unreal.AIHelperLibrary?

class unreal.AIHelperLibrary(outer=None, name='None')?

Bases: unreal.BlueprintFunctionLibrary

AIBlueprint Helper Library

C++ Source:

  • Module: AIModule
  • File: AIBlueprintHelperLibrary.h
classmethod get_ai_controller(controlled_actor) → AIController?
The way it works exactly is if the actor passed in is a pawn, then the function retrieves
pawn’s controller cast to AIController. Otherwise the function returns actor cast to AIController.
Parameters:controlled_actor (Actor) –
Returns:
Return type:AIController
classmethod get_blackboard(target) → BlackboardComponent?

Get Blackboard

Parameters:target (Actor) –
Returns:
Return type:BlackboardComponent
classmethod get_current_path(controller) → NavigationPath?
Returns a copy of navigation path given controller is currently using.
The result being a copy means you won’t be able to influence agent’s pathfollowing by manipulating received path
Parameters:controller (Controller) –
Returns:
Return type:NavigationPath
classmethod is_valid_ai_direction(direction_vector) → bool?

Is Valid AIDirection

Parameters:direction_vector (Vector) –
Returns:
Return type:bool
classmethod is_valid_ai_location(location) → bool?

Is Valid AILocation

Parameters:location (Vector) –
Returns:
Return type:bool
classmethod is_valid_ai_rotation(rotation) → bool?

Is Valid AIRotation

Parameters:rotation (Rotator) –
Returns:
Return type:bool
classmethod lock_ai_resources_with_animation(anim_instance, lock_movement, lock_ai_logic) → None?

locks indicated AI resources of animated pawn

Parameters:
classmethod send_ai_message(target, message, message_source, success=True) → None?

Send AIMessage

Parameters:
classmethod simple_move_to_actor(controller, goal) → None?

Simple Move to Actor

Parameters:
classmethod simple_move_to_location(controller, goal) → None?

Simple Move to Location

Parameters:
classmethod spawn_ai_from_class(world_context_object, pawn_class, behavior_tree, location, rotation=[0.000000, 0.000000, 0.000000], no_collision_fail=False, owner=None) → Pawn?

Spawns AI agent of a given class. The PawnClass needs to have AIController set for the function to spawn a controller as well.

Parameters:
  • world_context_object (Object) –
  • pawn_class (type(Class)) –
  • behavior_tree (BehaviorTree) – if set, and the function has successfully spawned and AI controller, this BehaviorTree asset will be assigned to the AI controller, and run.
  • location (Vector) –
  • rotation (Rotator) –
  • no_collision_fail (bool) –
  • owner (Actor) – lets you spawn the AI in a sublevel rather than in the persistent level (which is the default behavior).
Returns:

Return type:

Pawn

classmethod unlock_ai_resources_with_animation(anim_instance, unlock_movement, unlock_ai_logic) → None?

unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources

Parameters: