unreal.BlackboardComponent

class unreal.BlackboardComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Blackboard Component

C++ Source:

  • Module: AIModule

  • File: BlackboardComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • default_blackboard_asset (BlackboardData): [Read-Write] data asset defining entries. Will be used as part of InitializeComponent

    call provided BlackboardAsset hasn’t been already set (via a InitializeBlackboard call).

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

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

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

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

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

  • replicate_using_registered_sub_object_list (bool): [Read-Write] 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] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

clear_value(key_name) None

Clear Value

Parameters:

key_name (Name) –

get_location_from_entry(key_name) Vector or None

return false if call failed (most probably no such entry in BB)

Parameters:

key_name (Name) –

Returns:

result_location (Vector):

Return type:

Vector or None

get_rotation_from_entry(key_name) Rotator or None

return false if call failed (most probably no such entry in BB)

Parameters:

key_name (Name) –

Returns:

result_rotation (Rotator):

Return type:

Rotator or None

get_value_as_bool(key_name) bool

Get Value as Bool

Parameters:

key_name (Name) –

Return type:

bool

get_value_as_class(key_name)

Get Value as Class

Parameters:

key_name (Name) –

Return type:

type(Class)

get_value_as_enum(key_name) uint8

Get Value as Enum

Parameters:

key_name (Name) –

Return type:

uint8

get_value_as_float(key_name) float

Get Value as Float

Parameters:

key_name (Name) –

Return type:

float

get_value_as_int(key_name) int32

Get Value as Int

Parameters:

key_name (Name) –

Return type:

int32

get_value_as_name(key_name) Name

Get Value as Name

Parameters:

key_name (Name) –

Return type:

Name

get_value_as_object(key_name) Object

Get Value as Object

Parameters:

key_name (Name) –

Return type:

Object

get_value_as_rotator(key_name) Rotator

Get Value as Rotator

Parameters:

key_name (Name) –

Return type:

Rotator

get_value_as_string(key_name) str

Get Value as String

Parameters:

key_name (Name) –

Return type:

str

get_value_as_vector(key_name) Vector

Get Value as Vector

Parameters:

key_name (Name) –

Return type:

Vector

is_vector_value_set(key_name) bool

If the vector value has been set (and not cleared), this function returns true (indicating that the value should be valid). If it’s not set, the vector value is invalid and this function will return false. (Also returns false if the key specified does not hold a vector.)

Parameters:

key_name (Name) –

Return type:

bool

set_value_as_bool(key_name, bool_value) None

Set Value as Bool

Parameters:
  • key_name (Name) –

  • bool_value (bool) –

set_value_as_class(key_name, class_value) None

Set Value as Class

Parameters:
set_value_as_enum(key_name, enum_value) None

Set Value as Enum

Parameters:
  • key_name (Name) –

  • enum_value (uint8) –

set_value_as_float(key_name, float_value) None

Set Value as Float

Parameters:
  • key_name (Name) –

  • float_value (float) –

set_value_as_int(key_name, int_value) None

Set Value as Int

Parameters:
  • key_name (Name) –

  • int_value (int32) –

set_value_as_name(key_name, name_value) None

Set Value as Name

Parameters:
  • key_name (Name) –

  • name_value (Name) –

set_value_as_object(key_name, object_value) None

Set Value as Object

Parameters:
set_value_as_rotator(key_name, vector_value) None

Set Value as Rotator

Parameters:
set_value_as_string(key_name, string_value) None

Set Value as String

Parameters:
  • key_name (Name) –

  • string_value (str) –

set_value_as_vector(key_name, vector_value) None

Set Value as Vector

Parameters: