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UBehaviorTreeComponent::Cleanup

function AIModule Since 4.0
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public Specifiers: virtualoverride

Description

Tears down the running tree: removes all instances, clears node memory, and resets internal execution state. Called internally when the tree stops or the component is uninitialized.

Caveats & Gotchas

  • Not something you'd normally call directly from gameplay code — it's invoked internally by StopTree and UninitializeComponent. Calling it manually mid-execution can leave tasks in an inconsistent state.
  • Overrides UBrainComponent::Cleanup, so a generic BrainComponent pointer will call into this implementation for behavior trees.

Signature

virtual void Cleanup() override;

Return Type

void

Example

Extend cleanup in a subclass C++
void UMyBehaviorTreeComponent::Cleanup()
{
	Super::Cleanup();
	// project-specific teardown
	CustomSharedBlackboardCache.Reset();
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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