UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBehaviorTreeSearchData Struct Reference

#include <BehaviorTreeTypes.h>

Public Member Functions

void AddUniqueUpdate (const FBehaviorTreeSearchUpdate &UpdateInfo)
 
void AssignSearchId ()
 
void Reset ()
 
 FBehaviorTreeSearchData (UBehaviorTreeComponent &InOwnerComp)
 
 FBehaviorTreeSearchData ()=delete
 

Public Attributes

UBehaviorTreeComponentOwnerComp
 
TArray< FBehaviorTreeSearchUpdatePendingUpdates
 
TArray< FBehaviorTreeSearchUpdateNotifyPendingNotifies
 
FBTNodeIndex SearchRootNode
 
FBTNodeIndex SearchStart
 
FBTNodeIndex SearchEnd
 
int32 SearchId
 
int32 RollbackInstanceIdx
 
FBTNodeIndex DeactivatedBranchStart
 
FBTNodeIndex DeactivatedBranchEnd
 
FBTNodeIndex RollbackDeactivatedBranchStart
 
FBTNodeIndex RollbackDeactivatedBranchEnd
 
uint32 bFilterOutRequestFromDeactivatedBranch: 1
 
uint32 bPostponeSearch: 1
 
uint32 bSearchInProgress: 1
 
uint32 bPreserveActiveNodeMemoryOnRollback: 1
 

Detailed Description

node search data

Constructor & Destructor Documentation

◆ FBehaviorTreeSearchData() [1/2]

FBehaviorTreeSearchData::FBehaviorTreeSearchData ( UBehaviorTreeComponent InOwnerComp)
inline

◆ FBehaviorTreeSearchData() [2/2]

FBehaviorTreeSearchData::FBehaviorTreeSearchData ( )
delete

Member Function Documentation

◆ AddUniqueUpdate()

void FBehaviorTreeSearchData::AddUniqueUpdate ( const FBehaviorTreeSearchUpdate UpdateInfo)

adds update info to PendingUpdates array, removing all previous updates for this node

◆ AssignSearchId()

void FBehaviorTreeSearchData::AssignSearchId ( )

assign unique Id number

◆ Reset()

void FBehaviorTreeSearchData::Reset ( )

clear state of search

Member Data Documentation

◆ bFilterOutRequestFromDeactivatedBranch

uint32 FBehaviorTreeSearchData::bFilterOutRequestFromDeactivatedBranch

if set, execution request from node in the deactivated branch will be skipped

◆ bPostponeSearch

uint32 FBehaviorTreeSearchData::bPostponeSearch

if set, current search will be restarted in next tick

◆ bPreserveActiveNodeMemoryOnRollback

uint32 FBehaviorTreeSearchData::bPreserveActiveNodeMemoryOnRollback

if set, active node state/memory won't be rolled back

◆ bSearchInProgress

uint32 FBehaviorTreeSearchData::bSearchInProgress

set when task search is in progress

◆ DeactivatedBranchEnd

FBTNodeIndex FBehaviorTreeSearchData::DeactivatedBranchEnd

end index of the deactivated branch

◆ DeactivatedBranchStart

FBTNodeIndex FBehaviorTreeSearchData::DeactivatedBranchStart

start index of the deactivated branch

◆ OwnerComp

UBehaviorTreeComponent& FBehaviorTreeSearchData::OwnerComp

BT component

◆ PendingNotifies

TArray<FBehaviorTreeSearchUpdateNotify> FBehaviorTreeSearchData::PendingNotifies

notifies for tree instances

◆ PendingUpdates

TArray<FBehaviorTreeSearchUpdate> FBehaviorTreeSearchData::PendingUpdates

requested updates of additional nodes (preconditions, services, parallels) buffered during search to prevent instant add & remove pairs

◆ RollbackDeactivatedBranchEnd

FBTNodeIndex FBehaviorTreeSearchData::RollbackDeactivatedBranchEnd

saved end index of the deactivated branch for rollback

◆ RollbackDeactivatedBranchStart

FBTNodeIndex FBehaviorTreeSearchData::RollbackDeactivatedBranchStart

saved start index of the deactivated branch for rollback

◆ RollbackInstanceIdx

int32 FBehaviorTreeSearchData::RollbackInstanceIdx

active instance index to rollback to

◆ SearchEnd

FBTNodeIndex FBehaviorTreeSearchData::SearchEnd

last node allowed in search

◆ SearchId

int32 FBehaviorTreeSearchData::SearchId

search unique number

◆ SearchRootNode

FBTNodeIndex FBehaviorTreeSearchData::SearchRootNode

node under which the search was performed

◆ SearchStart

FBTNodeIndex FBehaviorTreeSearchData::SearchStart

first node allowed in search


The documentation for this struct was generated from the following files: