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    Class Behavior

    Behavior instance script that runs Behavior Tree execution.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Script
    Behavior
    Inherited Members
    Script::_enabled
    Script::_executeInEditor
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    SceneObject::_parent
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Script::_tickFixedUpdate
    Script::_tickLateFixedUpdate
    Script::_tickLateUpdate
    Script::_tickUpdate
    ScriptingObject::_type
    Script::_wasAwakeCalled
    Script::_wasEnableCalled
    Script::_wasStartCalled
    Behavior
    Script::BeginPlay(SceneBeginData* data)
    SceneObject::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Script::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    Behavior
    ScriptingObject::DestroyManaged()
    Script::EndPlay()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Script::GetActor()
    ScriptingObject::GetClass()
    Script::GetEnabled()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    SceneObject::GetNamePath(Char separatorChar='/')
    ScriptingObject::GetOrCreateManagedInstance()
    Script::GetOrderInParent()
    SceneObject::GetParent()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Script::GetSceneObjectId()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Script::Initialize()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    SceneObject::IsDuringPlay()
    Script::IsEnabledInHierarchy()
    ScriptingObject::IsRegistered()
    SceneObject::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Script::OnAwake()
    Script::OnDebugDraw()
    Script::OnDebugDrawSelected()
    Script::OnDeleteObject()
    Script::OnDestroy()
    Script::OnFixedUpdate()
    Script::OnLateFixedUpdate()
    Script::OnLateUpdate()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    Script::OnStart()
    Script::OnUpdate()
    ScriptingObject::RegisterObject()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Script::Serialize(SerializeStream& stream, const void* otherObj)
    Behavior
    Behavior
    Script::SetActor(Actor* value)
    Script::SetEnabled(bool value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Script::SetOrderInParent(int32 index)
    Script::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Behavior
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Script::ToString()
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/AI/Behavior.h
    Syntax
    public class Behavior : public Script

    Fields

    AutoStart

    If checked, auto starts the logic on begin play.

    Declaration
    public bool AutoStart = true
    Field Value
    bool

    Finished

    Event called when behavior tree execution ends with a result.

    Declaration
    public Action Finished
    Field Value
    Action

    Tree

    Behavior Tree asset to use for logic execution.

    Declaration
    public AssetReference<BehaviorTree> Tree
    Field Value
    AssetReference<BehaviorTree>

    UpdateRateScale

    The behavior logic update rate scale (multiplies the UpdateFPS defined in Behavior Tree root node). Can be used to improve performance via LOD to reduce updates frequency (eg. by 0.5) for behaviors far from player.

    Declaration
    public float UpdateRateScale = 1.0f
    Field Value
    float

    Methods

    GetKnowledge()

    Gets the current behavior knowledge instance. Empty if not started.

    Declaration
    public BehaviorKnowledge* GetKnowledge()
    Returns
    BehaviorKnowledge

    GetResult()

    Gets the last behavior tree execution result.

    Declaration
    public BehaviorUpdateResult GetResult() const
    Returns
    BehaviorUpdateResult

    OnDisable()

    Called when object becomes disabled and inactive.

    Declaration
    public virtual void OnDisable() override
    Overrides
    Script::OnDisable()

    OnEnable()

    Called when object becomes enabled and active.

    Declaration
    public virtual void OnEnable() override
    Overrides
    Script::OnEnable()

    ResetLogic()

    Resets the behavior logic by clearing knowledge (clears blackboard and removes goals) and resetting execution state (goes back to root).

    Declaration
    public void ResetLogic()

    StartLogic()

    Starts the logic.

    Declaration
    public void StartLogic()

    StopLogic(BehaviorUpdateResult result=BehaviorUpdateResult::Success)

    Stops the logic.

    Declaration
    public void StopLogic(BehaviorUpdateResult result=BehaviorUpdateResult::Success)
    Parameters
    BehaviorUpdateResult result

    The logic result.

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