code: static [UDEPRECATED_PawnAction_Move](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Move) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const FVector & GoalLocation, [EPawnActionMoveMode::Type](API\Runtime\AIModule\Actions\EPawnActionMoveMode__Type) Mode )


module: AIModule

code: void DeferredPerformMoveAction()


description: Deprecated* Use SetAbortSubActionOnPathUpdate instead.

code: void EnableChildAbortionOnPathUpdate ( bool bEnable )


code: void EnablePathUpdateOnMoveGoalLocationChange ( bool bEnable )


code: void EnableGoalLocationProjectionToNavigation ( bool bEnable )


code: void EnableStrafing ( bool bNewStrafing )


description: This function will change its signature once AI messaging is rewritten

code: virtual void HandleAIMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) *, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & )


code: virtual bool IsPartialPathAllowed() const


description: Called when this action is being removed from action stacks

code: virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


code: virtual void OnPathUpdated ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * UpdatedPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event )


description: Called to pause action when higher priority or child action kicks in

code: virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy )


description:
Performs actual work on aborting Action. Should be called exclusively by Abort function
only valid return values here are LatendAbortInProgress and AbortDone

code: virtual [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) PerformAbort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce )


code: virtual [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) RequestMove ( [AAIController](API\Runtime\AIModule\AAIController) & Controller )


description: Called to resume action after being paused

code: virtual bool Resume()


code: void SetAbortSubActionOnPathUpdate ( bool bEnable )


code: void SetAllowPartialPath ( bool bEnable )


code: void SetAcceptableRadius ( float NewAcceptableRadius )


code: void SetFilterClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > NewFilterClass )


code: void SetFinishOnOverlap ( bool bNewFinishOnOverlap )


code: void SetPath ( FNavPathSharedRef InPath )


description:
Called to start off the Action
'true' if actions successfully started.  if action fails to start no finishing or aborting mechanics will be triggered

code: virtual bool Start()


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


code: class UDEPRECATED_PawnAction_Move : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction)

AcceptableRadius

type: float

bAbortSubActionOnPathChange

type: uint32:  1

description: If set, other actions with the same priority will be aborted when path is changed

bAllowPartialPath

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

bFinishOnOverlap

description: If set to true (default) will make action succeed when the pawn's collision component overlaps with goal's collision component

bProjectGoalToNavigation

description: If set, GoalLocation will be projected on navigation before using

bUpdatePathToGoal

description: If set, path to GoalActor will be updated with goal's movement

bUsePathfinding

description: If set, movement will use path finding

FilterClass

type: TSubclassOf<UN...

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

GoalActor

type: TObjectPtr<AAc...

GoalLocation

type: FVector

Path

type: FNavPathSharedP...

description: Currently followed path

PathObserverDelegateHandle

type: FDelegateHandle

type: FTimerHandle

description: Handle for efficient management of DeferredPerformMoveAction timer

description: Handle for efficient management of TryToRepath timer


code: static [UDEPRECATED_PawnAction_Repeat](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Repeat) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToRepeat, int32 NumberOfRepeats, [EPawnSubActionTriggeringPolicy::Type](API\Runtime\AIModule\Actions\EPawnSubActionTriggeringPolicy__-) InSubActionTriggeringPolicy )


className: LoopForever

code: enum { LoopForever = -1 }


description: Called to give Action chance to react to child action finishing.  gets calledAFTERchild's OnFinished to give child action chance to prepare "finishing data" for parent to read.  clears parent-child binding

code: virtual void OnChildFinished ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


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


code: class UDEPRECATED_PawnAction_Repeat : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction)

ChildFailureHandlingMode

type: TEnumAsByte<EP...

SubActionTriggeringPolicy

type: EPawnSubActionT...


code: static [UDEPRECATED_PawnAction_Sequence](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Sequence) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [TArray](API\Runtime\Core\Containers\TArray)< [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * > & ActionSequence, [EPawnSubActionTriggeringPolicy::Type](API\Runtime\AIModule\Actions\EPawnSubActionTriggeringPolicy__-) InSubActionTriggeringPolicy )


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


code: class UDEPRECATED_PawnAction_Sequence : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction)


code: virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy )


description: InTimeToWait < 0 (or just FAISystem::InfiniteInterval) will result in waiting forever

code: static [UDEPRECATED_PawnAction_Wait](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Wait) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, float InTimeToWait )


code: virtual [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) PerformAbort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce )


code: virtual bool Resume()


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


description: Uses system timers rather then ticking

code: class UDEPRECATED_PawnAction_Wait : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction)


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


className: ADetourCrowdAIController

code: class ADetourCrowdAIController : public [AAIController](API\Runtime\AIModule\AAIController)


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


className: AGridPathAIController

code: class AGridPathAIController : public [AAIController](API\Runtime\AIModule\AAIController)


code: namespace EArithmeticKeyOperation { enum Type { Equal, NotEqual, Less, LessOrEqual, Greater, GreaterOrEqual, } }


code: namespace EBasicKeyOperation { enum Type { Set, NotSet, } }


code: namespace EBlackboardCompare { enum Type { Less = -1, Equal = 0, Greater = 1, NotEqual = 1, } }


code: namespace EBlackboardKeyOperation { enum Type { Basic, Arithmetic, Text, } }


code: namespace ETextKeyOperation { enum Type { Equal, NotEqual, Contain, NotContain, } }


className: FBlackboardInstancedKeyMemory

code: struct FBlackboardInstancedKeyMemory

KeyIdx

description: Index of instanced key in UBlackboardComponent::InstancedKeys


code: namespace FBlackboard { uint32 FBlackboard::GetTypeHash ( const [FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) & Key ) }


