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UBlackboardComponent::GetValue

function AIModule Since 4.0
#include "BehaviorTree/BlackboardComponent.h"
Access: public Specifiers: templateconst

Description

Reads the value stored under the given key, decoded as the type described by the TDataClass template argument. Requires an explicit template argument, e.g. GetValue<UBlackboardKeyType_Bool>(KeyName).

Caveats & Gotchas

  • TDataClass must match the actual key type stored in the blackboard asset; a mismatch returns TDataClass::InvalidValue rather than raising an error.
  • Prefer the GetValueAsBool/GetValueAsInt/etc. wrapper functions for Blueprint or general gameplay code — this template overload exists mainly for custom key types and internal engine use.
  • There's also an FBlackboard::FKey overload, which skips the name-to-ID lookup and is cheaper when repeatedly querying the same key.

Signature

template<class TDataClass>
typename TDataClass::FDataType GetValue(const FName& KeyName) const

Parameters

Name Type Description Default
KeyName const FName& Name of the blackboard key to read.

Return Type

TDataClass::FDataType

Example

Reading a custom key type C++
UBlackboardComponent* BlackboardComp = GetBlackboardComponent();
const bool bTargetVisible = BlackboardComp->GetValue<UBlackboardKeyType_Bool>(TEXT("TargetVisible"));

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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