unreal.BrainComponent?

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

Bases: unreal.ActorComponent

Brain Component

C++ Source:

  • Module: AIModule
  • File: BrainComponent.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!
is_paused() → bool?

Is Paused

Returns:
Return type:bool
is_running() → bool?

Is Running

Returns:
Return type:bool
restart_logic() → None?

Restarts currently running or previously ran brain logic.

start_logic() → None?

Starts brain logic. If brain is already running, will not do anything.

stop_logic(reason) → None?

Stops currently running brain logic.

Parameters:reason (str) –