The abstract base class for genes representing Task nodes, which are leaves of the behavior tree. More...
#include <BTTaskNodeGene.h>
Public Member Functions | |
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 Attributes | |
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 |
Protected Attributes | |
TArray< UBTServiceGene * > | services |
Protected Attributes inherited from UBTNodeGene | |
UServiceInjector * | ServiceInjector |
The abstract base class for genes representing Task nodes, which are leaves of the behavior tree.
Task nodes perform an action, like moving a character or changing it's color.
There are currently two subclasses:
BTMappedTaskGene: These are objects which map to templates for creating an Unreal Engine task 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.
BTGeneratedTaskGene: These are objects which map to templates for creating an Unreal Engine task 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.
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overridevirtual |
Reimplemented from UBTNodeGene.