unreal.BTTask_RunBehaviorDynamic¶
- class unreal.BTTask_RunBehaviorDynamic(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BTTaskNodeRunBehaviorDynamic 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 subtreedefault_behavior_asset(BehaviorTree): [Read-Write] default behavior to runignore_restart_self(bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already runninginjection_tag(GameplayTag): [Read-Write] Gameplay tag that will identify this task for subtree injectionnode_name(str): [Read-Write] node name
- property behavior_asset: BehaviorTree¶
[Read-Only] current subtree
- Type:
- property default_behavior_asset: BehaviorTree¶
[Read-Only] default behavior to run
- Type: