeactivationAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


description: Task search enters branch of tree  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveSearchStart ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

code: void ReceiveSearchStartAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


description: Tick function  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveTick ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, float DeltaSeconds )


description: generic one otherwise

code: void ReceiveTickAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, float DeltaSeconds )


description: Gets called only for instanced nodes(bCreateNodeInstance == true). In practive overridden by BP-implemented BT nodes

code: virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner )


description: Update next tick interval 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_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically

code: virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


description: Get whether this node is using a blueprint for its logic

code: virtual bool UsesBlueprint() const


code: UBTService_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and callIsServiceActive()when in doubt.

code: class UBTService_BlueprintBase : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)

ActorOwner

type: TObjectPtr<AAc...

description: Cached actor owner of BehaviorTreeComponent.

AIOwner

type: TObjectPtr<AAI...

description: Cached AIController owner of BehaviorTreeComponent.

bShowEventDetails

description: Show detailed information about implemented events

bShowPropertyDetails

description: Show detailed information about properties

CustomDescription

type: FString

PropertyData

type: TArray<FProper...

description: Properties with runtime values, stored only in class default object

ReceiveActivationImplementations

type: uint32:  2

description: Set if ReceiveActivation is implemented by blueprint

ReceiveDeactivationImplementations

description: Set if ReceiveDeactivation is implemented by blueprint

ReceiveSearchStartImplementations

description: Set if ReceiveSearchStart is implemented by blueprint

ReceiveTickImplementations

description: Set if ReceiveTick is implemented by blueprint


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


code: EBlackboardNotificationResult OnBlackboardKeyValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID )


description: Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


code: UBTService_DefaultFocus ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Default Focus service node. A service node that automatically sets the AI controller's focus when it becomes active.

code: class UBTService_DefaultFocus : public [UBTService_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Services\UBTService_BlackboardBase)

FocusPriority

description: Not exposed to users on purpose. Here to make reusing focus-setting mechanics by derived classes possible


description: We need this only for verification, no need to have it in shipped builds

code: virtual void CleanupMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) const


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Initialize memory block

code: virtual void InitializeMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) const


code: void OnQueryFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )


description: Prepare query params

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Update next tick interval 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_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically

code: virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


code: UBTService_RunEQS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBTService_RunEQS : public [UBTService_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Services\UBTService_BlackboardBase)

EQSRequest

type: FEQSParametrize...

QueryFinishedDelegate

type: FQueryFinishedS...


className: FBTEnvQueryTaskMemory

code: struct FBTEnvQueryTaskMemory

RequestID

description: Query request ID


className: FBTGameplayTaskMemory

code: struct FBTGameplayTaskMemory

Task

type: TWeakObjectPtr<...


className: FBTMoveToTaskMemory

code: struct FBTMoveToTaskMemory

BBObserverDelegateHandle

type: FDelegateHandle

MoveRequestID

type: FAIRequestID

description: Move request ID


className: FBTWaitTaskMemory

code: struct FBTWaitTaskMemory


description: Get name of selected blackboard key


code: UBTTask_BlackboardBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBTTask_BlackboardBase : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

BlackboardKey

description: Blackboard key selector


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Finishes task execution with Success or Fail result

code: void FinishExecute ( bool bSuccess )


description: Aborts task execution

code: void FinishAbort()


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Check if task is currently being executed

code: bool IsTaskExecuting() const


description: Check if task is currently being aborted

code: bool IsTaskAborting() const


description: Called when node instance is removed from tree

code: virtual void OnInstanceDestroyed ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


description: Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished 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

code: virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


description: If blueprint graph contains this event, task will stay active until FinishAbort is called  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveAbort ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

code: void ReceiveAbortAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


description: Entry point, task will stay active until FinishExecute is called.  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveExecute ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

code: void ReceiveExecuteAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


description: Tick function  that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

code: void ReceiveTick ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, float DeltaSeconds )


description: generic one otherwise

code: void ReceiveTickAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, float DeltaSeconds )


description: Task execution will be finished (with result 'Success') after receiving specified message with indicated ID

code: void SetFinishOnMessageWithId ( [FName](API\Runtime\Core\UObject\FName) MessageName, int32 RequestID )


description: Task execution will be finished (with result 'Success') after receiving specified message

code: void SetFinishOnMessage ( [FName](API\Runtime\Core\UObject\FName) MessageName )


description: Gets called only for instanced nodes(bCreateNodeInstance == true). In practive overridden by BP-implemented BT nodes

code: virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner )


description: Ticks this task

code: virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


description: Get whether this node is using a blueprint for its logic

code: virtual bool UsesBlueprint() const


code: UBTTask_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: When task receives Abort event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Execute, but does not handle external events. Please use them safely (unregister at abort) and callIsTaskExecuting()when in doubt.

code: class UBTTask_BlueprintBase : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

ActorOwner

description: Cached actor owner of BehaviorTreeComponent.

AIOwner

description: Cached AIController owner of BehaviorTreeComponent.

bIsAborting

type: uint32:  1

description: Set when task enters Aborting state

bShowPropertyDetails

description: Show detailed information about properties

bStoreFinishResult

description: If set, execution is inside blueprint's ReceiveExecute(Abort) event FinishExecute(Abort) function should store their result in CurrentCallResult variable

CurrentCallResult

type: TEnumAsByte<EB...

description: Temporary variable for ReceiveExecute(Abort)-FinishExecute(Abort) chain

PropertyData

description: Properties that should be copied

ReceiveAbortImplementations

description: Set if ReceiveAbort is implemented by blueprint

ReceiveExecuteImplementations

description: Set if ReceiveExecute is implemented by blueprint

ReceiveTickImplementations

description: Set if ReceiveTick is implemented by blueprint

TickInterval

type: FIntervalCountd...

description: If any of the Tick functions is implemented, how often should they be ticked.


