A Task gene which can have its internal structure mutated. More...
#include <BTGeneratedTaskGene.h>
Public Member Functions | |
virtual UBTTaskNode * | BuildPhenotype (UObject *outer) override |
void | RandomizeAllProperties () |
void | MutateRandomProperty (float stdDevFractionOfRange) |
FString | GetName () |
virtual UBTTaskNodeGene * | DuplicateTask (UObject *other) override |
virtual FString | ToString () override |
void | DataLoaded () |
virtual void | DataLoaded_Implementation () override |
void | DataSaved () |
virtual void | DataSaved_Implementation () override |
Public Member Functions inherited from UBTTaskNodeGene | |
int32 | RemoveService (UBTServiceGene *service) |
int32 | InsertService (UBTServiceGene *service, int32 idx) |
int32 | AddService (UBTServiceGene *service) |
int | GetNumServices () const |
UBTServiceGene * | GetService (int idx) const |
virtual UBTNodeGene * | Duplicate (UObject *outer) override |
virtual void | SetServiceInjector (UServiceInjector *serviceInjector) override |
virtual void | SetServiceInjector (UServiceInjector *serviceInjector) |
Public Member Functions inherited from ISaveable | |
void | DataLoaded () |
void | DataSaved () |
Protected Attributes | |
URandomGen * | rand |
Protected Attributes inherited from UBTTaskNodeGene | |
TArray< UBTServiceGene * > | services |
Protected Attributes inherited from UBTNodeGene | |
UServiceInjector * | ServiceInjector |
Additional Inherited Members | |
Public Attributes inherited from UBTTaskNodeGene | |
virtual UBTTaskNode * | BuildPhenotype (UObject *outer) PURE_VIRTUAL(UBTTaskNode |
virtual UBTTaskNodeGene * | DuplicateTask (UObject *other) PURE_VIRTUAL(UBTTaskNode |
Public Attributes inherited from UBTNodeGene | |
virtual FString | ToString () PURE_VIRTUAL(UBTNodeGene |
virtual UBTNodeGene * | Duplicate (UObject *outer) PURE_VIRTUAL(UBTNodeGene |
A Task 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.