AAIController::RunBehaviorTree
#include "AIController.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Starts executing a Behavior Tree on this controller, initializing the Blackboard automatically if the tree has one assigned.
Signature
virtual bool RunBehaviorTree(UBehaviorTree* BTAsset) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| BTAsset | UBehaviorTree* | The Behavior Tree asset to run. | — |
Return Type
bool Caveats & Gotchas
- • Also calls UseBlackboard() internally if the BT asset has a BlackboardAsset set — you do not need to call both.
- • Calling RunBehaviorTree while a tree is already running will restart from the root.
- • Returns false if the BT component couldn't be created or the asset is invalid.
Example
Start a behavior tree when the controller possesses a pawn C++
void AMyAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
RunBehaviorTree(PatrolBehaviorTree);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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