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


code: UBTTask_FinishWithResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Instantly finishes with given result

code: class UBTTask_FinishWithResult : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

Result

description: Allows adding random time to wait time


description: Get finish result from task

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) DetermineGameplayTaskResult ( [UAITask](API\Runtime\AIModule\Tasks\UAITask) & Task ) const


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished 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

code: virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


description: Start task and initializeFBTGameplayTaskMemorymemory block

code: [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) StartGameplayTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [UAITask](API\Runtime\AIModule\Tasks\UAITask) & Task )


code: UBTTask_GameplayTaskBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: In your ExecuteTask:

code: class UBTTask_GameplayTaskBase : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

bWaitForGameplayTask

description: If set, behavior tree task will wait until gameplay tasks finishes


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


code: UBTTask_MakeNoise ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Make Noise task node. A task node that calls MakeNoise() on this Pawn when executed.

code: class UBTTask_MakeNoise : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

Loudnes

type: float

description: Loudnes of generated noise


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UBTTask_MoveDirectlyToward ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: 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" node instead.

code: class UBTTask_MoveDirectlyToward : public [UBTTask_MoveTo](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_MoveTo)


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: Message handler, default implementation will finish latent execution/abortion this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual void OnMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [FName](API\Runtime\Core\UObject\FName) Message, int32 RequestID, bool bSuccess )


code: EBlackboardNotificationResult OnBlackboardValueChange ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & Blackboard, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) ChangedKeyID )


description: Called after creating new node in behavior tree editor, use for versioning

code: virtual void OnNodeCreated()


code: virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) PerformMoveTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Prepares move task for activation

code: virtual [UAITask_MoveTo](API\Runtime\AIModule\Tasks\UAITask_MoveTo) * PrepareMoveTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UAITask_MoveTo](API\Runtime\AIModule\Tasks\UAITask_MoveTo) * ExistingTask, [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest )


code: UBTTask_MoveTo ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Move To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system.

code: class UBTTask_MoveTo : public [UBTTask_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_BlackboardBase)

AcceptableRadius

description: Fixed distance added to threshold between AI and goal location in destination reach test

bAllowPartialPath

description: If set, use incomplete path when goal can't be reached

bObserveBlackboardValue

description: If move goal in BB changes the move will be redirected to new location

bProjectGoalLocation

description: If set, goal location will be projected on navigation data (navmesh) before using

bReachTestIncludesAgentRadius

description: If set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test

bReachTestIncludesGoalRadius

description: If set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test

bRequireNavigableEndLocation

description: If set, the goal location will need to be navigable

bStopOnOverlap

description: DEPRECATED, please use combination of bReachTestIncludes*Radius instead

bTrackMovingGoal

description: If set, path to goal actor will update itself when actor moves

bUsePathfinding

description: If set, move will use pathfinding. Not exposed on purpose, please use BTTask_MoveDirectlyToward

FilterClass

type: TSubclassOf<UN...

description: "None" will result in default filter being used

ObservedBlackboardValueTolerance

description: If task is expected to react to changes to location represented by BB key this property can be used to tweak sensitivity of the mechanism.


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Helper functions, should be used when behavior tree task deals with pawn actions, but can't derive from this class

code: static EPawnActionTaskResult ActionEventHandler ( [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event )


description: Action observer, updates state of task

code: virtual void OnActionEvent ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event )


description: Called when action is removed from stack (FinishedAborting) by some external event default behavior: finish task as failed

code: virtual void OnActionLost ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action )


description: Starts executing pawn action

code: [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) PushAction ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action )


code: UBTTask_PawnActionBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Please use result returned by PushAction for ExecuteTask function.

code: class UBTTask_PawnActionBase : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)


code: void CleanUp ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


code: UBTTask_PlayAnimation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Play indicated AnimationAsset on Pawn controlled by BT Note that this node is generic and is handing multiple special cases, If you want a more efficient solution you'll need to implement it yourself (or wait for our BTTask_PlayCharacterAnimation)

code: class UBTTask_PlayAnimation : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

AnimationToPlay

type: TObjectPtr<UAn...

description: Animation asset to play. Note that it needs to match the skeleton of pawn this BT is controlling

bNonBlocking

description: If true the task will just trigger the animation and instantly finish. Fire and Forget.

CachedSkelMesh

type: TObjectPtr<USk...

MyOwnerComp

type: TObjectPtr<UBe...

TimerDelegate

type: FTimerDelegate

TimerHandle

type: FTimerHandle


code: UBTTask_PlaySound ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Play Sound task node. Plays the specified sound when executed.

code: class UBTTask_PlaySound : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

SoundToPlay

type: TObjectPtr<USo...

description: CUE to play


code: UBTTask_PushPawnAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Action task node. Push pawn action to controller.

code: class UBTTask_PushPawnAction : public [UBTTask_PawnActionBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_PawnActionBase)


code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


code: void CleanUp ( [AAIController](API\Runtime\AIModule\AAIController) & AIController, uint8 * NodeMemory )


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: 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

code: virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


code: UBTTask_RotateToFaceBBEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: number of injected nodes

code: int32 GetInjectedNodesCount() const


code: class UBTTask_RotateToFaceBBEntry : public [UBTTask_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_BlackboardBase)

