unreal.BTTask_BlueprintBase

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

Bases: unreal.BTTaskNode

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

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

C++ Source:

  • Module: AIModule
  • File: BTTask_BlueprintBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ignore_restart_self (bool): [Read-Write] if set, task search will be discarded when this task is selected to execute but is already running
  • node_name (str): [Read-Write] node name
  • show_property_details (bool): [Read-Write] show detailed information about properties
finish_abort() → None

aborts task execution

finish_execute(success) → None

finishes task execution with Success or Fail result

Parameters:success (bool) –
is_task_aborting() → bool

check if task is currently being aborted

Returns:
Return type:bool
is_task_executing() → bool

check if task is currently being executed

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

if blueprint graph contains this event, task will stay active until FinishAbort is called 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_abort_ai(owner_controller, controlled_pawn) → None

Alternative AI version of ReceiveAbort ReceiveAbort 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_execute(owner_actor) → None

entry point, task will stay active until FinishExecute is called. 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_execute_ai(owner_controller, controlled_pawn) → None

Alternative AI version of ReceiveExecute ReceiveExecute 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 tick 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:
set_finish_on_message(message_name) → None

task execution will be finished (with result ‘Success’) after receiving specified message

Parameters:message_name (Name) –
set_finish_on_message_with_id(message_name, request_id=-1) → None

task execution will be finished (with result ‘Success’) after receiving specified message with indicated ID

Parameters:
  • message_name (Name) –
  • request_id (int32) –