UBehaviorTreeComponent::ProcessExecutionRequest
#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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