className: FKey::operator int32

code: constexpr operator int32() const


className: FKey::operator uint16

code: constexpr operator uint16() const


className: FKey::operator uint8

code: constexpr operator uint8() const


code: constexpr bool operator== ( const [FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) & Other ) const


code: constexpr bool operator!= ( const [FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) & Other ) const


className: FKey

description: The default BB key size is now 16

code: struct FKey


description: Sets value to the default, works directly on provided memory/properties

code: virtual void Clear ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


description: Copy value from other key, works directly on provided memory/properties

code: virtual void CopyValues ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * SourceKeyOb, const uint8 * SourceBlock )


description: Describe params of arithmetic test

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeArithmeticParam ( int32 IntValue, float FloatValue ) const


description: Description of params for property view

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


description: Convert value to text, works directly on provided memory/properties

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


description: Free value before removing from blackboard, works directly on provided memory/properties

code: virtual void FreeMemory ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: key instance if bCreateKeyInstance was set

code: const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * GetKeyInstance ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * GetKeyInstance ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


description: Extract location from entry, works directly on provided memory/properties

code: virtual bool GetLocation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FVector & Location ) const


description: Extract rotation from entry, works directly on provided memory/properties

code: virtual bool GetRotation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FRotator & Rotation ) const


description: Get test supported by this type


description: Helper function for reading typed data from memory block

code: template<typename T> static T GetValueFromMemory ( const uint8 * MemoryBlock )


description: Get ValueSize

code: uint16 GetValueSize() const


description: true if key wants to be instanced

code: bool HasInstance() const


description: Handle instancing if needed

code: void InitializeKey ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) KeyID )


description: Initialize memory, works directly on provided memory/properties

code: virtual void InitializeMemory ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Does it match settings in filter?

code: virtual bool IsAllowedByFilter ( [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * FilterOb ) const


description: true if this object is instanced key

code: bool IsInstanced() const


description: Check if key has stored value, works directly on provided memory/properties

code: virtual bool IsEmpty ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


description: Handle dynamic data size

code: virtual void PreInitialize ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp )


description: Helper function for writing typed data to memory block, returns true if value has changed

code: template<typename T> static bool SetValueInMemory ( uint8 * MemoryBlock, const T & Value )


description: Helper function for witting weak object data to memory block, returns true if value has changed

code: template<typename T> static bool SetWeakObjectInMemory ( uint8 * MemoryBlock, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< T > & Value )


code: virtual bool TestArithmeticOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Op, int32 OtherIntValue, float OtherFloatValue ) const


description: Various value testing, works directly on provided memory/properties

code: virtual bool TestBasicOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Op ) const


code: virtual bool TestTextOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [ETextKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\ETextKeyOperation__Type) Op, const [FString](API\Runtime\Core\Containers\FString) & OtherString ) const


description: Create replacement key for deprecated data

code: virtual [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * UpdateDeprecatedKey()


description: Free value before removing from blackboard, supports instanced keys

code: void WrappedFree ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Sets value to the default, supports instanced keys

code: void WrappedClear ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock ) const


description: Convert value to text, supports instanced keys

code: [FString](API\Runtime\Core\Containers\FString) WrappedDescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


description: Extract location from entry, supports instanced keys

code: bool WrappedGetLocation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FVector & Location ) const


description: Extract rotation from entry, supports instanced keys

code: bool WrappedGetRotation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FRotator & Rotation ) const


description: Check if key has stored value, supports instanced keys

code: bool WrappedIsEmpty ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: bool WrappedTestArithmeticOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Op, int32 OtherIntValue, float OtherFloatValue ) const


description: Various value testing, used by decorators, supports instanced keys

code: bool WrappedTestBasicOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Op ) const


code: bool WrappedTestTextOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [ETextKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\ETextKeyOperation__Type) Op, const [FString](API\Runtime\Core\Containers\FString) & OtherString ) const


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


className: UBlackboardKeyType

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

bCreateKeyInstance

type: uint8:  1

description: If set, key will be instanced instead of using memory block

bIsInstanced

description: Set automatically for node instances

SupportedOp

type: TEnumAsByte<EB...

description: Decorator operation supported with this type

UBlackboardComponent

type: friend

ValueSize

description: Size of value for this type


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


description: Convert value to text, works directly on provided memory/properties

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: static bool GetValue ( const [UBlackboardKeyType_Bool](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Bool) * KeyOb, const uint8 * RawData )


className: InvalidValue

code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Bool\FDataType) InvalidValue = false;


code: static bool SetValue ( [UBlackboardKeyType_Bool](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Bool) * KeyOb, uint8 * RawData, bool bValue )


code: virtual bool TestBasicOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Op ) const


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


code: class UBlackboardKeyType_Bool : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Description of params for property view

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


className: FDataType

code: typedef [UClass](API\Runtime\CoreUObject\UObject\UClass) * FDataType


code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetValue ( const [UBlackboardKeyType_Class](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Class) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Class\FDataType) InvalidValue = nullptr;


description: Does it match settings in filter?

code: virtual bool IsAllowedByFilter ( [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * FilterOb ) const


code: static bool SetValue ( [UBlackboardKeyType_Class](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Class) * KeyOb, uint8 * RawData, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Value )


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


code: class UBlackboardKeyType_Class : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)

BaseClass

type: TObjectPtr<UCl...


description: Describe params of arithmetic test

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeArithmeticParam ( int32 IntValue, float FloatValue ) const


code: typedef uint8 FDataType


code: static [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Enum\FDataType) GetValue ( const [UBlackboardKeyType_Enum](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Enum) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Enum\FDataType) InvalidValue = UBlackboardKeyType_Enum::FDataType(0);


