unreal.StateTreeTaskBlueprintBase
¶
- class unreal.StateTreeTaskBlueprintBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
StateTreeNodeBlueprintBase
Base class for Blueprint based Tasks.
C++ Source:
Plugin: StateTree
Module: StateTreeModule
File: StateTreeTaskBlueprintBase.h
Editor Properties: (see get_editor_property/set_editor_property)
should_call_tick_only_on_events
(bool): [Read-Write] If set to true, Tick() is called. Default false.should_copy_bound_properties_on_exit_state
(bool): [Read-Write] If set to true, copy the values of bound properties before calling ExitState(). Default true.should_copy_bound_properties_on_tick
(bool): [Read-Write] If set to true, copy the values of bound properties before calling Tick(). Default true.should_state_change_on_reselect
(bool): [Read-Write] If set to true, the task will receive EnterState/ExitState even if the state was previously active. Generally this should be true for action type tasks, like playing animation, and false on state like tasks like claiming a resource that is expected to be acquired on child states.
- receive_enter_state(transition) StateTreeRunStatus ¶
Receive Enter State
- Parameters:
transition (StateTreeTransitionResult) –
- Return type:
- receive_exit_state(transition) None ¶
Receive Exit State
- Parameters:
transition (StateTreeTransitionResult) –
- receive_state_completed(completion_status, completed_active_states) None ¶
Receive State Completed
- Parameters:
completion_status (StateTreeRunStatus) –
completed_active_states (StateTreeActiveStates) –
- receive_tick(delta_time) StateTreeRunStatus ¶
Receive Tick
- Parameters:
delta_time (float) –
- Return type: