unreal.BTDecorator_ForceSuccess¶
- class unreal.BTDecorator_ForceSuccess(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BTDecoratorChange node result to Success useful for creating optional branches in sequence
Forcing failed result was not implemented, because it doesn’t make sense in both basic composites: - sequence = child nodes behind it will be never run - selector = would allow executing multiple nodes, turning it into a sequence…
C++ Source:
Module: AIModule
File: BTDecorator_ForceSuccess.h
Editor Properties: (see get_editor_property/set_editor_property)
flow_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 name