unreal.PawnActionsComponent

class unreal.PawnActionsComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Pawn Actions Component

C++ Source:

  • Module: AIModule

  • File: PawnActionsComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • controlled_pawn (Pawn): [Read-Write] Controlled Pawn

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

abort_action(action_to_abort)PawnActionAbortState

Aborts given action instance

Parameters

action_to_abort (PawnAction) –

Returns

Return type

PawnActionAbortState

property controlled_pawn

[Read-Only] Controlled Pawn

Type

(Pawn)

force_abort_action(action_to_abort)PawnActionAbortState

Aborts given action instance

Parameters

action_to_abort (PawnAction) –

Returns

Return type

PawnActionAbortState

classmethod perform_action(pawn, action, priority=AIRequestPriority.HARD_SCRIPT)bool

blueprint interface

Parameters
Returns

Return type

bool

push_action(new_action, priority, instigator=None)bool

K2 Push Action

Parameters
Returns

Return type

bool