unreal.BehaviorTreeComponent
¶
- class unreal.BehaviorTreeComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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 Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(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: BehaviorTree¶
[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) –