unreal.BTService_BlueprintBase

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

Bases: unreal.BTService

Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes!

When service receives Deactivation event, all latent actions associated this instance are being removed. This prevents from resuming activity started by Activation, but does not handle external events. Please use them safely (unregister at abort) and call IsServiceActive() when in doubt.

C++ Source:

  • Module: AIModule
  • File: BTService_BlueprintBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • call_tick_on_search_start (bool): [Read-Write] call Tick event when task search enters this node (SearchStart will be called as well)
  • interval (float): [Read-Write] defines time span between subsequent ticks of the service
  • node_name (str): [Read-Write] node name
  • random_deviation (float): [Read-Write] adds random range to service’s Interval
  • restart_timer_on_each_activation (bool): [Read-Write] if set, next tick time will be always reset to service’s interval when node is activated
  • show_event_details (bool): [Read-Write] show detailed information about implemented events
  • show_property_details (bool): [Read-Write] show detailed information about properties
is_service_active() → bool

check if service is currently being active

Returns:
Return type:bool
receive_activation(owner_actor) → None

service became active that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:owner_actor (Actor) –
receive_activation_ai(owner_controller, controlled_pawn) → None

Alternative AI version of ReceiveActivation function. ReceiveActivation for more details: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:
receive_deactivation(owner_actor) → None

service became inactive that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:owner_actor (Actor) –
receive_deactivation_ai(owner_controller, controlled_pawn) → None

Alternative AI version of ReceiveDeactivation function. ReceiveDeactivation for more details: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:
receive_search_start(owner_actor) → None

task search enters branch of tree that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:owner_actor (Actor) –
receive_search_start_ai(owner_controller, controlled_pawn) → None

Alternative AI version of ReceiveSearchStart function. ReceiveSearchStart for more details: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:
receive_tick(owner_actor, delta_seconds) → None

tick function that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters:
  • owner_actor (Actor) –
  • delta_seconds (float) –
receive_tick_ai(owner_controller, controlled_pawn, delta_seconds) → None

Alternative AI version of ReceiveTick function. ReceiveTick for more details: that if both generic and AI event versions are implemented only the more suitable one will be called, meaning the AI version if called for AI, generic one otherwise:

Parameters: