unreal.EnvQueryGenerator_BlueprintBase
¶
- class unreal.EnvQueryGenerator_BlueprintBase(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
EnvQueryGenerator
Env 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] Auto Sort Tests: if set, tests will be automatically sorted for best performance before running querycontext
(type(Class)): [Read-Write] Context: contextgenerated_item_type
(type(Class)): [Read-Write] Generated Item Type: 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] Generators Action Description: A short description of what test does, like “Generate pawn named Joe”option_name
(str): [Read-Write] Option Name
- add_generated_actor(generated_actor) None ¶
Add Generated Actor
- Parameters:
generated_actor (Actor) –
- add_generated_vector(generated_vector) None ¶
Add Generated Vector
- Parameters:
generated_vector (Vector) –