unreal.BTComposite_Sequence

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

Bases: BTCompositeNode

Sequence 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 nodes

  • node_name (str): [Read-Write] node name

  • services (Array[BTService]): [Read-Write] service nodes