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

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


code: static bool SetValue ( [UBlackboardKeyType_Enum](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Enum) * KeyOb, uint8 * RawData, [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Enum\FDataType) Value )


code: virtual bool TestArithmeticOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Op, int32 OtherIntValue, float OtherFloatValue ) const


code: static bool ValidateEnum ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) & EnumType )


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


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


code: class UBlackboardKeyType_Enum : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)

bIsEnumNameValid

description: Set when EnumName override is valid and active

EnumName

type: FString

description: Name of enum defined in c++ code, will take priority over asset from EnumType property

EnumType

type: TObjectPtr<UEn...


code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: typedef float FDataType


code: static float GetValue ( const [UBlackboardKeyType_Float](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Float) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Float\FDataType) InvalidValue = UBlackboardKeyType_Float::FDataType(0);


code: static bool SetValue ( [UBlackboardKeyType_Float](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Float) * KeyOb, uint8 * RawData, float Value )


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


code: class UBlackboardKeyType_Float : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Describe params of arithmetic test

code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeArithmeticParam ( int32 IntValue, float FloatValue ) const


code: typedef int32 FDataType


code: static int32 GetValue ( const [UBlackboardKeyType_Int](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Int) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Int\FDataType) InvalidValue = UBlackboardKeyType_Int::FDataType(0);


code: static bool SetValue ( [UBlackboardKeyType_Int](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Int) * KeyOb, uint8 * RawData, int32 Value )


code: virtual bool TestArithmeticOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EArithmeticKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EArithmeticKeyOperation__Type) Op, int32 OtherIntValue, float OtherFloatValue ) const


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


code: class UBlackboardKeyType_Int : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Name\FDataType) InvalidValue = NAME_None;


code: static [FName](API\Runtime\Core\UObject\FName) GetValue ( const [UBlackboardKeyType_Name](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Name) * KeyOb, const uint8 * RawData )


code: static bool SetValue ( [UBlackboardKeyType_Name](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Name) * KeyOb, uint8 * RawData, const [FName](API\Runtime\Core\UObject\FName) & Value )


code: virtual bool TestTextOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [ETextKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\ETextKeyOperation__Type) Op, const [FString](API\Runtime\Core\Containers\FString) & OtherString ) const


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


code: class UBlackboardKeyType_Name : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


code: typedef uint8 FDataType


code: static uint8 GetValue ( const [UBlackboardKeyType_NativeEnum](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_NativeEnum) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_NativeEnum\FDataType) InvalidValue = UBlackboardKeyType_NativeEnum::FDataType(0);


code: static bool SetValue ( [UBlackboardKeyType_NativeEnum](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_NativeEnum) * KeyOb, uint8 * RawData, uint8 Value )


code: virtual [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * UpdateDeprecatedKey()


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


code: class UBlackboardKeyType_NativeEnum : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Description of params for property view

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


code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: typedef [UObject](API\Runtime\CoreUObject\UObject\UObject) * FDataType


description: Extract location from entry, works directly on provided memory/properties

code: virtual bool GetLocation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FVector & Location ) const


description: Extract rotation from entry, works directly on provided memory/properties

code: virtual bool GetRotation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FRotator & Rotation ) const


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetValue ( const [UBlackboardKeyType_Object](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Object) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Object\FDataType) InvalidValue = nullptr;


description: Does it match settings in filter?

code: virtual bool IsAllowedByFilter ( [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * FilterOb ) const


code: static bool SetValue ( [UBlackboardKeyType_Object](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Object) * KeyOb, uint8 * RawData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Value )


description: Various value testing, works directly on provided memory/properties

code: virtual bool TestBasicOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Op ) const


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


code: class UBlackboardKeyType_Object : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Sets value to the default, works directly on provided memory/properties

code: virtual void Clear ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


code: typedef FRotator FDataType


code: static FRotator GetValue ( const [UBlackboardKeyType_Rotator](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Rotator) * KeyOb, const uint8 * RawData )


description: Initialize memory, works directly on provided memory/properties

code: virtual void InitializeMemory ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Rotator\FDataType) InvalidValue = FAISystem::InvalidRotation;


description: Check if key has stored value, works directly on provided memory/properties

code: virtual bool IsEmpty ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: static bool SetValue ( [UBlackboardKeyType_Rotator](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Rotator) * KeyOb, uint8 * RawData, const FRotator & Value )


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


code: class UBlackboardKeyType_Rotator : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


description: Copy value from other key, works directly on provided memory/properties

code: virtual void CopyValues ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * SourceKeyOb, const uint8 * SourceBlock )


code: virtual [FString](API\Runtime\Core\Containers\FString) DescribeValue ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: static [FString](API\Runtime\Core\Containers\FString) GetValue ( const [UBlackboardKeyType_String](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_String) * KeyOb, const uint8 * RawData )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_String\FDataType) InvalidValue = FString();


code: static bool SetValue ( [UBlackboardKeyType_String](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_String) * KeyOb, uint8 * RawData, const [FString](API\Runtime\Core\Containers\FString) & Value )


code: virtual bool TestTextOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [ETextKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\ETextKeyOperation__Type) Op, const [FString](API\Runtime\Core\Containers\FString) & OtherString ) const


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


code: class UBlackboardKeyType_String : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


code: virtual void Clear ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


description: Compares two values

code: virtual [EBlackboardCompare::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBlackboardCompare__Type) CompareValues ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, const [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType) * OtherKeyOb, const uint8 * OtherMemoryBlock ) const


code: typedef FVector FDataType


code: virtual bool GetLocation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, FVector & Location ) const


code: static FVector GetValue ( const [UBlackboardKeyType_Vector](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Vector) * KeyOb, const uint8 * RawData )


code: virtual void InitializeMemory ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, uint8 * MemoryBlock )


code: static const [FDataType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Vector\FDataType) InvalidValue = FAISystem::InvalidLocation;


code: virtual bool IsEmpty ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock ) const


code: static bool SetValue ( [UBlackboardKeyType_Vector](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType_Vector) * KeyOb, uint8 * RawData, const FVector & Value )


code: virtual bool TestBasicOperation ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OwnerComp, const uint8 * MemoryBlock, [EBasicKeyOperation::Type](API\Runtime\AIModule\BehaviorTree\Blackboard\EBasicKeyOperation__Type) Op ) const


