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 represents

  • relevant_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.