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Class BTDecorator_BlueprintBase

Base class for blueprint based decorator nodes.

Inheritance
System.Object
UObject
BTNode
BTAuxiliaryNode
BTDecorator
BTDecorator_BlueprintBase
Inherited Members
BTDecorator.bInverseCondition
BTDecorator.FlowAbortMode
BTNode.TreeAsset
BTNode.ParentNode
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class BTDecorator_BlueprintBase : BTDecorator
Remarks

Do NOT use it for creating native c++ classes!

Unlike task and services, decorator have two execution chains: ExecutionStart-ExecutionFinish and ObserverActivated-ObserverDeactivated which makes automatic latent action cleanup impossible. Keep in mind, that you HAVE TO verify is given chain is still active after resuming from any latent action (like Delay, Timelines, etc).

Helper functions:

  • IsDecoratorExecutionActive (true after ExecutionStart, until ExecutionFinish)
  • IsDecoratorObserverActive (true after ObserverActivated, until ObserverDeactivated)

Properties

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ActorOwner

Cached AIController owner of BehaviorTreeComponent.

Declaration
public Actor ActorOwner { get; set; }
Property Value
Type Description
Actor
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AIOwner

Cached AIController owner of BehaviorTreeComponent.

Declaration
public AIController AIOwner { get; set; }
Property Value
Type Description
AIController
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bCheckConditionOnlyBlackBoardChanges

Declaration
public bool bCheckConditionOnlyBlackBoardChanges { get; set; }
Property Value
Type Description
System.Boolean
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bIsObservingBB

Declaration
public bool bIsObservingBB { get; set; }
Property Value
Type Description
System.Boolean
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bShowPropertyDetails

Declaration
public bool bShowPropertyDetails { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static BTDecorator_BlueprintBase DefaultObject { get; }
Property Value
Type Description
BTDecorator_BlueprintBase
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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IsDecoratorExecutionActive()

check if decorator is part of currently active branch

Declaration
public bool IsDecoratorExecutionActive()
Returns
Type Description
System.Boolean
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IsDecoratorObserverActive()

check if decorator's observer is currently active

Declaration
public bool IsDecoratorObserverActive()
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

Declaration
public static BTDecorator_BlueprintBase New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
BTDecorator_BlueprintBase

Events

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PerformConditionCheck

called when testing if underlying node can be executed, must call FinishConditionCheck @

Declaration
public event BTDecorator_BlueprintBase.PerformConditionCheck_delegate PerformConditionCheck
Event Type
Type Description
BTDecorator_BlueprintBase.PerformConditionCheck_delegate
Remarks

Note 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

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PerformConditionCheckAI

Alternative AI version of ReceiveConditionCheck @

Declaration
public event BTDecorator_BlueprintBase.PerformConditionCheckAI_delegate PerformConditionCheckAI
Event Type
Type Description
BTDecorator_BlueprintBase.PerformConditionCheckAI_delegate
Remarks

see ReceiveConditionCheck for more details @Note 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

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ReceiveExecutionFinish

called when execution of underlying node is finished @

Declaration
public event BTDecorator_BlueprintBase.ReceiveExecutionFinish_delegate ReceiveExecutionFinish
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveExecutionFinish_delegate
Remarks

Note 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

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ReceiveExecutionFinishAI

Alternative AI version of ReceiveExecutionFinish @

Declaration
public event BTDecorator_BlueprintBase.ReceiveExecutionFinishAI_delegate ReceiveExecutionFinishAI
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveExecutionFinishAI_delegate
Remarks

see ReceiveExecutionFinish for more details @Note 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

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ReceiveExecutionStart

called on execution of underlying node @

Declaration
public event BTDecorator_BlueprintBase.ReceiveExecutionStart_delegate ReceiveExecutionStart
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveExecutionStart_delegate
Remarks

Note 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

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ReceiveExecutionStartAI

Alternative AI version of ReceiveExecutionStart @

Declaration
public event BTDecorator_BlueprintBase.ReceiveExecutionStartAI_delegate ReceiveExecutionStartAI
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveExecutionStartAI_delegate
Remarks

see ReceiveExecutionStart for more details @Note 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

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ReceiveObserverActivated

called when observer is activated (flow controller) @

Declaration
public event BTDecorator_BlueprintBase.ReceiveObserverActivated_delegate ReceiveObserverActivated
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveObserverActivated_delegate
Remarks

Note 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

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ReceiveObserverActivatedAI

Alternative AI version of ReceiveObserverActivated @

Declaration
public event BTDecorator_BlueprintBase.ReceiveObserverActivatedAI_delegate ReceiveObserverActivatedAI
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveObserverActivatedAI_delegate
Remarks

see ReceiveObserverActivated for more details @Note 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

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ReceiveObserverDeactivated

called when observer is deactivated (flow controller) @

Declaration
public event BTDecorator_BlueprintBase.ReceiveObserverDeactivated_delegate ReceiveObserverDeactivated
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveObserverDeactivated_delegate
Remarks

Note 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

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ReceiveObserverDeactivatedAI

Alternative AI version of ReceiveObserverDeactivated @

Declaration
public event BTDecorator_BlueprintBase.ReceiveObserverDeactivatedAI_delegate ReceiveObserverDeactivatedAI
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveObserverDeactivatedAI_delegate
Remarks

see ReceiveObserverDeactivated for more details @Note 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

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ReceiveTick

tick function @

Declaration
public event BTDecorator_BlueprintBase.ReceiveTick_delegate ReceiveTick
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveTick_delegate
Remarks

Note 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

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ReceiveTickAI

Alternative AI version of ReceiveTick @

Declaration
public event BTDecorator_BlueprintBase.ReceiveTickAI_delegate ReceiveTickAI
Event Type
Type Description
BTDecorator_BlueprintBase.ReceiveTickAI_delegate
Remarks

see ReceiveTick for more details @Note 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

Operators

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Implicit(IntPtr to BTDecorator_BlueprintBase)

Convert from IntPtr to UObject

Declaration
public static implicit operator BTDecorator_BlueprintBase(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
BTDecorator_BlueprintBase
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