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


code: class UBlackboardKeyType_Vector : public [UBlackboardKeyType](API\Runtime\AIModule\BehaviorTree\Blackboard\UBlackboardKeyType)


code: namespace EBTParallelChild { enum Type { MainTask, BackgroundTree, } }


code: namespace EBTParallelMode { enum Type { AbortBackground, WaitForBackground, } }


className: FBTParallelMemory

code: struct FBTParallelMemory : public [FBTCompositeMemory](API\Runtime\AIModule\BehaviorTree\FBTCompositeMemory)

bForceBackgroundTree

description: Try running background tree task even if main task has finished

bMainTaskIsActive

description: Set when main task is running

bRepeatMainTask

description: Set when main task needs to be repeated

LastSearchId

description: Last Id of search, detect infinite loops when there isn't any valid task in background tree

MainTaskResult

description: Finish result of main task


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


description: Selector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails.

code: class UBTComposite_Selector : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode)


description: allowed flow abort modes for decorators

code: virtual bool CanAbortLowerPriority() const


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


description: Sequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence's children succeed, then the Sequence succeeds.

code: class UBTComposite_Sequence : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode)


code: virtual bool CanAbortSelf() 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 child node can execute new subtree

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


description: Helper for showing values of EBTParallelMode enum

code: static [FString](API\Runtime\Core\Containers\FString) DescribeFinishMode ( [EBTParallelMode::Type](API\Runtime\AIModule\BehaviorTree\Composites\EBTParallelMode__Type) Mode )


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: Handle child updates

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


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

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


description: Set override for next child index

code: virtual void SetChildOverride ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int8 Index ) const


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


description: Simple Parallel composite node. Allows for running two children: one which must be a single task node (with optional decorators), and the other of which can be a complete subtree.

code: class UBTComposite_SimpleParallel : public [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode)

FinishMode

description: How background tree should be handled when main task finishes execution


code: namespace EBlackBoardEntryComparison { enum Type { Equal, NotEqual, } }


description: Decorator for accessing blackboard values

code: namespace EBTBlackboardRestart { enum Type { ValueChange, ResultChange, } }


code: namespace EPathExistanceQueryType { enum Type { NavmeshRaycast2D, HierarchicalQuery, RegularPathFinding, } }


className: FBTConditionalLoopDecoratorMemory


className: FBTConeCheckDecoratorMemory

code: struct FBTConeCheckDecoratorMemory

bLastRawResult

type: bool


className: FBTCooldownDecoratorMemory

code: struct FBTCooldownDecoratorMemory

LastUseTimestamp

type: double


className: FBTKeepInConeDecoratorMemory

code: struct FBTKeepInConeDecoratorMemory


className: FBTLoopDecoratorMemory

code: struct FBTLoopDecoratorMemory


className: FBTTagCooldownDecoratorMemory

code: struct FBTTagCooldownDecoratorMemory


description: Describe decorator and cache it

code: virtual void BuildDescription()


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: Calculates raw, core value of decorator's condition. Should not include calling IsInversed

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


description: Take blackboard value and evaluate decorator's condition

code: bool EvaluateOnBlackboard ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp ) const


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

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


description: Notify about change in blackboard keys

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


description: using custom serialization version was not possible since we require blackboard and used types (e.g. UserDefinedEnumerations) to be loaded and keys to be resolved (i.e. InitializeFromAsset).

code: void RefreshEnumBasedDecorator ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) & Entry )


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


description: Blackboard decorator node. A decorator node that bases its condition on a Blackboard key.

code: class UBTDecorator_Blackboard : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase)

ArithmeticOperation

type: TEnumAsByte<EA...

CachedDescription

description: Cached description

FloatValue

type: float

description: Value for arithmetic operations

IntValue

description: Value for arithmetic operations

NotifyObserver

description: When observer can try to request abort?

OperationType

description: Operation type

StringValue

description: Value for string operations

TextOperation

type: TEnumAsByte<ET...


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: Get name of selected blackboard key


description: Called when execution flow controller becomes active

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


description: Called when execution flow controller becomes inactive

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


code: class UBTDecorator_BlackboardBase : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

BlackboardKey

type: FBlackboardKeyS...

description: Blackboard key selector


className: EAbortType

code: enum EAbortType { NoAbort, ActivateBranch, DeactivateBranch, Unknown, }


description: Return this decorator abort type in current circumstances

code: [EAbortType](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase\EAbortType) EvaluateAbortType ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const


description: Deprecated* Use GetShouldAbortType instead

code: bool GetShouldAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const


description: Initialize data about blueprint defined properties

code: void InitializeProperties()


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


description: Check if decorator's observer is currently active

code: bool IsDecoratorObserverActive() 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


description: Notify about changes in blackboard

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


description: Called when node instance is removed from tree

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


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

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


description: Check if decorator is part of currently active branch

code: bool IsDecoratorExecutionActive() const


description: Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

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


description: Called when testing if underlying node can be executed, must call FinishConditionCheck  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: bool PerformConditionCheck ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

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


description: Setup node name

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: Called on execution of underlying node  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 ReceiveExecutionStart ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: Called when execution of underlying node is finished  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 ReceiveExecutionFinish ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, enum [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )


description: generic one otherwise

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


description: generic one otherwise

code: void ReceiveExecutionFinishAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, enum [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )


description: Called when observer is activated (flow controller)  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 ReceiveObserverActivated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: generic one otherwise

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


description: generic one otherwise

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


description: Called when observer is deactivated (flow controller)  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 ReceiveObserverDeactivated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


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: Handle abort request calls from the specified abort type

code: void RequestAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const [EAbortType](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase\EAbortType) Type )


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

code: virtual bool UsesBlueprint() const


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


description: Helper functions:

code: class UBTDecorator_BlueprintBase : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

ActorOwner

type: TObjectPtr<AAc...

description: Cached AIController owner of BehaviorTreeComponent.

