unreal.RCBehaviorSetAssetByPathNodeNew¶
- class unreal.RCBehaviorSetAssetByPathNodeNew(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
RCBehaviourNodeTakes the string as a path and goes on to search for the Asset it is connected to, setting it on the list of bound entities.
C++ Source:
Plugin: RemoteControl
Module: RemoteControlLogic
File: RCBehaviorSetAssetByPathNodeNew.h
Editor Properties: (see get_editor_property/set_editor_property)
behavior_description(Text): [Read-Write] Detailed description of what this behavior does, displayed in Action Panel’s Header. Custom behavior blueprints can set this value in defaults to update the display namedisplay_name(Text): [Read-Write] User-friendly display name for this Behavior, displayed in Action Panel’s Header. Custom behavior blueprints can set this value in defaults to update the display name
- execute(behavior) bool¶
Execute
- Parameters:
behavior (RCBehaviour)
- Return type:
- is_supported(behavior) bool¶
Is Supported
- Parameters:
behavior (RCBehaviour)
- Return type: