unreal.BTTask_BlueprintBase
¶
- class unreal.BTTask_BlueprintBase(outer=None, name='None')¶
Bases:
unreal.BTTaskNode
Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes!
When task receives Abort event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Execute, but does not handle external events. Please use them safely (unregister at abort) and call IsTaskExecuting() when in doubt.
C++ Source:
Module: AIModule
File: BTTask_BlueprintBase.h
Editor Properties: (see get_editor_property/set_editor_property)
custom_description
(str): [Read-Write] Custom Descriptionignore_restart_self
(bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already runningnode_name
(str): [Read-Write] node nameshow_property_details
(bool): [Read-Write] show detailed information about propertiestick_interval
(IntervalCountdown): [Read-Write] If any of the Tick functions is implemented, how often should they be ticked.Values < 0 mean ‘every tick’.
- finish_execute(success) → None¶
finishes task execution with Success or Fail result
- Parameters
success (bool) –
- receive_abort(owner_actor) → None¶
if blueprint graph contains this event, task will stay active until FinishAbort is called 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_abort_ai(owner_controller, controlled_pawn) → None¶
Alternative AI version of ReceiveAbort see: ReceiveAbort 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_execute(owner_actor) → None¶
entry point, task will stay active until FinishExecute is called. 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_execute_ai(owner_controller, controlled_pawn) → None¶
Alternative AI version of ReceiveExecute see: ReceiveExecute 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 tick function. 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) –