AIOwner

type: TObjectPtr<AAI...

bCheckConditionOnlyBlackBoardChanges

type: uint32:  1

description: Applies only if Decorator has anyFBlackboardKeySelectorproperty and if decorator is set to abort BT flow.

bIsObservingBB

description: Gets set to true if decorator declared BB keys it can potentially observe

bShowPropertyDetails

description: Show detailed information about properties

ObservedKeyNames

type: TArray<FName>

description: Blackboard key names that should be observed

PerformConditionCheckImplementations

type: uint32:  2

description: Set if ReceiveConditionCheck is implemented by blueprint

PropertyData

type: TArray<FProper...

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

ReceiveExecutionFinishImplementations

description: Set if ReceiveExecutionFinish is implemented by blueprint

ReceiveExecutionStartImplementations

description: Set if ReceiveExecutionStart is implemented by blueprint

ReceiveObserverActivatedImplementations

description: Set if ReceiveObserverActivated is implemented by blueprint

description: Set if ReceiveObserverDeactivated is implemented by blueprint

ReceiveTickImplementations

description: Set if ReceiveTick is implemented by blueprint


description: Describe decorator and cache it

code: virtual void BuildDescription()


description: Calculates raw, core value of decorator's condition. Should not include calling IsInversed

code: virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) 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: string containing description of this node with all setup values

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


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

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


description: Initialize any asset related data

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


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


description: GameplayTag decorator node. A decorator node that bases its condition on whether the specified Actor (in the blackboard) has a Gameplay Tag or Tags specified.

code: class UBTDecorator_CheckGameplayTagsOnActor : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

CachedDescription

description: Cached description

GameplayTags

type: FGameplayTagCon...

TagsToMatch

type: EGameplayContai...


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: virtual 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 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 )


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


description: Blackboard comparison decorator node. A decorator node that bases its condition on a comparison between two Blackboard keys.

code: class UBTDecorator_CompareBBEntries : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

BlackboardKeyA

description: Blackboard key selector

BlackboardKeyB

description: Blackboard key selector

Operator

type: TEnumAsByte<EB...

description: Operation type


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: Notify about change in blackboard keys


description: Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

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


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


description: Conditional loop decorator node. A decorator node that loops execution as long as condition is satisfied.

code: class UBTDecorator_ConditionalLoop : public [UBTDecorator_Blackboard](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_Blackboard)


code: bool CalculateDirection ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Origin, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & End, FVector & Direction ) const


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


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 )


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


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 )


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


description: Cone check decorator node. A decorator node that bases its condition on a cone check, using Blackboard entries to form the parameters of the check.

code: class UBTDecorator_ConeCheck : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

ConeDirection

description: "None" means "use ConeOrigin's direction"

ConeHalfAngle

description: Angle between cone direction and code cone edge, or a half of the total cone angle

ConeOrigin

description: Blackboard key selector

Observed

description: Blackboard key selector


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


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


description: Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer has expired.

code: class UBTDecorator_Cooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

CoolDownTime

description: Max allowed time for execution of underlying node


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


description: Cooldown decorator node. A decorator node that bases its condition on whether a path exists between two points from the Blackboard.

code: class UBTDecorator_DoesPathExist : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

BlackboardKeyA

description: Blackboard key selector

BlackboardKeyB

description: Blackboard key selector

bUseSelf

type: uint32: 1

description: Deprecated, set value of blackboard key A on initialization

FilterClass

type: TSubclassOf<UN...

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

PathQueryType

type: TEnumAsByte<EP...


description: Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

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


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


description: Forcing failed result was not implemented, because it doesn't make sense in both basic composites:

code: class UBTDecorator_ForceSuccess : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)


description: Calculates raw, core value of decorator's condition. Should not include calling IsInversed

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


code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetGeometricDistanceSquared ( const FVector & A, const FVector & B ) const


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

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


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


description: Is At Location decorator node. A decorator node that checks if AI controlled pawn is at given location.

code: class UBTDecorator_IsAtLocation : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase)

AcceptableRadius

description: Distance threshold to accept as being at location

bPathFindingBasedTest

description: If true the result will be consistent with tests done while following paths.

bUseNavAgentGoalLocation

description: If moving to an actor and this actor is a nav agent, then we will move to their nav agent location

GeometricDistanceType

type: FAIDistanceType

ParametrizedAcceptableRadius

type: FAIDataProvider...


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: Notify about change in blackboard keys

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


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


code: class UBTDecorator_IsBBEntryOfClass : public [UBTDecorator_BlackboardBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlackboardBase)

TestClass

type: TSubclassOf<UO...


code: bool CalculateCurrentDirection ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, FVector & Direction ) 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: 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: 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 )


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


description: Cooldown decorator node. A decorator node that bases its condition on whether the observed position is still inside a cone. The cone's direction is calculated when the node first becomes relevant.

code: class UBTDecorator_KeepInCone : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

bUseSelfAsObserved

description: Deprecated, set value of Observed on initialization

bUseSelfAsOrigin

description: Deprecated, set value of ConeOrigin on initialization

ConeHalfAngle

type: float

ConeOrigin

description: Blackboard key selector

Observed

description: Blackboard key selector


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

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


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


description: Loop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded.

code: class UBTDecorator_Loop : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

bInfiniteLoop

type: bool

description: Infinite loop

InfiniteLoopTimeoutTime

description: Timeout (when looping infinitely, when we finish a loop we will check whether we have spent this time looping, if we have we will stop looping).