Precision

description: Success condition precision in degrees


code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: subtree asset

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetSubtreeAsset() const


description: Called when subtree is removed from active stack

code: virtual void OnSubtreeDeactivated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )


code: UBTTask_RunBehavior ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Use RunBehaviorDynamic task for subtrees that need to be changed in runtime.

code: class UBTTask_RunBehavior : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

BehaviorAsset

description: Behavior to run


code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: default subtree asset

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetDefaultBehaviorAsset() const


code: const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GetInjectionTag() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


code: bool HasMatchingTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag ) const


description: Called when node instance is added to tree

code: virtual void OnInstanceCreated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


code: bool SetBehaviorAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * NewBehaviorAsset )


code: UBTTask_RunBehaviorDynamic ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Does NOT support subtree's root level decorators!

code: class UBTTask_RunBehaviorDynamic : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

description: Current subtree

DefaultBehaviorAsset

description: Default behavior to run

InjectionTag

type: FGameplayTag

description: Gameplay tag that will identify this task for subtree injection


description: Gather all filters from existing EnvQueryItemTypes

code: void CollectKeyFilters()


code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Finish task

code: void OnQueryFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )


description: Prepare query params

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Convert QueryParams to QueryConfig

code: virtual void PostLoad()


description: Run Environment Query System Query task node. Runs the specified environment query when executed.

code: class UBTTask_RunEQSQuery : public [UBTTask_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_BlackboardBase)

bUpdateBBOnFail

type: bool

EQSQueryBlackboardKey

type: FBlackboardKeyS...

description: Blackboard key storing an EQS query template

EQSRequest

type: FEQSParametrize...

QueryConfig

type: TArray<FAIDyna...

QueryParams

type: TArray<FEnvNam...

description: Optional parameters for query

QueryTemplate

type: TObjectPtr<UEn...

description: Query to run

RunMode

type: TEnumAsByte<EE...

description: Determines which item will be stored (All = only first matching)


code: UBTTask_RunEQSQuery ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


code: UBTTask_SetTagCooldown ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Cooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution.

code: class UBTTask_SetTagCooldown : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

bAddToExistingDuration

description: True if we are adding to any existing duration, false if we are setting the duration (potentially invalidating an existing end time).

CooldownDuration

description: Value we will add or set to the Cooldown tag when this task runs.

CooldownTag

description: Gameplay tag that will be used for the cooldown.


description: 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

code: virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


description: Wait task node. Wait for the specified time when executed.

code: class UBTTask_Wait : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)

RandomDeviation

description: Allows adding random time to wait time

WaitTime

description: Wait time in seconds


code: UBTTask_Wait ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UBTTask_WaitBlackboardTime ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Wait task node. Wait for the time specified by a Blackboard key when executed.

code: class UBTTask_WaitBlackboardTime : public [UBTTask_Wait](API\Runtime\AIModule\BehaviorTree\Tasks\UBTTask_Wait)

BlackboardKey

description: Blackboard key selector


className: Value

code: enum &123; Value = true &125;


code: namespace TIsValidVariadicFunctionArg< FBlackboard { template<> struct TIsValidVariadicFunctionArg< FBlackboard::FKey > }


description:
BEGINIBlackboardAssetProvider.
blackboard asset

code: virtual [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardAsset() const


code: UBehaviorTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Get name of selected blackboard key


className: UBehaviorTree

code: class UBehaviorTree : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBlackboardAssetProvider](API\Runtime\AIModule\BehaviorTree\IBlackboardAssetProvider)

BlackboardAsset

type: TObjectPtr<UBl...

description: Blackboard asset for this tree

BTGraph

type: TObjectPtr< cla...

description: Graph for Behavior Tree

InstanceMemorySize

description: Memory size required for instance of this tree

LastEditedDocuments

type: TArray<FEdited...

description: Info about the graphs we last edited

RootDecoratorOps

type: TArray<FBTDeco...

description: Logic operators for root level decorators, used by subtrees

RootDecorators

type: TArray<TObject...

description: Root level decorators, used by subtrees

RootNode

type: TObjectPtr<UBT...

description: Root node of loaded tree


description: Abort currently executed task

code: void AbortCurrentTask()


description: Activate a branch as the decorator conditions are now passing

code: void ActivateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy, bool bRequestEvenIfNotExecuting )


className: ActiveDebuggerCounter

description: Set when at least one debugger window is opened

code: static int32 ActiveDebuggerCounter = 0;


description: Add to the cooldown tag's duration

code: void AddCooldownTagDuration ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CooldownTag, float CooldownDuration, bool bAddToExistingDuration )


description: Apply pending node updates required for discarded search

code: void ApplyDiscardedSearch()


description: Apply pending node updates from SearchData

code: void ApplySearchData ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NewActiveNode )


description: Apply updates from specific list

code: void ApplySearchUpdates ( const [TArray](API\Runtime\Core\Containers\TArray)< [FBehaviorTreeSearchUpdate](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchUpdate) > & UpdateList, int32 NewNodeExecutionIndex, bool bPostUpdate )


className: bAddedEndFrameCallback

description: Code for timing BT Search for FramePro.

code: static bool bAddedEndFrameCallback = false;


description: Return NodeA's relative priority in regards to NodeB

code: EBTNodeRelativePriority CalculateRelativePriority ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeA, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeB ) const


description: AI logic won't be needed anymore, stop all activity and run cleanup

code: virtual void Cleanup()


description: Copy memory block from running instances to persistent memory

code: void CopyInstanceMemoryToPersistent()


description: Copy memory block from persistent memory to running instances (rollback)

code: void CopyInstanceMemoryFromPersistent()


description: Deactivate a branch as the decorator conditions are not passing anymore

code: void DeactivateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )


description: Deactivate all nodes up to requested one

code: bool DeactivateUpTo ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node, uint16 NodeInstanceIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, int32 & OutLastDeactivatedChildIndex )


code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeActiveTasks() const


code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeActiveTrees() const


code: virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


description: Code for timing BT Search for FramePro.

code: static void EndFrame()


description: Evaluate a branch as the decorator conditions have changed

code: void EvaluateBranch ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )


description: Evaluate a branch as current active node is finished

code: void EvaluateBranch ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult )


description: Execute new task

code: void ExecuteTask ( [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )


code: FBranchActionInfo &40; const EBTBranchAction InAction &41;


code: FBranchActionInfo &40; const UBTNode &42; InNode, const EBTBranchAction InAction &41;


code: FBranchActionInfo &40; const UBTNode &42; InNode, EBTNodeResult::Type InContinueWithResult, const EBTBranchAction InAction &41;


className: FBranchActionInfo

code: struct FBranchActionInfo

Action

type: EBTBranchAction

Node

type: constUBTNode&...


className: FBTSuspendBranchDeactivationScoped


code: FBTSuspendBranchActionsScoped &40; UBehaviorTreeComponent & InBTComp, EBTBranchAction BranchActions &41;


className: FBTSuspendBranchActionsScoped

code: struct FBTSuspendBranchActionsScoped

BTComp

type: UBehaviorTreeCo...


description: Tries to find behavior tree instance in context

code: int32 FindInstanceContainingNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const


description: Tries to find template node for given instanced node

code: [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * FindTemplateNode ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node ) const


className: FrameSearchTime

code: static double FrameSearchTime = 0.;


description: Get index of active instance on stack

code: uint16 GetActiveInstanceIdx() const


description: active node

code: const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetActiveNode() const


description: current tree

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetCurrentTree() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugInfoString() const


description: node memory

code: uint8 * GetNodeMemory ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 InstanceIdx ) const


description: tree from top of instance stack

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetRootTree() const


description: the cooldown tag end time, 0.0f if CooldownTag is not found

code: double GetTagCooldownEndTime ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CooldownTag ) const


description: status of speficied task

code: [EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) GetTaskStatus ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode ) const


code: virtual void HandleMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


description: true if waiting for abort to finish

code: bool IsAbortPending() const


description: Return true if the current or any parallel task has a latent abort in progress

code: bool HasActiveLatentAborts() const


description: true if aux node is currently active

code: bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode ) const


description: true if aux node is currently active

code: bool IsAuxNodeActive ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNodeTemplate, int32 InstanceIdx ) const


description: Check if debugger is currently running and can gather data

code: static bool IsDebuggerActive()


description: true if active node is one of child nodes of given one

code: bool IsExecutingBranch ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, int32 ChildIndex ) const


description: Returns true if InstanceStack contains any BT runtime instances

code: bool IsInstanceStackEmpty() const


description: true if ExecutionRequest is switching to higher priority node

code: bool IsRestartPending() const


className: NumSearchTimeCalls

code: static int32 NumSearchTimeCalls = 0;


description: Finish latent execution or abort

code: void OnTaskFinished ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


description: Called when tree runs out of nodes to execute

code: virtual void OnTreeFinished()


description: Pause logic and blackboard updates.

code: virtual void PauseLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


description: Apply pending execution from last task search

code: void ProcessPendingExecution()


description: Process execution flow

code: void ProcessExecutionRequest()


description: Apply pending tree initialization

code: void ProcessPendingInitialize()


description: Push behavior tree instance on execution stack : should never be called out-side of BT execution, meaning only BT tasks can push another BT instance!

code: bool PushInstance ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & TreeAsset )


description: Setup message observer for given task

code: void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType )


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description: Setup message observer for given task

code: void RegisterMessageObserver ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID )


description: Remove instanced nodes, known subtree instances and safely clears their persistent memory

code: void RemoveAllInstances()


description: Add active parallel task

code: void RegisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )


description: Request branch activation: helper for decorator

code: void RequestBranchActivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy, const bool bRequestEvenIfExecuting )


description: Request branch deactivation: helper for decorator

code: void RequestBranchDeactivation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )


description: Request branch evaluation: helper for active node (ex: tasks)

code: void RequestBranchEvaluation ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )


description: Request branch evaluation: helper for decorator

code: void RequestBranchEvaluation ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) & RequestedBy )


description: Replaced by the RequestBranchEvaluation from decorator

code: void RequestExecution ( const [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * RequestedBy )


description: Replaced by RequestBranchEvaluation with EBTNodeResult

code: void RequestExecution ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult )


description: Request execution change

code: void RequestExecution ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * RequestedOn, const int32 InstanceIdx, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RequestedBy, const int32 RequestedByChildIndex, const [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ContinueWithResult, bool bStoreForDebugger )


description: Request unregistration of aux nodes in the specified branch

code: void RequestUnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node )


description: Restarts currently running or previously ran brain logic.

code: virtual void RestartLogic()


description: Restarts execution from root

code: void RestartTree ( EBTRestartMode RestartMode )


description: Resume branch actions and execute all the queued up ones

code: void ResumeBranchActions()


description:
Resumes paused brain logic. MUST be called by child implementations!
indicates whether child class' ResumeLogic should be called (true) or has it been handled in a different way and no other actions are required (false)

code: virtual [EAILogicResuming::Type](API\Runtime\AIModule\EAILogicResuming__Type) ResumeLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


description: Deprecated* This function is deprecated. Please use ResumeBranchActions instead.

