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    Type Alias BtNodeBase

    BtNodeBase: { name?: string }

    Node can have conditions as to whether they should even be considered Conditions can have dependencies on values, ideally this is responsive Conditions might abort sibling nodes, as in example: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreesOverview/

    Type declaration

    • Optional Readonlyname?: string