NumLoops

description: Number of executions


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


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


description: Reached Move Goal decorator node. A decorator node that bases its condition on whether the AI controller's path following component returns that it has reached its goal.

code: class UBTDecorator_ReachedMoveGoal : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)


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


description: Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

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


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


description: Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown.

code: class UBTDecorator_SetTagCooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

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

type: FGameplayTag

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


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


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


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


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


description: Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired.

code: class UBTDecorator_TagCooldown : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

bActivatesCooldown

description: Whether or not we are adding/setting to the cooldown tag's value when the decorator deactivates.

CooldownDuration

description: Value we will add or set to the Cooldown tag when this node is deactivated.


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


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


description: Time Limit decorator node. A decorator node that bases its condition on whether a timer has exceeded a specified value. The timer is reset each time the node becomes relevant.

code: class UBTDecorator_TimeLimit : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)

TimeLimit

description: Max allowed time for execution of underlying node


code: namespace EBlackboardDescription { enum Type { OnlyValue, KeyWithValue, DetailedKeyWithValue, Full, } }


description: Keep in sync with DescribeActiveNode()

code: namespace EBTActiveNode { enum Type { Composite, ActiveTask, AbortingTask, InactiveTask, } }


code: namespace EBTDecoratorLogic { enum Type { Invalid, Test, And, Or, Not, } }


code: namespace EBTDescriptionVerbosity { enum Type { Basic, Detailed, } }


code: namespace EBTExecutionMode { enum Type { SingleRun, Looped, } }


code: namespace EBTExecutionSnap { enum Type { Regular, OutOfNodes, } }


code: namespace EBTFlowAbortMode { enum Type { None, LowerPriority, Self, Both, } }


code: namespace EBTMemoryClear { enum Type { Destroy, StoreSubtree, } }


code: namespace EBTMemoryInit { enum Type { Initialize, RestoreSubtree, } }


description: Keep in sync with DescribeNodeResult()

code: namespace EBTNodeResult { enum Type { Succeeded, Failed, Aborted, InProgress, } }


description: Keep in sync with DescribeNodeUpdateMode()

code: namespace EBTNodeUpdateMode { enum Type { Unknown, Add, Remove, } }


code: namespace EBTStopMode { enum Type { Safe, Forced, } }


description: Keep in sync with DescribeTaskStatus()

code: namespace EBTTaskStatus { enum Type { Active, Aborting, Inactive, } }


code: template<typename T2> T2 Get() const


code: template<typename T2> bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const T2 InValue )


description: True is value has changed

code: bool SetValue ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, const FStoredType InValue )


code: FBBKeyCachedAccessor ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BBComponent, [FBlackboard::FKey](API\Runtime\AIModule\BehaviorTree\Blackboard\FKey) InBBKey )


className: FBBKeyCachedAccessor

description: does not automatically support BB component or asset change

code: template<typename TBlackboardKey> struct FBBKeyCachedAccessor


className: FNodeFlowData

code: struct FNodeFlowData

bDiscardedTrigger

type: uint16:  1


className: FBehaviorTreeDebuggerInstance

description: Debugger data about subtree instance

code: struct FBehaviorTreeDebuggerInstance

ActivePath

type: TArray< uint16 ...

description: Execution indices of active nodes

AdditionalActiveNodes

description: Execution indices of active nodes

PathFromPrevious

type: TArray<FNodeFl...

description: Search flow from previous state

RootNode

type: UBTCompositeNod...

description: Root node in template

RuntimeDesc

type: TArray<FString...

description: Runtime descriptions for each execution index

TreeAsset

type: UBehaviorTree&...

description: Behavior tree asset


className: InvalidExecutionId

code: static constexpr int32 InvalidExecutionId = -1;


className: FBehaviorTreeExecutionStep

description: Debugger data about current execution step

code: struct FBehaviorTreeExecutionStep

BlackboardValues

type: TMap<FName,FS...

description: Blackboard snapshot: value descriptions

ExecutionStepId

description: Id of execution step

InstanceStack

type: TArray<FBehavi...

description: Subtree instance stack

TimeStamp

type: double

description: Game world's time stamp of this step


description: Add specified node to the active nodes list

code: void AddToActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode )


description: Add new parallel task

code: void AddToParallelTasks ( [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) && ParallelTask )


description: Cleanup node instances

code: void Cleanup ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType )


description: Worker for updating all nodes

code: void CleanupNodes ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType )


description: Deactivate all active aux nodes and remove their requests from SearchData

code: void DeactivateNodes ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, uint16 InstanceIndex )


description: Iterate on auxiliary nodes and call ExecFunc on each of them. Nodes can not be added or removed during the iteration

code: void ExecuteOnEachAuxNode ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) &)> ExecFunc )


description: Iterate on parallel tasks and call ExecFunc on each of them. Supports removing the iterated task while processed

code: void ExecuteOnEachParallelTask ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) &, const int32)> ExecFunc )


description: Get list of all active auxiliary nodes

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) *const > GetActiveAuxNodes() const


description: Get instance memory

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > GetInstanceMemory() const


description: Get list of all active parallel tasks

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) > GetParallelTasks() const


description: Check if instance has active node with given execution index

code: bool HasActiveNode ( uint16 TestExecutionIndex ) const


description: Initialize memory and create node instances

code: void Initialize ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) & Node, int32 & InstancedIndex, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType )


