void UBTDecorator_TimeLimit::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
	OwnerComp.RequestExecution(this);

	// make sure that next tick won't happen before execution request is processed
	SetNextTickTime(NodeMemory, 1000000.0f);
}
示例#2
0
void UBTService::TickNode(UBehaviorTreeComponent* OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
	const float NextTickTime = FMath::FRandRange(FMath::Max(0.0f, Interval - RandomDeviation), (Interval + RandomDeviation));
	SetNextTickTime(NodeMemory, NextTickTime);
}