A Decorator gene which can have its internal structure mutated. More...
#include <BTGeneratedDecoratorGene.h>
Public Member Functions | |
virtual UBTDecorator * | BuildPhenotype (UObject *outer) override |
void | RandomizeAllProperties () |
void | MutateRandomProperty (float stdDevFractionOfRange) |
FString | GetName () |
virtual UBTDecoratorGene * | DuplicateDecorator (UObject *outer) override |
virtual FString | ToString () override |
void | DataLoaded () |
virtual void | DataLoaded_Implementation () override |
void | DataSaved () |
virtual void | DataSaved_Implementation () override |
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virtual UBTNodeGene * | Duplicate (UObject *outer) override |
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virtual void | SetServiceInjector (UServiceInjector *serviceInjector) |
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void | DataLoaded () |
void | DataSaved () |
Protected Attributes | |
URandomGen * | rand |
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UServiceInjector * | ServiceInjector |
Additional Inherited Members | |
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virtual UBTDecorator * | BuildPhenotype (UObject *outer) PURE_VIRTUAL(UBTDecoratorGene |
virtual UBTDecoratorGene * | DuplicateDecorator (UObject *other) PURE_VIRTUAL(UBTDecoratorGene |
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virtual FString | ToString () PURE_VIRTUAL(UBTNodeGene |
virtual UBTNodeGene * | Duplicate (UObject *outer) PURE_VIRTUAL(UBTNodeGene |
A Decorator gene which can have its internal structure mutated.
These nodes must be created in the editor under the GeneratedTemplateLibrary. When creating a generated node, the property names you define must match the actual names of the properties for the Unreal Engine class you choose. Any property names you add can now be mutated based on type (int, float, bool), and ones that you do not define can not be mutated, and will remain at their default.