Behavior is a script attached to the actor on a level that intends to control it's logic via Behavior Tree execution.
Behavior can be started when script (and it's parent actors) is enabled during level load or when it's spawned in the scene. When Auto Start is enabled (by default) Behavior will use
OnEnable() event to start its logic.
You can manually control logic execution via
ResetLogic() methods. When behavior ends it invokes
Finished event and has
Result property set (see
When behavior is running it's execution is performed within
TaskGraphSystem) that runs during game update (on
Engine.UpdateGraph) and schedules async execution via Job System.
|Tree||Behavior Tree asset to use for logic execution.|
|Auto Start||If checked, auto starts the logic on begin play.|
|Update Rate Scale||The behavior logic update rate scale (multiplies the Update FPS 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.|