description: Indicates if the provided index is a valid parallel task index

code: bool IsValidParallelTaskIndex ( const int32 Index ) const


description: Mark parallel task at given index as pending abort

code: void MarkParallelTaskAsAbortingAt ( int32 TaskIndex )


description: Deprecated* CopyingFBehaviorTreeInstanceassignement operator has been deprecated in favor of move assignement operator

code: [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other )


code: [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & operator= ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other )


description: Remove specified node from the active nodes list

code: void RemoveFromActiveAuxNodes ( [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * AuxNode )


description: Remove parallel task at given index

code: void RemoveParallelTaskAt ( int32 TaskIndex )


description: Remove all auxiliary nodes from active nodes list

code: void ResetActiveAuxNodes()


description: Set instance memory

code: void SetInstanceMemory ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Memory )


description: Deprecated* CopyingFBehaviorTreeInstanceconstructor has been deprecated in favor of move-constructor

code: FBehaviorTreeInstance ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & Other )


code: FBehaviorTreeInstance ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) && Other )


className: FBehaviorTreeInstance

description: Data required for instance of single subtree

code: struct FBehaviorTreeInstance

ActiveAuxNodes

type: TArray<UBTAuxi...

description: Active auxiliary nodes

ActiveNode

type: UBTNode*

description: Active node in template

ActiveNodeType

type: TEnumAsByte<EB...

description: Active node type

DeactivationNotify

type: FBTInstanceDeac...

description: Delegate sending a notify when tree instance is removed from active stack

InstanceIdIndex

description: Index of identifier (BehaviorTreeComponent.KnownInstances)

InstanceMemory

type: TArray< uint8 >

description: Memory: instance

ParallelTasks

description: Active parallel tasks

RootNode

description: Root node in template


code: bool operator== ( const [FBehaviorTreeInstanceId](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstanceId) & Other ) const


code: bool operator== ( const [FBehaviorTreeParallelTask](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeParallelTask) & Other ) const


code: FBehaviorTreeInstance ( int32 MemorySize )


className: FBehaviorTreeInstanceId

description: Identifier of subtree instance

code: struct FBehaviorTreeInstanceId

FirstNodeInstance

description: Index of first node instance (BehaviorTreeComponent.NodeInstances)

InstanceMemory

description: Persistent instance memory

Path

description: Execution index path from root

description: Root node in template for cleanup purposes

TreeAsset

description: Behavior tree asset


code: bool operator== ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * OtherTask ) const


code: FBehaviorTreeParallelTask ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, [EBTTaskStatus::Type](API\Runtime\AIModule\BehaviorTree\EBTTaskStatus__Type) InStatus )


className: FBehaviorTreeParallelTask

description: Wrapper struct for holding a parallel task node and its status

code: struct FBehaviorTreeParallelTask

Status

description: Additional mode data used for context switching

TaskNode

type: constUBTTaskNo...

description: Worker object


code: FBehaviorTreePropertyMemory ( int32 Value )


className: FBehaviorTreePropertyMemory

description: Property block in blueprint defined nodes

code: struct FBehaviorTreePropertyMemory


description: Adds update info to PendingUpdates array, removing all previous updates for this node

code: void AddUniqueUpdate ( const [FBehaviorTreeSearchUpdate](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchUpdate) & UpdateInfo )


description: Assign unique Id number

code: void AssignSearchId()


className: NextSearchId

code: static int32 NextSearchId = 1;


description: Clear state of search

code: void Reset()


code: FBehaviorTreeSearchData ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & InOwnerComp )


className: FBehaviorTreeSearchData

description: Node search data

code: struct FBehaviorTreeSearchData

bFilterOutRequestFromDeactivatedBranch

type: uint32:  1

description: If set, execution request from node in the deactivated branch will be skipped

bPostponeSearch

description: If set, current search will be restarted in next tick

bPreserveActiveNodeMemoryOnRollback

description: If set, active node state/memory won't be rolled back

bSearchInProgress

description: Set when task search is in progress

DeactivatedBranchEnd

type: FBTNodeIndex

description: End index of the deactivated branch

DeactivatedBranchStart

description: Start index of the deactivated branch

OwnerComp

type: UBehaviorTreeCo...

description: BT component

PendingNotifies

description: Notifies for tree instances

PendingUpdates

description: Requested updates of additional nodes (preconditions, services, parallels) buffered during search to prevent instant add & remove pairs

RollbackDeactivatedBranchEnd

description: Saved end index of the deactivated branch for rollback

RollbackDeactivatedBranchStart

description: Saved start index of the deactivated branch for rollback

RollbackInstanceIdx

description: Active instance index to rollback to

SearchEnd

description: Last node allowed in search

SearchId

description: Search unique number

SearchRootNode

description: Node under which the search was performed

SearchStart

description: First node allowed in search


description: If set the action was unnecessary (Remove and was already inactive, Add and was already active)

code: FBehaviorTreeSearchUpdate ( const [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode) * InAuxNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode )


code: FBehaviorTreeSearchUpdate ( const [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode) * InTaskNode, uint16 InInstanceIndex, [EBTNodeUpdateMode::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeUpdateMode__Type) InMode )


className: FBehaviorTreeSearchUpdate

description: Node update data

code: struct FBehaviorTreeSearchUpdate

AuxNode

type: UBTAuxiliaryNod...

bApplySkipped

type: uint8:  1

bPostUpdate

description: If set, this entry will be applied AFTER other are processed

TaskNode

type: UBTTaskNode...


