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