unreal.BehaviorTreeComponent
¶
- class unreal.BehaviorTreeComponent(outer=None, name='None')¶
Bases:
unreal.BrainComponent
Behavior Tree Component
C++ Source:
Module: AIModule
File: BehaviorTreeComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.default_behavior_tree_asset
(BehaviorTree): [Read-Write] Default Behavior Tree Asset: data asset defining the treeeditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- add_cooldown_tag_duration(cooldown_tag, cooldown_duration, add_to_existing_duration) None ¶
add to the cooldown tag’s duration
- Parameters
cooldown_tag (GameplayTag) –
cooldown_duration (float) –
add_to_existing_duration (bool) –
- property default_behavior_tree_asset¶
[Read-Write] Default Behavior Tree Asset: data asset defining the tree
- Type
- get_tag_cooldown_end_time(cooldown_tag) float ¶
- Parameters
cooldown_tag (GameplayTag) –
- Returns
the cooldown tag end time, 0.0f if CooldownTag is not found
- Return type
- set_dynamic_subtree(inject_tag, behavior_asset) None ¶
assign subtree to RunBehaviorDynamic task specified by tag
- Parameters
inject_tag (GameplayTag) –
behavior_asset (BehaviorTree) –