unreal.SmartObjectDefinition¶
- class unreal.SmartObjectDefinition(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DataAssetSmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime.
C++ Source:
Plugin: SmartObjects
Module: SmartObjectsModule
File: SmartObjectDefinition.h
Editor Properties: (see get_editor_property/set_editor_property)
activity_tags(GameplayTagContainer): [Read-Write] Tags identifying this Smart Object’s use case. Can be used while looking for objects supporting given activityactivity_tags_merging_policy(SmartObjectTagMergingPolicy): [Read-Write] Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request.default_behavior_definitions(Array[SmartObjectBehaviorDefinition]): [Read-Write] List of behavior definitions of different types provided to SO’s user if the slot does not provide one.object_tag_filter(GameplayTagQuery): [Read-Write] deprecated: Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead.preconditions(WorldConditionQueryDefinition): [Read-Write] Preconditions that must pass for the object to be found/used.slots(Array[SmartObjectSlotDefinition]): [Read-Write] Where SmartObject’s user needs to stay to be able to activate it. These will be used by AI to approach the object. Locations are relative to object’s location.user_tag_filter(GameplayTagQuery): [Read-Write] This object is available if user tags match this query; always available if query is empty.user_tags_filtering_policy(SmartObjectTagFilteringPolicy): [Read-Write] Indicates how TagQueries from slots and parent object will be processed against User Tags from a find request.world_condition_schema_class(type(Class)): [Read-Write]
- property object_tag_filter: GameplayTagQuery¶
[Read-Write] deprecated: Use FWorldCondition_SmartObjectActorTagQuery or FSmartObjectWorldConditionObjectTagQuery in Preconditions instead.
- Type: