Class BehaviorTreeComponent
Behavior Tree Component
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 BehaviorTreeComponent : BrainComponent
Properties
| Improve this Doc View SourceDefaultObject
Get UE4 Default Object for this Class
Declaration
public static BehaviorTreeComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
BehaviorTreeComponent |
NodeInstances
instanced nodes
Declaration
public ObjectArrayField<BTNode> NodeInstances { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<BTNode> |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceAddCooldownTagDuration(GameplayTag, Single, Boolean)
add to the cooldown tag's duration
Declaration
public void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration)
Parameters
Type | Name | Description |
---|---|---|
GameplayTag | CooldownTag | |
System.Single | CooldownDuration | |
System.Boolean | bAddToExistingDuration |
GetTagCooldownEndTime(GameplayTag)
@return the cooldown tag end time, 0.0f if CooldownTag is not found
Declaration
public float GetTagCooldownEndTime(GameplayTag CooldownTag)
Parameters
Type | Name | Description |
---|---|---|
GameplayTag | CooldownTag |
Returns
Type | Description |
---|---|
System.Single |
New(UObject, Name)
Spawn an object of this class
Declaration
public static BehaviorTreeComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
BehaviorTreeComponent |
SetDynamicSubtree(GameplayTag, BehaviorTree)
assign subtree to RunBehaviorDynamic task specified by tag
Declaration
public void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree BehaviorAsset)
Parameters
Type | Name | Description |
---|---|---|
GameplayTag | InjectTag | |
BehaviorTree | BehaviorAsset |
Operators
| Improve this Doc View SourceImplicit(IntPtr to BehaviorTreeComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator BehaviorTreeComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
BehaviorTreeComponent |