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    Behavior Tree Decorators

    Behavior Trees are very extensible meaning you can create own decorator types in your game project or use the ones from engine and plugins. Each decorator can define custom logic, contain properties and store runtime state (per-instance). This page contains a list of all in-built decorator types with their documentation.

    Invert

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

    Force Success

    Forces node to success - even if it failed.

    Force Failed

    Forces node to fail - even if it succeeded.

    Loop

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

    Property Description
    Loop Count Amount of times to execute the node. Unused if Loop Count Selector is used.
    Loop Count Selector Amount of times to execute the node from behavior's knowledge (blackboard, goal or sensor). If set, overrides Loop Count.

    Time Limit

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

    Property Description
    Max Duration Maximum node execution time (in seconds). Unused if Max Duration Selector is used.
    Random Deviation Duration time randomization range to deviate original value.
    Max Duration Selector Maximum node execution time (in seconds) from behavior's knowledge (blackboard, goal or sensor). If set, overrides MaxDuration but still uses Random Deviation.

    Cooldown

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

    Property Description
    Min Duration Minimum cooldown time (in seconds). Unused if Min Duration Selector is used.
    Random Deviation Duration time randomization range to deviate original value.
    Min Duration Selector Minimum cooldown time (in seconds) from behavior's knowledge (blackboard, goal or sensor). If set, overrides MinDuration but still uses Random Deviation.

    Knowledge Conditional

    Checks certain knowledge value to conditionally enter the node.

    Property Description
    Value A The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision.
    Value B The second value to use for comparision (constant).
    Comparison Values comparision mode (equal, not equal, less, greater, etc.).

    Knowledge Values Conditional

    Checks certain knowledge value to conditionally enter the node.

    Property Description
    Value A The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision.
    Value B The second value from behavior's knowledge (blackboard, goal or sensor) to use for comparisio.
    Comparison Values comparision mode (equal, not equal, less, greater, etc.).

    Has Tag

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

    Property Description
    Actor The actor value from behavior's knowledge (blackboard, goal or sensor) to check against tag ownership.
    Tag The tag to check.
    Invert If checked, inverts condition - checks if actor doesn't have a tag.

    Has Goal

    Checks if certain goal has been added to Behavior knowledge.

    Property Description
    Goal The goal type to check.
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