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    Namespace AI Module

    Classes

    BehaviorTreeTimeLimitDecorator

    Limits maximum duration of the node execution time (in seconds). Node will fail if it runs out of time.

    BehaviorTreeSubTreeNode

    Sub-tree node runs a nested Behavior Tree within this tree.

    BehaviorTreeSequenceNode

    Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed.

    BehaviorTreeSelectorNode

    Selector node updates all its children (from left to right) until one of them succeeds. If all children fail, the selector fails.

    BehaviorTreeRootNode

    Root node of the behavior tree. Contains logic properties and definitions for the runtime.

    BehaviorTreeNode

    Base class for Behavior Tree nodes.

    BehaviorTreeMoveToNode

    Moves an actor to the specific target location. Uses pathfinding on navmesh.

    BehaviorTreeLoopDecorator

    Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result.

    BehaviorTreeKnowledgeValuesConditionalDecorator

    Checks certain knowledge value to conditionally enter the node.

    BehaviorTreeKnowledgeConditionalDecorator

    Checks certain knowledge value to conditionally enter the node.

    BehaviorTreeKnowledgeBooleanDecorator

    Checks certain knowledge value to conditionally enter the node if the value is set (eg. not-null object reference or boolean value).

    BehaviorTreeInvertDecorator

    Inverts node's result - fails if node succeeded or succeeds if node failed.

    BehaviorTreeHasTagDecorator

    Checks if certain actor (from knowledge) has a given tag assigned.

    BehaviorTreeHasGoalDecorator

    Checks if certain goal has been added to Behavior knowledge.

    BehaviorTreeGraphNode

    Behavior Tree graph node.

    BehaviorTreeGraph

    Behavior Tree graph.

    BehaviorTreeForceSuccessDecorator

    Forces node to success - even if it failed.

    BehaviorTreeForceFinishNode

    Forces behavior execution end with a specific result (eg. force fail).

    BehaviorTreeForceFailedDecorator

    Forces node to fail - even if it succeeded.

    BehaviorTreeExecutor

    Behavior Tree graph executor runtime.

    BehaviorTreeDelayNode

    Delay node that waits a specific amount of time while executed.

    BehaviorTreeDecorator

    Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow.

    BehaviorTreeCooldownDecorator

    Adds cooldown in between node executions. Blocks node execution for a given duration after last run.

    BehaviorTreeCompoundNode

    Base class for compound Behavior Tree nodes that composite child nodes.

    BehaviorTree

    Behavior Tree asset with AI logic graph.

    BehaviorKnowledge

    Behavior logic component knowledge data container. Contains blackboard values, sensors data and goals storage for Behavior Tree execution.

    Behavior

    Behavior instance script that runs Behavior Tree execution.

    Structs

    BehaviorUpdateContext

    Behavior update context state.

    BehaviorKnowledgeSelectorAny

    Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.

    BehaviorKnowledgeSelector

    Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.

    Enums

    BehaviorValueComparison

    BehaviorUpdateResult

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