unreal.BTTask_RunBehaviorDynamic

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

Bases: BTTaskNode

RunBehaviorDynamic task allows pushing subtrees on execution stack. Subtree asset can be assigned at runtime with SetDynamicSubtree function of BehaviorTreeComponent.

Does NOT support subtree’s root level decorators!

C++ Source:

  • Module: AIModule

  • File: BTTask_RunBehaviorDynamic.h

Editor Properties: (see get_editor_property/set_editor_property)

  • behavior_asset (BehaviorTree): [Read-Write] current subtree

  • default_behavior_asset (BehaviorTree): [Read-Write] default behavior to run

  • ignore_restart_self (bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already running

  • injection_tag (GameplayTag): [Read-Write] Gameplay tag that will identify this task for subtree injection

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

property behavior_asset: BehaviorTree

[Read-Only] current subtree

Type:

(BehaviorTree)

property default_behavior_asset: BehaviorTree

[Read-Only] default behavior to run

Type:

(BehaviorTree)