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:

StateTreeRunStatus

receive_exit_state(transition) None

Receive Exit State

Parameters:

transition (StateTreeTransitionResult) –

receive_state_completed(completion_status, completed_active_states) None

Receive State Completed

Parameters:
receive_tick(delta_time) StateTreeRunStatus

Receive Tick

Parameters:

delta_time (float) –

Return type:

StateTreeRunStatus