unreal.AvaTransitionTaskBlueprint

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

Bases: StateTreeTaskBlueprintBase

Ava Transition Task Blueprint

C++ Source:

  • Plugin: Avalanche

  • Module: AvalancheTransition

  • File: AvaTransitionTaskBlueprint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • can_edit_considered_for_completion (bool): [Read-Write] True if the user can edit bConsideredForCompletion in the editor.

  • considered_for_completion (bool): [Read-Write] True if the task is considered for completion. False if the task runs in the background without affecting the state completion.

  • description (Text): [Read-Write] Description of the node.

  • icon_color (Color): [Read-Write] Color of the icon.

  • icon_name (Name): [Read-Write] Name of the icon in format:

    StyleSetName | StyleName [ | SmallStyleName | StatusOverlayStyleName] SmallStyleName and StatusOverlayStyleName are optional. Example: “StateTreeEditorStyle|Node.Animation”

  • 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.