unreal.StateTreeAIComponentSchema¶
- class unreal.StateTreeAIComponentSchema(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
StateTreeComponentSchemaState tree schema to be used with StateTreeAIComponent. It guarantees access to an AIController and the Actor context value can be used to access the controlled pawn.
C++ Source:
Plugin: GameplayStateTree
Module: GameplayStateTreeModule
File: StateTreeAIComponentSchema.h
Editor Properties: (see get_editor_property/set_editor_property)
ai_controller_class(type(Class)): [Read-Write] AIController class the StateTree is expected to run on. Allows to bind to specific Actor class’ properties.context_actor_class(type(Class)): [Read-Write] Actor class the StateTree is expected to run on. Allows to bind to specific Actor class’ properties.scheduled_tick_policy(StateTreeComponentSchemaScheduledTickPolicy): [Read-Write] Indicates if the execution can sleep and the tick delayed. The default value set by the cvar StateTree.Component.DefaultScheduledTickAllowed