unreal.BTDecorator_ForceSuccess

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

Bases: BTDecorator

Change 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 settings

  • inverse_condition (bool): [Read-Write] if set, condition check result will be inversed

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