unreal.PawnAction_Move
¶
- class unreal.PawnAction_Move(outer=None, name='None')¶
Bases:
unreal.PawnAction
Pawn Action Move
C++ Source:
Module: AIModule
File: PawnAction_Move.h
Editor Properties: (see get_editor_property/set_editor_property)
acceptable_radius
(float): [Read-Write] Acceptable Radiusallow_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
allow_strafe
(bool): [Read-Write] Allow Strafealways_notify_on_finished
(bool): [Read-Write] if set, action will call OnFinished notify even when ending as FailedToStartfilter_class
(type(Class)): [Read-Write] “None” will result in default filter being usedgoal_actor
(Actor): [Read-Write] Goal Actorgoal_location
(Vector): [Read-Write] Goal Locationreplace_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 filter_class¶
[Read-Write] “None” will result in default filter being used