unreal.BehaviorTreeComponent

class unreal.BehaviorTreeComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: BrainComponent

Behavior Tree Component

C++ Source:

  • Module: AIModule

  • File: BehaviorTreeComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • default_behavior_tree_asset (BehaviorTree): [Read-Write] data asset defining the tree

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

add_cooldown_tag_duration(cooldown_tag, cooldown_duration, add_to_existing_duration) None

add to the cooldown tag’s duration

Parameters:
property default_behavior_tree_asset: BehaviorTree

[Read-Write] data asset defining the tree

Type:

(BehaviorTree)

get_tag_cooldown_end_time(cooldown_tag) double
Parameters:

cooldown_tag (GameplayTag) –

Returns:

the cooldown tag end time, 0.0f if CooldownTag is not found

Return type:

double

set_dynamic_subtree(inject_tag, behavior_asset) None

assign subtree to RunBehaviorDynamic task specified by tag

Parameters: