UBehaviorTreeComponent::AddCooldownTagDuration
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Sets or extends a gameplay-tag-keyed cooldown that Cooldown decorators elsewhere in the tree can check via the tag, without needing a dedicated blackboard key.
Caveats & Gotchas
- • bAddToExistingDuration=true stacks on top of any remaining time, so repeated calls can push the cooldown end time far into the future if not guarded.
- • The cooldown is tracked per behavior tree component instance, not globally per tag — two AI with separate BT components have independent cooldowns for the same tag.
- • Cooldown decorators must reference the same FGameplayTag to see this cooldown; a mismatched tag silently has no effect on tree evaluation.
Signature
void AddCooldownTagDuration(FGameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| CooldownTag | FGameplayTag | The gameplay tag identifying the cooldown to set or extend. | — |
| CooldownDuration | float | Duration in seconds to apply. | — |
| bAddToExistingDuration | bool | If true, extends any remaining cooldown by CooldownDuration; if false, resets the cooldown to end CooldownDuration seconds from now. | — |
Return Type
void Example
Start a 5 second cooldown on ability use C++
BehaviorTreeComponent->AddCooldownTagDuration(AbilityCooldownTag, 5.0f, false); Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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