AAIController::ClaimTaskResource
#include "AIController.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Claims a gameplay task resource at the controller level, preventing any GameplayTask from using that resource until it is explicitly released via UnclaimTaskResource.
Caveats & Gotchas
- • Resources claimed via ClaimTaskResource are separate from resources claimed by individual UGameplayTask instances. Script-level claims (this function) persist until UnclaimTaskResource is called, not until the task ends.
- • Over-claiming resources will silently block Behavior Tree tasks that depend on those resources, causing them to be deferred indefinitely. Always pair every ClaimTaskResource with an UnclaimTaskResource.
Signature
void ClaimTaskResource(TSubclassOf<UGameplayTaskResource> ResourceClass) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ResourceClass | TSubclassOf<UGameplayTaskResource> | The resource class to claim. Claiming a resource locks it so competing tasks cannot use it simultaneously. | — |
Return Type
void Example
Lock movement resource during a cutscene C++
// During a scripted sequence, prevent BT tasks from issuing movement
ClaimTaskResource(UGameplayTaskResource_Move::StaticClass());
// ... later, when the sequence ends:
UnclaimTaskResource(UGameplayTaskResource_Move::StaticClass()); See Also
Version History
Introduced in: 4.7
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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