unreal.EnvQueryGenerator_BlueprintBase¶
- class unreal.EnvQueryGenerator_BlueprintBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
EnvQueryGeneratorEnv Query Generator Blueprint Base
C++ Source:
Module: AIModule
File: EnvQueryGenerator_BlueprintBase.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_sort_tests(bool): [Read-Write] if set, tests will be automatically sorted for best performance before running querycan_run_async(bool): [Read-Write] To be overwritten by MassEnvQueryGenerators to indicate that they will run asynchronously.context(type(Class)): [Read-Write] contextenv_query_result_normalization_option(EnvQueryResultNormalizationOption): [Read-Write] Should the scores be normalized or not before returning the result. If set to UEnvQueryResultNormalizationOption::Default, only runmode EEnvQueryRunMode::AllMatching is normalized and the other modes are not If set to UEnvQueryResultNormalizationOption::Normalized, all run modes will be normalized. If set to UEnvQueryResultNormalizationOption::Unaltered, all run modes will NOT be normalized.generated_item_type(type(Class)): [Read-Write] todo: this should show up only in the generator’s BP, but due to the way EQS editor is generating widgets it’s there as well It’s a bug and we’ll fix itgenerators_action_description(Text): [Read-Write] A short description of what test does, like “Generate pawn named Joe”option_name(str): [Read-Write]
- add_generated_vector(generated_vector) None¶
Add Generated Vector
- Parameters:
generated_vector (Vector)