unreal.BTTask_GameplayTaskBase¶
- class unreal.BTTask_GameplayTaskBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BTTaskNodeBase class for managing gameplay tasks Since AITask doesn’t have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded
In your ExecuteTask: - use NewBTAITask() helper to create task - initialize task with values if needed - use StartGameplayTask() helper to execute and get node result
C++ Source:
Module: AIModule
File: BTTask_GameplayTaskBase.h
Editor Properties: (see get_editor_property/set_editor_property)
ignore_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 namewait_for_gameplay_task(ValueOrBBKey_Bool): [Read-Write] if set, behavior tree task will wait until gameplay tasks finishes