unreal.PawnActionsComponent
¶
- class unreal.PawnActionsComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
Pawn Actions Component
C++ Source:
Module: AIModule
File: PawnActionsComponent.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.controlled_pawn
(Pawn): [Read-Write] Controlled Pawneditable_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!
- abort_action(action_to_abort) PawnActionAbortState ¶
Aborts given action instance
- Parameters
action_to_abort (PawnAction) –
- Return type
- force_abort_action(action_to_abort) PawnActionAbortState ¶
Aborts given action instance
- Parameters
action_to_abort (PawnAction) –
- Return type
- classmethod perform_action(pawn, action, priority=AIRequestPriority.HARD_SCRIPT) bool ¶
blueprint interface
- Parameters
pawn (Pawn) –
action (PawnAction) –
priority (AIRequestPriority) –
- Return type
- push_action(new_action, priority, instigator=None) bool ¶
K2 Push Action
- Parameters
new_action (PawnAction) –
priority (AIRequestPriority) –
instigator (Object) –
- Return type