code: void ResumeBranchDeactivation()


description: Restore state of tree to state before search

code: void RollbackSearchChanges()


description: Schedule execution flow update in next tick

code: void ScheduleExecutionUpdate()


description: ENDUActorComponentoverrides Schedule when will be the next tick, 0.0f means next frame, FLT_MAX means never

code: void ScheduleNextTick ( float NextDeltaTime )


description: Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

code: virtual void SetComponentTickEnabled ( bool bEnabled )


description: Assign subtree to RunBehaviorDynamic task specified by tag

code: virtual void SetDynamicSubtree ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InjectTag, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BehaviorAsset )


description: Starts brain logic. If brain is already running, will not do anything.

code: virtual void StartLogic()


description: Starts execution from root

code: void StartTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [EBTExecutionMode::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionMode__Type) ExecuteMode )


description: Stops currently running brain logic.

code: virtual void StopLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


description: Stops execution

code: void StopTree ( [EBTStopMode::Type](API\Runtime\AIModule\BehaviorTree\EBTStopMode__Type) StopMode )


description: Describe blackboard's key values

code: void StoreDebuggerBlackboard ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & BlackboardValueDesc ) const


description: Make a snapshot for debugger

code: void StoreDebuggerExecutionStep ( [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType )


description: Make a snapshot for debugger from given subtree instance

code: void StoreDebuggerInstance ( [FBehaviorTreeDebuggerInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeDebuggerInstance) & InstanceInfo, uint16 InstanceIdx, [EBTExecutionSnap::Type](API\Runtime\AIModule\BehaviorTree\EBTExecutionSnap__Type) SnapType ) const


code: void StoreDebuggerRemovedInstance ( uint16 InstanceIdx ) const


description: Store restarting node for debugger

code: void StoreDebuggerRestart ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bAllowed )


description: Gather nodes runtime descriptions

code: void StoreDebuggerRuntimeValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RuntimeDescriptions, [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * RootNode, uint16 InstanceIdx ) const


description: Store search step for debugger

code: void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) const


description: Store search step for debugger

code: void StoreDebuggerSearchStep ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, uint16 InstanceIdx, bool bPassed ) const


description: Suspend any branch actions and queue them to be processed later byResumeBranchActions()

code: void SuspendBranchActions ( EBTBranchAction BranchActions )


description: Deprecated* This function is deprecated. Please use SuspendBranchActions instead.

code: void SuspendBranchDeactivation()


description: BEGINUActorComponentoverrides

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Tracks if there are new tasks using latent abort in progress

code: void TrackNewLatentAborts()


description: Returns true if execution was waiting on latent aborts and they are all finished;

code: bool TrackPendingLatentAborts()


description: Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true

code: virtual void UninitializeComponent()


description: Indicates instance has been initialized to work with specific BT asset

code: bool TreeHasBeenStarted() const


description: Unregister all aux nodes between given execution index range: FromIndex < AuxIndex < ToIndex

code: void UnregisterAuxNodesInRange ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & FromIndex, const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & ToIndex )


description: Unregister all aux nodes less important than given index

code: void UnregisterAuxNodesUpTo ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Index )


description: Remove message observers registered with task

code: void UnregisterMessageObserversFrom ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode )


code: void UnregisterMessageObserversFrom ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & TaskIdx )


description: Remove parallel task

code: void UnregisterParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx )


description: Update runtime description of given task node in latest debugger's snapshot

code: void UpdateDebuggerAfterExecution ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * TaskNode, uint16 InstanceIdx ) const


description: Add unique Id of newly created subtree to KnownInstances list and return its index

code: uint8 UpdateInstanceId ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * TreeAsset, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * OriginNode, int32 OriginInstanceIdx )


code: UBehaviorTreeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

code: UBehaviorTreeComponent ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UBehaviorTreeComponent

code: class UBehaviorTreeComponent : public [UBrainComponent](API\Runtime\AIModule\UBrainComponent)

AccumulatedTickDeltaTime

type: float

description: Accumulated DeltaTime if ticked more than predicted next delta time

ActiveInstanceIdx

description: Index of last active instance on stack

bIsPaused

type: uint8:  1

description: If set, execution requests will be postponed

bIsRunning

description: If set, tree execution is allowed

bLoopExecution

description: Loops tree execution

bRequestedFlowUpdate

description: Set when execution update is scheduled for next tick

bRequestedStop

description: Set when tree stop was called

bTickedOnce

description: Used to tell tickmanager that we want interval ticking

bWaitingForLatentAborts

description: Set when execution is waiting for tasks to finish their latent abort (current or parallel's main)

CooldownTagsMap

type: TMap<FGameplay...

description: Behavior cooldowns mapped by tag to last time it was set

CurrentRestarts

type: TArray<TArray<...

CurrentSearchFlow

description: Search flow for debugger

DebuggerSteps

type: TArray<FBehavi...

description: Debugger's recorded data

DefaultBehaviorTreeAsset

type: TObjectPtr<UBe...

description: Data asset defining the tree

ExecutionRequest

type: FBTNodeExecutio...

description: Execution request, search will be performed when current task finish execution/aborting

FBehaviorTreeDebugger

type: friend

InstanceStack

description: Stack of behavior tree instances

KnownInstances

description: List of known subtree instances

LastRequestedDeltaTimeGameTime

type: double

description: GameTime of the last DeltaTime request, used for debugging to output warnings about ticking

NextTickDeltaTime

description: Predicted next DeltaTime

NodeInstances

description: Instanced nodes

PendingBranchActionRequests

type: TArray<FBranch...

description: List of all pending branch action requests

PendingExecution

type: FBTPendingExecu...

description: Result of ExecutionRequest, will be applied when current task finish aborting

SearchData

type: FBehaviorTreeSe...

description: Search data being currently used

SearchStartBlackboard

type: TMap<FName,FS...

