unreal.StateTreeComponent
¶
- class unreal.StateTreeComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BrainComponent
State Tree Component
C++ Source:
Plugin: GameplayStateTree
Module: GameplayStateTreeModule
File: StateTreeComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_state_tree_run_status_changed
(StateTreeRunStatusChanged): [Read-Write] Called when the run status of the StateTree has changedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!start_logic_automatically
(bool): [Read-Write] If true, the StateTree logic is started on begin play. Otherwise StartLogic() needs to be called.state_tree_ref
(StateTreeReference): [Read-Write]
- get_state_tree_run_status() StateTreeRunStatus ¶
Returns the current run status of the StateTree.
- Return type:
- property on_state_tree_run_status_changed: StateTreeRunStatusChanged¶
[Read-Write] Called when the run status of the StateTree has changed
- Type:
- send_state_tree_event(event) None ¶
Sends event to the running StateTree.
- Parameters:
event (StateTreeEvent) –
- set_start_logic_automatically(start_logic_automatically) None ¶
Sets whether the State Tree is started automatically on being play. This function sets the bStartLogicAutomatically property, and should be used mostly from constructions sscripts. If you wish to start the logic manually, call StartLogic().
- Parameters:
start_logic_automatically (bool) –