unreal.BlackboardComponent
¶
- class unreal.BlackboardComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
Blackboard Component
C++ Source:
Module: AIModule
File: BlackboardComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.default_blackboard_asset
(BlackboardData): [Read-Write] Default Blackboard Asset: data asset defining entries. Will be used as part of InitializeComponentcall provided BlackboardAsset hasn’t been already set (via a InitializeBlackboard call).
editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_location_from_entry(key_name) Vector or None ¶
return false if call failed (most probably no such entry in BB)
- get_rotation_from_entry(key_name) Rotator or None ¶
return false if call failed (most probably no such entry in BB)
- get_value_as_class(key_name)¶
Get Value as Class
- get_value_as_enum(key_name) uint8 ¶
Get Value as Enum
- Parameters:
key_name (Name) –
- Return type:
uint8
- get_value_as_int(key_name) int32 ¶
Get Value as Int
- Parameters:
key_name (Name) –
- Return type:
int32
- is_vector_value_set(key_name) bool ¶
If the vector value has been set (and not cleared), this function returns true (indicating that the value should be valid). If it’s not set, the vector value is invalid and this function will return false. (Also returns false if the key specified does not hold a vector.)
- set_value_as_enum(key_name, enum_value) None ¶
Set Value as Enum
- Parameters:
key_name (Name) –
enum_value (uint8) –
- set_value_as_int(key_name, int_value) None ¶
Set Value as Int
- Parameters:
key_name (Name) –
int_value (int32) –