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)

  • custom_description (str): [Read-Write] Custom Description
  • 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
  • tick_interval (IntervalCountdown): [Read-Write] If any of the Tick functions is implemented, how ofter should they be ticked.
    Values < 0 mean ‘every tick’.
custom_description?

(str) – [Read-Write] Custom Description

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) –