SuspendedBranchActions

description: Type of suspended branch action

TaskMessageObservers

type: TMultiMap<FBTN...

description: Message observers mapped by instance & execution index

TreeStartInfo

type: FBTTreeStartInf...

description: Stored data for starting new tree, waits until previously running finishes aborting


description: Register new behavior tree component for tracking

code: void AddActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )


description: Unregister all aux nodes in branch of tree

code: void UnregisterAuxNodesInBranch ( const [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * Node, bool bApplyImmediately )


description: Cleanup hooks for map loading

code: virtual void FinishDestroy()


description: Get aligned memory size

code: static uint16 GetAlignedDataSize ( uint16 Size )


code: static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Helper function for sorting and aligning node memory

code: static void InitializeMemoryHelper ( const [TArray](API\Runtime\Core\Containers\TArray)< [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator) * > & Nodes, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & MemoryOffsets, int32 & MemorySize, bool bForceInstancing )


description: Get behavior tree template for given blueprint

code: bool LoadTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) *& Root, uint16 & InstanceMemorySize )


code: static [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: UBehaviorTreeManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Unregister behavior tree component from tracking

code: void RemoveActiveComponent ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & Component )


className: UBehaviorTreeManager

code: class UBehaviorTreeManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActiveComponents

type: TArray<TObject...

LoadedTemplates

description: Initialized tree templates

MaxDebuggerSteps

description: Limit for recording execution steps for debugger


code: static [FString](API\Runtime\Core\Containers\FString) DescribeActiveNode ( [EBTActiveNode::Type](API\Runtime\AIModule\BehaviorTree\EBTActiveNode__Type) ActiveNodeType )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeFlowAbortMode ( [EBTFlowAbortMode::Type](API\Runtime\AIModule\BehaviorTree\EBTFlowAbortMode__Type) FlowAbortMode )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeNodeHelper ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeNodeResult ( [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeNodeUpdateMode ( [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) UpdateMode )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeTaskStatus ( [EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) TaskStatus )


description: Returns short name of object's class (BTTaskNode_Wait -> Wait)

code: static [FString](API\Runtime\Core\Containers\FString) GetShortTypeName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob )


code: static void SetBTLoggingContext ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NewBTLoggingContext )


className: UBehaviorTreeTypes

code: class UBehaviorTreeTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UBlackboardAssetProvider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlackboardAssetProvider

description: Helper interface to allowFBlackboardKeySelectorproperties on DataAssets (and more). Used by FBlackboardSelectorDetails to access the related Blackboard based onUObjecthierarchy. The asset containing the Blackboard should broadcast OnBlackboardOwnerChanged when ever the asset ptr changes.

code: class UBlackboardAssetProvider : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: CachesUBrainComponentpointer to be used in communication

code: void CacheBrainComponent ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) & BrainComponent )


code: void ClearValue ( const [FName](API\Runtime\Core\UObject\FName) & KeyName )


code: void ClearValue ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID )


description: Compares blackboard's values under specified keys

code: [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareKeyValues ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) > KeyType, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyA, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyB ) const


description: Copy content from SourceKeyID to DestinationID and return true if it worked

code: bool CopyKeyValue ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) SourceKeyID, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) DestinationID )


description: Get description of value under given key

code: [FString](API\Runtime\Core\Containers\FString) DescribeKeyValue ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [EBlackboardDescription::Type](API\Runtime\AIModule\BehaviorTree\EBlackboardDescription__Type) Mode ) const


code: [FString](API\Runtime\Core\Containers\FString) DescribeKeyValue ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, [EBlackboardDescription::Type](API\Runtime\AIModule\BehaviorTree\EBlackboardDescription__Type) Mode ) const


description: Prepare blackboard snapshot for logs

code: virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


description: Destroy allocated values

code: void DestroyValues()


code: FDelegateHandle GetHandle&40;&41; const


code: FOnBlackboardChangeNotificationInfo &40; const FOnBlackboardChangeNotification & InDelegateHandle &41;


className: FOnBlackboardChangeNotificationInfo

bToBeRemoved

type: bool

DelegateHandle

type: FOnBlackboardCh...


description: blackboard data asset

code: [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardAsset() const


description: associated behavior tree component

code: [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * GetBrainComponent() const


code: [FString](API\Runtime\Core\Containers\FString) GetDebugInfoString ( [EBlackboardDescription::Type](API\Runtime\AIModule\BehaviorTree\EBlackboardDescription__Type) Mode ) const


description: key ID from name

code: [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) GetKeyID ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


description:
ENDUActorComponentoverrides
name of key

code: [FName](API\Runtime\Core\UObject\FName) GetKeyName ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: Get pointer to raw data for given key

code: uint8 * GetKeyRawData ( const [FName](API\Runtime\Core\UObject\FName) & KeyName )


code: uint8 * GetKeyRawData ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID )


code: const uint8 * GetKeyRawData ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: const uint8 * GetKeyRawData ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: class of value for given key

