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 component

  • auto_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 navigation

  • component_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 tree

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicate_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:
property default_behavior_tree_asset: BehaviorTree

[Read-Write] Default Behavior Tree Asset: data asset defining the tree

Type:

(BehaviorTree)

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:

float

set_dynamic_subtree(inject_tag, behavior_asset) None

assign subtree to RunBehaviorDynamic task specified by tag

Parameters: