EvolvingBehavior  0.2.0
 
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The abstract base class representing Service nodes, which live below other nodes. More...

#include <BTServiceGene.h>

Inheritance diagram for UBTServiceGene:
UBTNodeGene UBTGeneratedServiceGene UBTMappedServiceGene

Public Member Functions

virtual UBTNodeGeneDuplicate (UObject *outer) override
 
- Public Member Functions inherited from UBTNodeGene
virtual void SetServiceInjector (UServiceInjector *serviceInjector)
 

Public Attributes

virtual UBTService * BuildPhenotype (UObject *outer) PURE_VIRTUAL(UBTServiceGene
 
virtual UBTServiceGeneDuplicateService (UObject *other) PURE_VIRTUAL(UBTServiceGene
 
- Public Attributes inherited from UBTNodeGene
virtual FString ToString () PURE_VIRTUAL(UBTNodeGene
 
virtual UBTNodeGeneDuplicate (UObject *outer) PURE_VIRTUAL(UBTNodeGene
 

Additional Inherited Members

- Protected Attributes inherited from UBTNodeGene
UServiceInjectorServiceInjector
 

Detailed Description

The abstract base class representing Service nodes, which live below other nodes.

Author
npc
Date
12/01/17

Service nodes attach to both task and composite nodes, and execute at a predefined frequency while the branch they are on is bein executed. This can be a variable that you check many times, and a service node can perform an action only after the variable reaches a certain value. Read about other use cases in the Unreal Engine docs.

There are currently two subclasses:

BTMappedServiceGene: These are objects which map to templates for creating an Unreal Engine service node. Defaults are automatically set, and the only set up required is to add default nodes to the "NodeMapper" in the editor, or make sure the nodes you want are in there. We recommend using only mapped nodes until you are comfortable with the tool.

BTGeneratedServiceGene: These are objects which map to templates for creating an Unreal Engine service node. These nodes are based off the default Unreal nodes, sharing their base class, but must be "created" in the editor. This means going into the GeneratedTemplateLibrary and adding nodes. You must choose a name, class, and properties for each node. If your property names match those of the UClass you chose, the internal variables of the node will be mutated during the evolution process, giving an increased degree of control.


The documentation for this class was generated from the following file:
  • Source/EvolvingBehavior/Public/Representation/BTServiceGene.h