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UBehaviorTreeComponent::ProcessExecutionRequest

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

Description

Runs the pending execution search and applies its results — the step that turns a queued RequestExecution/RequestBranchEvaluation call into an actual change of active node.

Caveats & Gotchas

  • Called automatically once per tick when a flow update has been scheduled via ScheduleExecutionUpdate — you don't need to call it manually in normal gameplay or task code.
  • If called with no pending execution request, it's effectively a no-op.

Signature

void ProcessExecutionRequest();

Return Type

void

Example

Internal tick-driven execution flow C++
// Invoked internally once per tick after ScheduleExecutionUpdate has queued work
OwnerComp.ProcessExecutionRequest();

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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