code: FBehaviorTreeSearchUpdateNotify()


code: FBehaviorTreeSearchUpdateNotify ( uint16 InInstanceIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) InNodeResult )


className: FBehaviorTreeSearchUpdateNotify

description: Instance notify data

code: struct FBehaviorTreeSearchUpdateNotify


className: FBehaviorTreeTemplateInfo

code: struct FBehaviorTreeTemplateInfo

Asset

type: TObjectPtr<UBe...

description: Behavior tree asset

InstanceMemorySize

description: Size required for instance memory

Template

type: TObjectPtr<UBT...

description: Initialized template


code: bool operator== ( const [FBlackboardEntry](API\Runtime\AIModule\BehaviorTree\FBlackboardEntry) & Other ) const


className: FBlackboardEntry

description: Blackboard entry definition

code: struct FBlackboardEntry

bInstanceSynced

description: If set to true then this field will be synchronized across all instances of this blackboard

EntryCategory

type: FName

EntryDescription

type: FString

KeyType

type: TObjectPtr<UBl...

description: Key type and additional properties


code: void AddBoolFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddClassFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AllowedClass )


code: void AddEnumFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName, [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * AllowedEnum )


code: void AddFloatFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddIntFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddNameFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddNativeEnumFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FString](API\Runtime\Core\Containers\FString) & AllowedEnumName )


description: Helper functions for setting basic filters

code: void AddObjectFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AllowedClass )


code: void AddStringFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddRotatorFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AddVectorFilter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: void AllowNoneAsValue ( bool bAllow )


description: Find initial selection. Called when None is not a valid option for this key selector

code: void InitSelection ( const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset )


description: Find ID and class of selected key

code: void ResolveSelectedKey ( const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset )


className: FBlackboardKeySelector

description: Helper struct for defining types of allowed blackboard entries (e.g. only entries holding points and objects derived form actor class)

code: struct FBlackboardKeySelector

AllowedTypes

type: TArray<TObject...

description: Array of allowed types with additional properties (e.g. uobject's base class) EditAnywhere is required for FBlackboardSelectorDetails::CacheBlackboardData()

bNoneIsAllowedValue

type: uint32: 1

description: Requires BlueprintReadWrite so that blueprint creators (using MakeBlackboardKeySelector) can specify whether or not None is Allowed.

FBlackboardDecoratorDetails

type: friend

SelectedKeyID

description: ID of selected key

SelectedKeyName

description: Name of selected key

SelectedKeyType

type: TSubclassOf<UB...

description: Class of selected key


className: FBTCompositeChild

code: struct FBTCompositeChild

ChildComposite

description: Child node

DecoratorOps

type: TArray<FBTDeco...

description: Logic operations for decorators

Decorators

description: Execution decorators


className: FBTAuxiliaryMemory

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

AccumulatedDeltaTime

type: float


className: FBTCompositeMemory

code: struct FBTCompositeMemory

CurrentChild

description: Index of currently active child node

OverrideChild

description: Child override for next selection


code: FBTDecoratorLogic ( uint8 InOperation, uint16 InNumber )


className: FBTInstancedNodeMemory

code: struct FBTInstancedNodeMemory


description:
Checks if given object implements GenericEventName and/or AIEventName BP events, and returns an result as flags set on return integer
flags set in returned integer indicate kinds of events implemented by given object

code: namespace FBTNodeBPImplementationHelper { int32 FBTNodeBPImplementationHelper::CheckEventImplementationVersion ( [FName](API\Runtime\Core\UObject\FName) GenericEventName, [FName](API\Runtime\Core\UObject\FName) AIEventName, const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, const [UClass](API\Runtime\CoreUObject\UObject\UClass) & StopAtClass ) }


code: namespace FBTNodeBPImplementationHelper { static FBTNodeBPImplementationHelper::AISpecific = 1 << 1; }


code: namespace FBTNodeBPImplementationHelper { static FBTNodeBPImplementationHelper::All = Generic | AISpecific; }


code: namespace FBTNodeBPImplementationHelper { static FBTNodeBPImplementationHelper::Generic = 1 << 0; }


code: namespace FBTNodeBPImplementationHelper { static FBTNodeBPImplementationHelper::NoImplementation = 0; }


className: FBTNodeExecutionInfo

code: struct FBTNodeExecutionInfo

bIsRestart

description: If set, request was not instigated by finishing task/initialization but is a restart (e.g. decorator)

bTryNextChild

description: If set, tree will try to execute next child of composite instead of forcing branch containing SearchStart

ContinueWithResult

type: TEnumAsByte<EB...

description: Result used for resuming execution

ExecuteInstanceIdx

description: Subtree index

ExecuteNode

type: constUBTCompos...

description: Node to be executed

SearchEnd

description: Index of last task allowed to be executed

SearchStart

description: Index of first task allowed to be executed


className: FBTDecoratorLogic

code: struct FBTDecoratorLogic


className: InvalidIndex

code: static constexpr uint16 InvalidIndex = TNumericLimits<uint16>::Max();


code: bool operator== ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Other ) const


code: bool operator!= ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Other ) const


code: bool TakesPriorityOver ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Other ) const


code: FBTNodeIndex ( uint16 InInstanceIndex, uint16 InExecutionIndex )


className: FBTNodeIndex

code: struct FBTNodeIndex

ExecutionIndex

description: Execution index within instance

InstanceIndex

description: Index of instance of stack


code: bool Contains ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & Index ) const


code: bool operator== ( const [FBTNodeIndexRange](API\Runtime\AIModule\BehaviorTree\FBTNodeIndexRange) & Other ) const


code: bool operator!= ( const [FBTNodeIndexRange](API\Runtime\AIModule\BehaviorTree\FBTNodeIndexRange) & Other ) const


code: FBTNodeIndexRange ( const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & From, const [FBTNodeIndex](API\Runtime\AIModule\BehaviorTree\FBTNodeIndex) & To )