unreal.BTDecorator_BlueprintBase
¶
- class unreal.BTDecorator_BlueprintBase(outer=None, name='None')¶
Bases:
unreal.BTDecorator
Base class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes!
- Unlike task and services, decorator have two execution chains:
ExecutionStart-ExecutionFinish and ObserverActivated-ObserverDeactivated
which makes automatic latent action cleanup impossible. Keep in mind, that you HAVE TO verify is given chain is still active after resuming from any latent action (like Delay, Timelines, etc).
Helper functions: - IsDecoratorExecutionActive (true after ExecutionStart, until ExecutionFinish) - IsDecoratorObserverActive (true after ObserverActivated, until ObserverDeactivated)
C++ Source:
Module: AIModule
File: BTDecorator_BlueprintBase.h
Editor Properties: (see get_editor_property/set_editor_property)
check_condition_only_black_board_changes
(bool): [Read-Write] Applies only if Decorator has any FBlackboardKeySelector property and if decorator isset to abort BT flow. Is set to true ReceiveConditionCheck will be called only on changes
to observed BB keys. If false or no BB keys observed ReceiveConditionCheck will be called every tick
custom_description
(str): [Read-Write] Custom Descriptionflow_abort_mode
(BTFlowAbortMode): [Read-Write] flow controller settingsinverse_condition
(bool): [Read-Write] if set, condition check result will be inversednode_name
(str): [Read-Write] node nameshow_property_details
(bool): [Read-Write] show detailed information about properties
- is_decorator_execution_active() → bool¶
check if decorator is part of currently active branch
- Returns
- Return type
- is_decorator_observer_active() → bool¶
check if decorator’s observer is currently active
- Returns
- Return type
- perform_condition_check(owner_actor) → bool¶
called when testing if underlying node can be executed, must call FinishConditionCheck Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- perform_condition_check_ai(owner_controller, controlled_pawn) → bool¶
Alternative AI version of ReceiveConditionCheck see: ReceiveConditionCheck for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
- Returns
- Return type
- receive_execution_finish(owner_actor, node_result) → None¶
called when execution of underlying node is finished Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_actor (Actor) –
node_result (BTNodeResult) –
- receive_execution_finish_ai(owner_controller, controlled_pawn, node_result) → None¶
Alternative AI version of ReceiveExecutionFinish see: ReceiveExecutionFinish for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
node_result (BTNodeResult) –
- receive_execution_start(owner_actor) → None¶
called on execution of underlying node Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_actor (Actor) –
- receive_execution_start_ai(owner_controller, controlled_pawn) → None¶
Alternative AI version of ReceiveExecutionStart see: ReceiveExecutionStart for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
- receive_observer_activated(owner_actor) → None¶
called when observer is activated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_actor (Actor) –
- receive_observer_activated_ai(owner_controller, controlled_pawn) → None¶
Alternative AI version of ReceiveObserverActivated see: ReceiveObserverActivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
- receive_observer_deactivated(owner_actor) → None¶
called when observer is deactivated (flow controller) Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_actor (Actor) –
- receive_observer_deactivated_ai(owner_controller, controlled_pawn) → None¶
Alternative AI version of ReceiveObserverDeactivated see: ReceiveObserverDeactivated for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
- receive_tick(owner_actor, delta_seconds) → None¶
tick function Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- receive_tick_ai(owner_controller, controlled_pawn, delta_seconds) → None¶
Alternative AI version of ReceiveTick see: ReceiveTick for more details Note: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise
- Parameters
owner_controller (AIController) –
controlled_pawn (Pawn) –
delta_seconds (float) –