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) > GetKeyType ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: Return false if call failed (most probably no such entry in BB)

code: bool GetLocationFromEntry ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, FVector & ResultLocation ) const


code: bool GetLocationFromEntry ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, FVector & ResultLocation ) const


description: number of entries in data asset

code: int32 GetNumKeys() const


code: bool GetRotationFromEntry ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, FRotator & ResultRotation ) const


code: bool GetRotationFromEntry ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, FRotator & ResultRotation ) const


code: template<class TDataClass> TDataClass::FDataType GetValue ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: template<class TDataClass> TDataClass::FDataType GetValue ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetValueAsClass ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: uint8 GetValueAsEnum ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: float GetValueAsFloat ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: int32 GetValueAsInt ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: [FName](API\Runtime\Core\UObject\FName) GetValueAsName ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetValueAsObject ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: bool GetValueAsBool ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: FRotator GetValueAsRotator ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: FVector GetValueAsVector ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


code: [FString](API\Runtime\Core\Containers\FString) GetValueAsString ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


description: true if blackboard have valid data asset

code: bool HasValidAsset() const


description: Setup component for using given blackboard asset, returns true if blackboard is properly initialized for specified blackboard data

code: bool InitializeBlackboard ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & NewAsset )


description: BEGINUActorComponentoverrides

code: virtual void InitializeComponent()


description: Initializes parent chain in asset

code: void InitializeParentChain ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * NewAsset )


description: true if component can be used with specified blackboard asset

code: virtual bool IsCompatibleWith ( const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * TestAsset ) const


description: true if the key is marked as instance synced

code: bool IsKeyInstanceSynced ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


code: template<class TDataClass> bool IsKeyOfType ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGSbool IsValidKey ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


code: bool IsVectorValueSet ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: Notifies behavior tree decorators about change in blackboard

code: void NotifyObservers ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: Pause observer change notifications, any new ones will be added to a queue

code: void PauseObserverNotifications()


description: Populates BB's synchronized entries

code: void PopulateSynchronizedKeys()


description: Register observer for blackboard key

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterObserver ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * NotifyOwner, FOnBlackboardChangeNotification ObserverDelegate )


description: Resume observer change notifications and, optionally, process the queued observation list

code: void ResumeObserverNotifications ( bool bSendQueuedObserverNotifications )


code: template<class TDataClass> bool SetValue ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, typename TDataClass::FDataType Value )


code: template<class TDataClass> bool SetValue ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, typename TDataClass::FDataType Value )


code: void SetValueAsBool ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, bool BoolValue )


code: void SetValueAsClass ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassValue )


code: void SetValueAsEnum ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, uint8 EnumValue )


code: void SetValueAsFloat ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, float FloatValue )


code: void SetValueAsInt ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, int32 IntValue )


code: void SetValueAsName ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [FName](API\Runtime\Core\UObject\FName) NameValue )


code: void SetValueAsObject ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectValue )


code: void SetValueAsRotator ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, FRotator VectorValue )


code: void SetValueAsString ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [FString](API\Runtime\Core\Containers\FString) StringValue )


code: void SetValueAsVector ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, FVector VectorValue )


code: bool ShouldSyncWithBlackboard ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OtherBlackboardComponent ) const


description: Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true

code: virtual void UninitializeComponent()


description: Unregister observer from blackboard key

code: void UnregisterObserver ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) ObserverHandle )


code: UBlackboardComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Unregister all observers associated with given owner

code: void UnregisterObserversFrom ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * NotifyOwner )


className: UBlackboardComponent

code: class UBlackboardComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

BlackboardAsset

type: TObjectPtr<UBl...

description: Internal use, current BB asset being used. Will be made private in the future

bPausedNotifies

type: uint32:  1

description: Set when observation notifies are paused and shouldn't be passed to observers

BrainComp

type: TObjectPtr<UBr...

description: Cached behavior tree component

bSynchronizedKeyPopulated

description: Reset to false every time a new BB asset is assigned to this component

DefaultBlackboardAsset

description: Data asset defining entries.

KeyInstances

description: Instanced keys with custom data allocations

NotifyObserversRecursionCount

description: Count of re-entrant observer notifications

ObserverHandles

type: TMultiMap< cons...

description: Observers registered from owner objects

Observers

type: TMultiMap<FBla...

description: Observers registered for blackboard keys

ObserversToRemoveCount

description: Count of observers to remove

QueuedUpdates

type: TArray<FBlackb...

description: Queued key change notification, will be processed on ResumeUpdates call

ValueMemory

type: TArray< uint8 >

description: Memory block holding all values

ValueOffsets

type: TArray< uint16 ...

description: Offsets in ValueMemory for each key


className: EKeyLookupMode

code: enum EKeyLookupMode { CheckParentKeys, DontCheckParentKeys, }


className: FBlackboardDataChanged

description: A delegate called on PostEditChangeProperty. Can be used in editor to react to asset changes.

code: typedef TMulticastDelegate_OneParam< void, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * > FBlackboardDataChanged


className: FKeyUpdate

code: typedef TMulticastDelegate_OneParam< void, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * > FKeyUpdate


description: key data

code: const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) * GetKey ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: key ID from name

code: [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) GetKeyID ( const [FName](API\Runtime\Core\UObject\FName) & KeyName ) const


description: name of key

code: [FName](API\Runtime\Core\UObject\FName) GetKeyName ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) > & GetKeys() const


description: class of value for given key

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) > GetKeyType ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: number of defined keys, including parent chain

code: int32 GetNumKeys() const


code: bool HasSynchronizedKeys() const


description: key ID from name

code: [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) InternalGetKeyID ( const [FName](API\Runtime\Core\UObject\FName) & KeyName, [EKeyLookupMode](API\Runtime\AIModule\BehaviorTree\UBlackboardData\EKeyLookupMode) LookupMode ) const


description: Returns true if OtherAsset is somewhere up the parent chain of this asset. Node that it will return false if *this == OtherAsset

code: bool IsChildOf ( const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & OtherAsset ) const


description: true if the key is instance synced

code: bool IsKeyInstanceSynced ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


description: Returns true if OtherAsset is equal to *this, or is it's parent, or *this is OtherAsset's parent

code: bool IsRelatedTo ( const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & OtherAsset ) const


description: true if blackboard keys are not conflicting with parent key chain

code: bool IsValid() const


code: bool IsValidKey ( [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID ) const


className: OnUpdateKeys

description: Delegate called for every loaded blackboard asset meant for adding game specific persistent keys


