unreal.BehaviorTreeComponent

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

Bases: unreal.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.
  • 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
  • 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:
get_tag_cooldown_end_time(cooldown_tag) → float
Parameters:cooldown_tag (GameplayTag) –
Returns:the cooldown tag end time, 0.0f if CooldownTag is not found
Return type:float
set_dynamic_subtree(inject_tag, behavior_asset) → None

assign subtree to RunBehaviorDynamic task specified by tag

Parameters: