12 results for "blackboard"
A component that stores key-value pairs for AI decision-making.
Returns the float value stored under the given blackboard key.
Returns the UObject stored under the given blackboard key, or null if the key doesn't exist or holds no value.
Returns the FVector stored under the given blackboard key.
Writes a float value to a blackboard key, which can then be read by behavior tree tasks and decorators.
Writes a UObject reference to a blackboard key.
Writes an FVector to a blackboard key.
Returns the Blackboard component associated with this controller, or null if UseBlackboard has not been called.
Called by the Blackboard system to determine whether this controller permits data synchronization from another UBlackboardComponent.
Binds a Blackboard data asset to this controller, creating a UBlackboardComponent if one does not already exist.
The base controller class for AI-driven pawns.
The base class for Behavior Tree service nodes.