RealDocs

UBehaviorTreeComponent::GetTagCooldownEndTime

function AIModule Blueprint Since 5.1
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableconst

Description

Returns the world time at which the given cooldown tag's duration ends, or 0.0 if the tag has no active cooldown. Used with Cooldown decorators keyed on gameplay tags.

Caveats & Gotchas

  • Returns 0.0 both when the tag was never set and when its cooldown has already expired and not been re-added — don't treat 0.0 as an error state.
  • The returned time is an absolute world time (comparable against GetWorld()->GetTimeSeconds()), not a remaining duration.
  • Requires the GameplayTags plugin/module dependency for FGameplayTag.

Signature

double GetTagCooldownEndTime(FGameplayTag CooldownTag) const;

Parameters

Name Type Description Default
CooldownTag FGameplayTag The gameplay tag identifying the cooldown to query.

Return Type

double

Example

Check remaining cooldown C++
const double EndTime = BehaviorTreeComponent->GetTagCooldownEndTime(CooldownTag);
const double Remaining = FMath::Max(0.0, EndTime - GetWorld()->GetTimeSeconds());

Tags

Version History

Introduced in: 5.1

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.