public enum BehaviorCompositeKindHow a composite walks its children.
Remarks
A closed list of five, dispatched by a switch rather than through an interface. It is closed because forty years of behaviour-tree literature has produced two of these and Unreal added the rest; a project that wants a sixth wants a different tree, and doc 37 § Part 4 lists the seams this subsystem does have — a composite is not one of them.
Fields and properties (5)
SelectorChildren left to right until one succeeds; fails if all fail.
SequenceChildren left to right until one fails; succeeds if all succeed.
ParallelOne main task plus a background branch — Unreal's SimpleParallel, under the name people look for.
RandomSelectorA selector over a shuffled order, with per-child weights, from the agent's stream.
PriorityA selector that re-evaluates from child zero every step rather than resuming where it was.
Used by (6)
- BehaviorNodeVixen.Ai
- BehaviorNodeDefinitionVixen.Ai
- BehaviorTreeVixen.Ai
- BehaviorTreeInstanceVixen.Ai
- BuildStateVixen.Ai
- CompileStateVixen.Ai