unreal.PawnAction
¶
- class unreal.PawnAction(outer=None, name='None')¶
Bases:
unreal.Object
Things to remember: * Actions are created paused
C++ Source:
Module: AIModule
File: PawnAction.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_new_same_class_instance
(bool): [Read-Write] if this is FALSE and we’re trying to push a new instance of a given class,but the top of the stack is already an instance of that class ignore the attempted push
always_notify_on_finished
(bool): [Read-Write] if set, action will call OnFinished notify even when ending as FailedToStartreplace_active_same_class_instance
(bool): [Read-Write] if this is TRUE, when we try to push a new instance of an action who has thesame class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)
should_pause_movement
(bool): [Read-Write] this is a temporary solution to allow having movement action running in background while there’sanother action on top doing its thing
note: should go away once AI resource locking comes on-line
- property allow_new_same_class_instance¶
[Read-Only] if this is FALSE and we’re trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push
- Type
(bool)
- property always_notify_on_finished¶
[Read-Write] if set, action will call OnFinished notify even when ending as FailedToStart
- Type
(bool)
- classmethod create_action_instance(world_context_object, action_class) → PawnAction¶
Create Action Instance
- Parameters
- Returns
- Return type
- finish(with_result) → None¶
Finish
- Parameters
with_result (PawnActionResult) –
- get_action_priority() → AIRequestPriority¶
Blueprint interface
- Returns
- Return type
- property replace_active_same_class_instance¶
[Read-Write] if this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)
- Type
(bool)