Class BTDecorator_ForceSuccess
Change node result to Success useful for creating optional branches in sequence Forcing failed result was not implemented, because it doesn't make sense in both basic composites:
- sequence = child nodes behind it will be never run
- selector = would allow executing multiple nodes, turning it into a sequence.
Inherited Members
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_ForceSuccess : BTDecorator
Remarks
..
Properties
| Improve this Doc View SourceDefaultObject
Get UE4 Default Object for this Class
Declaration
public static BTDecorator_ForceSuccess DefaultObject { get; }
Property Value
Type | Description |
---|---|
BTDecorator_ForceSuccess |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static BTDecorator_ForceSuccess New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
BTDecorator_ForceSuccess |
Operators
| Improve this Doc View SourceImplicit(IntPtr to BTDecorator_ForceSuccess)
Convert from IntPtr to UObject
Declaration
public static implicit operator BTDecorator_ForceSuccess(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
BTDecorator_ForceSuccess |