void UBTTask_BlueprintBase::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) { if (AIOwner != nullptr && ReceiveTickImplementations & FBTNodeBPImplementationHelper::AISpecific) { ReceiveTickAI(AIOwner, AIOwner->GetPawn(), DeltaSeconds); } else if (ReceiveTickImplementations & FBTNodeBPImplementationHelper::Generic) { ReceiveTick(ActorOwner, DeltaSeconds); } }
void UBTDecorator_BlueprintBase::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) { if (AIOwner != nullptr && ReceiveTickImplementations & FBTNodeBPImplementationHelper::AISpecific) { ReceiveTickAI(AIOwner, AIOwner->GetPawn(), DeltaSeconds); } else if (ReceiveTickImplementations & FBTNodeBPImplementationHelper::Generic) { ReceiveTick(ActorOwner, DeltaSeconds); } // possible this got ticked due to the decorator being configured as an observer if (GetNeedsTickForConditionChecking() && GetShouldAbort(OwnerComp)) { OwnerComp.RequestExecution(this); } }