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Fix entries with deprecated key types

code: void UpdateDeprecatedKeys()


code: void UpdateIfHasSynchronizedKeys()


description: Forces update of FirstKeyID, which depends on parent chain

code: void UpdateKeyIDs()


description: Updates parent key cache for editor

code: void UpdateParentKeys()


description:
Updates persistent key with given name, depending on currently defined entries and parent chain
key type of newly created entry for further setup

code: template<class T> T * UpdatePersistentKey ( const [FName](API\Runtime\Core\UObject\FName) & KeyName )


code: UBlackboardData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlackboardData

code: class UBlackboardData : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

Keys

description: Blackboard keys

Parent

description: Parent blackboard (keys can be overridden)

ParentKeys

description: All keys inherited from parent chain


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: index of child in parent's array or MAX_uint8

code: uint8 GetChildIndex() const


description: parent task node

code: const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetMyNode() const


description:
Get The next needed deltatime for this node
The next needed DeltaTime

code: float GetNextNeededDeltaTime ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: Gets remaining time for next tick

code: float GetNextTickRemainingTime ( uint8 * NodeMemory ) const


description: Size of special, hidden memory block for internal mechanics

code: virtual uint16 GetSpecialMemorySize() const


description: Fill in data about tree structure

code: void InitializeParentLink ( uint8 InChildIndex )


description: Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Sets next tick time

code: void SetNextTickTime ( uint8 * NodeMemory, float RemainingTime ) const


description: Tick function 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_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


description: Wrapper for node instancing: OnBecomeRelevant

code: void WrappedOnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: Wrapper for node instancing: OnCeaseRelevant

code: void WrappedOnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


code: UBTAuxiliaryNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Wrapper for node instancing: TickNode
True if it actually done some processing or false if it was skipped because of not ticking or in between time interval

code: bool WrappedTickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds, float & NextNeededDeltaTime ) const


className: UBTAuxiliaryNode

description: If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())

code: class UBTAuxiliaryNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)

bNotifyBecomeRelevant

type: uint8: 1

description: If set, OnBecomeRelevant will be used

bNotifyCeaseRelevant

description: If set, OnCeaseRelevant will be used

bNotifyTick

type: uint8:  1

description: If set, OnTick will be used

bTickIntervals

description: If set, conditional tick will use remaining time from node's memory

ChildIndex

description: Child index in parent node


description: allowed flow abort modes for decorators

code: virtual bool CanAbortLowerPriority() const


code: virtual bool CanAbortSelf() const


description: Check if NotifyDecoratorsOnActivation is allowed, requires bUseDecoratorsActivationCheck flag bUseDecoratorsActivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual bool CanNotifyDecoratorsOnActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx ) const


description: Check if NotifyDecoratorsOnDeactivation is allowed, requires bUseDecoratorsDeactivationCheck flag bUseDecoratorsDeactivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual bool CanNotifyDecoratorsOnDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Check if NotifyDecoratorsOnFailedActivation is allowed, requires bUseDecoratorsActivationCheck flag bUseDecoratorsFailedActivationCheck must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual bool CanNotifyDecoratorsOnFailedActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Check if child node can execute new subtree

code: virtual bool CanPushSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 ChildIdx ) const


description: Notify about task execution start

code: void ConditionalNotifyChildExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Is child execution allowed by decorators?

code: bool DoDecoratorsAllowExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const int32 InstanceIdx, const int32 ChildIdx ) const


description: Find next child branch to execute

code: int32 FindChildToExecute ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & LastResult ) const


description: Get first execution index of given branch

code: uint16 GetBranchExecutionIndex ( uint16 NodeInBranchIdx ) const


description: execution index of child node

code: uint16 GetChildExecutionIndex ( int32 Index, EBTChildIndex ChildMode ) const


description: Get index of child node

code: int32 GetChildIndex ( const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const


description: Get index of child node (handle subtrees)

code: int32 GetChildIndex ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const


description: child node at given index

code: [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetChildNode ( int32 Index ) const


description: children count

code: int32 GetChildrenNum() const


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: execution index of last node in child branches

code: uint16 GetLastExecutionIndex() const


description: Get next child to process and store it in CurrentChild

code: int32 GetNextChild ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 LastChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const


description: Find branch containing specified node index

code: int32 GetMatchingChildIndex ( int32 ActiveInstanceIdx, [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & NodeIdx ) const


code: virtual int32 GetNextChildHandler ( struct [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 PrevChild, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const


description: Fill in data about tree structure

code: void InitializeComposite ( uint16 InLastExecutionIndex )


code: bool IsApplyingDecoratorScope() const


description: Called just after child execution, allows to modify result bUseChildExecutionNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void NotifyChildExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Runs through decorators on given child node and notify them about activation

code: void NotifyDecoratorsOnActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx ) const


description: Runs through decorators on given child node and notify them about failed activation

code: void NotifyDecoratorsOnFailedActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Runs through decorators on given child node and notify them about deactivation

code: void NotifyDecoratorsOnDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIdx, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bIsInSameActiveInstance ) const


description: Called when start leaves this node bUseNodeDeactivationNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void NotifyNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const