UBehaviorTreeComponent::ScheduleExecutionUpdate
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public
Description
Flags the component to process its pending execution flow update on the next tick instead of running it immediately. Used internally so that multiple execution requests within the same frame collapse into a single flow update.
Caveats & Gotchas
- • Calling this does not change the active node synchronously — the actual search and node transition happens later, inside ProcessExecutionRequest.
- • Game code almost never needs to call this directly; RequestExecution, RequestBranchEvaluation, and RequestBranchActivation already schedule the update for you.
Signature
void ScheduleExecutionUpdate() Return Type
void Example
Forcing a deferred flow update from a custom node C++
void UBTTask_MyCustomTask::WakeUpAndReevaluate(UBehaviorTreeComponent& OwnerComp)
{
// Something external changed state; ask the tree to re-run its flow update next tick
OwnerComp.ScheduleExecutionUpdate();
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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