UBehaviorTreeComponent
Inherits: UObjectBase › UObjectBaseUtility › UObject › UActorComponent › UBrainComponent › UBehaviorTreeComponent
#include "BehaviorTree/BehaviorTreeComponent.h" Description
The runtime component that executes a UBehaviorTree asset. Owned by AAIController and responsible for ticking the tree, managing active tasks, and handling aborts.
Caveats & Gotchas
- • You typically do not interact with UBehaviorTreeComponent directly — use AAIController::RunBehaviorTree() and the Blackboard API instead.
- • Accessed via AAIController::GetBrainComponent() cast to UBehaviorTreeComponent if you need low-level control.
- • Stopping the component mid-execution (StopTree()) will abort the active task and clean up the active branch.
Example
Stop a running behavior tree C++
if (UBehaviorTreeComponent* BTC = Cast<UBehaviorTreeComponent>(GetBrainComponent()))
{
BTC->StopTree();
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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