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AAIController::GetBrainComponent

function AIModule Since 4.0
#include "AIController.h"
Access: public Specifiers: const

Description

Returns the UBrainComponent currently driving this controller's AI logic, or null if none is active. Prefer this over accessing BrainComponent directly in C++.

Caveats & Gotchas

  • Returns a base UBrainComponent pointer; cast to UBehaviorTreeComponent if you need behavior-tree-specific methods. The cast can fail if a custom non-BT brain is in use — always check the cast result.
  • The underlying BrainComponent property is BlueprintReadWrite, meaning a Blueprint could have nulled or swapped it at any point. This function simply returns the current value with no guards.

Signature

UBrainComponent* GetBrainComponent() const

Return Type

UBrainComponent*

Example

Pause and resume AI logic around a cutscene C++
void AMyAIController::OnCutsceneStarted()
{
	if (UBrainComponent* Brain = GetBrainComponent())
	{
		Brain->PauseLogic(TEXT("Cutscene"));
	}
}

void AMyAIController::OnCutsceneEnded()
{
	if (UBrainComponent* Brain = GetBrainComponent())
	{
		Brain->ResumeLogic(TEXT("Cutscene"));
	}
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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