unreal.BTTask_BlueprintBase

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

Bases: BTTaskNode

Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes!

When task receives Abort event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Execute, but does not handle external events. Please use them safely (unregister at abort) and call IsTaskExecuting() when in doubt.

C++ Source:

  • Module: AIModule

  • File: BTTask_BlueprintBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • custom_description (str): [Read-Write]

  • ignore_restart_self (bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already running

  • node_name (str): [Read-Write] node name

  • show_property_details (bool): [Read-Write] show detailed information about properties

  • tick_interval (IntervalCountdown): [Read-Write] If any of the Tick functions is implemented, how often should they be ticked.

    Values < 0 mean ‘every tick’.

property custom_description: str

[Read-Write]

Type:

(str)

finish_abort() None

aborts task execution

finish_execute(success) None

finishes task execution with Success or Fail result

Parameters:

success (bool) –

is_task_aborting() bool

check if task is currently being aborted

Return type:

bool

is_task_executing() bool

check if task is currently being executed

Return type:

bool

receive_abort(owner_actor) None

if blueprint graph contains this event, task will stay active until FinishAbort is called Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:

owner_actor (Actor) –

receive_abort_ai(owner_controller, controlled_pawn) None

Alternative AI version of ReceiveAbort see: ReceiveAbort for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:
receive_execute(owner_actor) None

entry point, task will stay active until FinishExecute is called. Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:

owner_actor (Actor) –

receive_execute_ai(owner_controller, controlled_pawn) None

Alternative AI version of ReceiveExecute see: ReceiveExecute for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:
receive_tick(owner_actor, delta_seconds) None

tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:
  • owner_actor (Actor) –

  • delta_seconds (float) –

receive_tick_ai(owner_controller, controlled_pawn, delta_seconds) None

Alternative AI version of tick function. see: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise

Parameters:
set_finish_on_message(message_name) None

task execution will be finished (with result ‘Success’) after receiving specified message

Parameters:

message_name (Name) –

set_finish_on_message_with_id(message_name, request_id=-1) None

task execution will be finished (with result ‘Success’) after receiving specified message with indicated ID

Parameters:
  • message_name (Name) –

  • request_id (int32) –