unreal.AIHelperLibrary
¶
- class unreal.AIHelperLibrary(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
AIBlueprint Helper Library
C++ Source:
Module: AIModule
File: AIBlueprintHelperLibrary.h
- classmethod get_ai_controller(controlled_actor) → AIController¶
- The way it works exactly is if the actor passed in is a pawn, then the function retrieves
pawn’s controller cast to AIController. Otherwise the function returns actor cast to AIController.
- Parameters
controlled_actor (Actor) –
- Returns
- Return type
- classmethod get_blackboard(target) → BlackboardComponent¶
Get Blackboard
- Parameters
target (Actor) –
- Returns
- Return type
- classmethod get_current_path(controller) → NavigationPath¶
- Returns a NEW UOBJECT that is a COPY of navigation path given controller is currently using.
The result being a copy means you won’t be able to influence agent’s pathfollowing by manipulating received path. Please use GetCurrentPathPoints if you only need the array of path points.
- Parameters
controller (Controller) –
- Returns
- Return type
- classmethod get_current_path_index(controller) → int32¶
Return the path index the given controller is currently at. Returns INDEX_NONE if no path.
- Parameters
controller (Controller) –
- Returns
- Return type
int32
- classmethod get_current_path_points(controller)¶
Returns an array of navigation path points given controller is currently using.
- Parameters
controller (Controller) –
- Returns
- Return type
Return the path index of the next nav link for the current path of the given controller. Returns INDEX_NONE if no path or no incoming nav link.
- Parameters
controller (Controller) –
- Returns
- Return type
int32
- classmethod lock_ai_resources_with_animation(anim_instance, lock_movement, lock_ai_logic) → None¶
locks indicated AI resources of animated pawn
- Parameters
anim_instance (AnimInstance) –
lock_movement (bool) –
lock_ai_logic (bool) –
- classmethod simple_move_to_actor(controller, goal) → None¶
Simple Move to Actor
- Parameters
controller (Controller) –
goal (Actor) –
- classmethod simple_move_to_location(controller, goal) → None¶
Simple Move to Location
- Parameters
controller (Controller) –
goal (Vector) –
- classmethod spawn_ai_from_class(world_context_object, pawn_class, behavior_tree, location, rotation=[0.0, 0.0, 0.0], no_collision_fail=False, owner=None) → Pawn¶
Spawns AI agent of a given class. The PawnClass needs to have AIController set for the function to spawn a controller as well.
- Parameters
world_context_object (Object) –
behavior_tree (BehaviorTree) – if set, and the function has successfully spawned and AI controller, this BehaviorTree asset will be assigned to the AI controller, and run.
location (Vector) –
rotation (Rotator) –
no_collision_fail (bool) –
owner (Actor) – lets you spawn the AI in a sublevel rather than in the persistent level (which is the default behavior).
- Returns
- Return type
- classmethod unlock_ai_resources_with_animation(anim_instance, unlock_movement, unlock_ai_logic) → None¶
unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources
- Parameters
anim_instance (AnimInstance) –
unlock_movement (bool) –
unlock_ai_logic (bool) –