UBehaviorTreeComponent::HandleMessage
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public
Specifiers: virtualoverride
Description
Routes an incoming FAIMessage to the message observers registered via RegisterMessageObserver, resuming any latent task waiting on it.
Caveats & Gotchas
- • Called by the AI messaging system (FAIMessage::Send), not something you invoke directly in normal gameplay code.
- • Overrides UBrainComponent::HandleMessage; if you subclass UBehaviorTreeComponent, call Super::HandleMessage() first so existing observers still fire.
Signature
virtual void HandleMessage(const FAIMessage& Message) override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Message | const FAIMessage& | The message being routed to any latent tasks that registered an observer for it. | — |
Return Type
void Example
Extend message handling in a subclass C++
void UMyBehaviorTreeComponent::HandleMessage(const FAIMessage& Message)
{
Super::HandleMessage(Message);
UE_LOG(LogTemp, Verbose, TEXT("BT received message: %s"), *Message.MessageName.ToString());
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?