unreal.AITestSpawnInfo

class unreal.AITestSpawnInfo(spawn_location: Actor = Ellipsis, number_to_spawn: int = 0, spawn_delay: float = 0.0, pre_spawn_delay: float = 0.0, pawn_class: Class = Ellipsis, controller_class: Class = Ellipsis, team_id: GenericTeamId = Ellipsis, behavior_tree: BehaviorTree = Ellipsis)

Bases: AITestSpawnInfoBase

FAITestSpawnInfo

Generic AI Test Spawn Info used in FAITestSpawnSet within a generic AFunctionalAITest test.

C++ Source:

  • Module: FunctionalTesting

  • File: FunctionalAITest.h

Editor Properties: (see get_editor_property/set_editor_property)

  • behavior_tree (BehaviorTree): [Read-Write] Behavior Tree: if set will be applied to spawned AI

  • controller_class (type(Class)): [Read-Write] Controller Class: class to override default pawn’s controller class. If None the default will be used

  • number_to_spawn (int32): [Read-Write] Number to Spawn

  • pawn_class (type(Class)): [Read-Write] Pawn Class: Determines AI to be spawned

  • pre_spawn_delay (float): [Read-Write] Pre Spawn Delay: delay before attempting first spawn

  • spawn_delay (float): [Read-Write] Spawn Delay: delay between consecutive spawn attempts

  • spawn_location (Actor): [Read-Write] Spawn Location: Where should AI be spawned

  • team_id (GenericTeamId): [Read-Write] Team ID

property behavior_tree: BehaviorTree

[Read-Write] Behavior Tree: if set will be applied to spawned AI

Type:

(BehaviorTree)

property controller_class: Class

[Read-Write] Controller Class: class to override default pawn’s controller class. If None the default will be used

Type:

(type(Class))

property pawn_class: Class

[Read-Write] Pawn Class: Determines AI to be spawned

Type:

(type(Class))

property team_id: GenericTeamId

[Read-Write] Team ID

Type:

(GenericTeamId)