unreal.BTComposite_Sequence¶
- class unreal.BTComposite_Sequence(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BTCompositeNodeSequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence’s children succeed, then the Sequence succeeds.
C++ Source:
Module: AIModule
File: BTComposite_Sequence.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_decorator_scope(bool): [Read-Write] if set, all decorators in branch below will be removed when execution flow leaves (decorators on this node are not affected)children(Array[BTCompositeChild]): [Read-Write] child nodesnode_name(str): [Read-Write] node nameservices(Array[BTService]): [Read-Write] service nodes