unreal.BTTask_GameplayTaskBase

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

Bases: BTTaskNode

Base 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 running

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

  • wait_for_gameplay_task (ValueOrBBKey_Bool): [Read-Write] if set, behavior tree task will wait until gameplay tasks finishes