unreal.GameplayBehavior_BehaviorTree
¶
- class unreal.GameplayBehavior_BehaviorTree(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
GameplayBehavior
NOTE: this behavior works only for AIControlled pawns
C++ Source:
Plugin: GameplayBehaviors
Module: GameplayBehaviorsModule
File: GameplayBehavior_BehaviorTree.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.single_run
(bool): [Read-Write] Single Run: Indicates if BehaviorTree should run only once or in loop.