unreal.GameplayBehavior
¶
- class unreal.GameplayBehavior(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Gameplay Behavior
C++ Source:
Plugin: GameplayBehaviors
Module: GameplayBehaviorsModule
File: GameplayBehavior.h
Editor Properties: (see get_editor_property/set_editor_property)
action_tag
(GameplayTag): [Read-Write] Action Tag: Tag identifying behavior this class representsrelevant_actors
(Array[Actor]): [Read-Write] Relevant Actors: It’s up to the behavior implementation to decide how to use these actors. Can be used as patrol points, investigation location, etc.
- k2_get_next_actor_index_in_sequence(current_index=0) int32 ¶
- Parameters:
current_index (int32) –
- Returns:
None if there’s no actors or only the one under the index of CurrentIndex is valid
- Return type:
int32
- k2_on_triggered(avatar, config, smart_object_owner) None ¶
NOTE: on trigger functions - we”ll trigger the most specific one that given behavior implements
- Parameters:
avatar (Actor) –
config (GameplayBehaviorConfig) –
smart_object_owner (Actor) –
- k2_on_triggered_character(avatar, config, smart_object_owner) None ¶
K2 on Triggered Character
- Parameters:
avatar (Character) –
config (GameplayBehaviorConfig) –
smart_object_owner (Actor) –
- k2_on_triggered_pawn(avatar, config, smart_object_owner) None ¶
K2 on Triggered Pawn
- Parameters:
avatar (Pawn) –
config (GameplayBehaviorConfig) –
smart_object_owner (Actor) –
- k2_trigger_behavior(avatar, config=None, smart_object_owner=None) None ¶
K2 Trigger Behavior
- Parameters:
avatar (Actor) –
config (GameplayBehaviorConfig) –
smart_object_owner (Actor) –