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GameplayBehavior

8 tools. Back to the index.

create_behavior_config

Additive.

Create a UGameplayBehaviorConfig asset at package_path/config_name, or load the one already there, set its protected BehaviorClass by reflection when behavior_class resolves, then save it. An unresolved behavior_class is ignored without error, so check behavior_class in the reply; created tells new from existing.

Parameter Type Required Description
config_name string yes Asset name of the config, e.g. "BC_Patrol"
package_path string no Destination /Game folder (default /Game/MCP).
behavior_class string no Full path of a loaded UGameplayBehavior subclass, e.g. "/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased"; a short name never resolves, and a miss is ignored

Returns: { config_path: string, config_name: string, behavior_class: string, created: bool, saved: bool }

end_behavior_on_actor

Destructive.

Stop a UGameplayBehavior running on a Pawn in the editor world.

Parameter Type Required Description
actor_label string yes Label of the Pawn actor in the editor world.
behavior_class string no Optional UGameplayBehavior subclass to stop; defaults to UGameplayBehavior (stop all).

Returns: { actor_label: string, behavior_class: string, ended: bool }

get_behavior_config_info

Read-only.

Read the protected BehaviorClass of a UGameplayBehaviorConfig asset by reflection: behavior_class (class name), behavior_class_path and has_behavior_class. Read-only; set it with set_behavior_class, or list every config with list_behavior_configs.

Parameter Type Required Description
config_path string yes Path of the UGameplayBehaviorConfig asset, e.g. "/Game/MCP/BC_Patrol"

Returns: { config_path: string, behavior_class: string, behavior_class_path: string, has_behavior_class: bool }

get_behavior_subsystem_info

Read-only.

Report whether the editor world has a UGameplayBehaviorSubsystem (UGameplayBehaviorSubsystem::GetCurrent): world_name, subsystem_available and, when it exists, subsystem_class. Read-only, no parameters; trigger_behavior_on_actor and end_behavior_on_actor fail without it.

No parameters.

Returns: { world_name: string, subsystem_available: bool, subsystem_class: string }

list_behavior_configs

Read-only.

Enumerate every UGameplayBehaviorConfig asset under a package path via AssetRegistry.

Parameter Type Required Description
package_path string no Optional path filter (default "/Game"). Pass "" to scan all.

Returns: { package_path, total, configs:[{ config_path, config_name, behavior_class }] }

remove_behavior_config

Destructive, idempotent.

Destroy a UGameplayBehaviorConfig data asset (mirror of create_behavior_config). Typed-delete: it loads the asset and REFUSES to delete it if it is not a UGameplayBehaviorConfig, so it cannot wipe the wrong asset the way the generic delete_asset can. Idempotent on missing assets.

Parameter Type Required Description
config_path string yes Full /Game/... asset path of the config.

Returns: { config_path, deleted, already_existed, asset_class?, note? }

set_behavior_class

Destructive, idempotent.

Set the BehaviorClass of a UGameplayBehaviorConfig (via reflection; the field is protected in 5.7).

Parameter Type Required Description
config_path string yes Content path of the UGameplayBehaviorConfig.
behavior_class string yes UGameplayBehavior subclass name (with or without "U" prefix).

Returns: { config_path: string, behavior_class: string, set: bool, saved: bool }

trigger_behavior_on_actor

Destructive.

Start the behavior of a UGameplayBehaviorConfig on a Pawn found by label in the editor world: the config supplies its UGameplayBehavior, whose Trigger runs on the pawn, and the world UGameplayBehaviorSubsystem tracks it until it ends or end_behavior_on_actor stops it. triggered=false means the behavior refused. Runtime only: nothing is saved or undoable. A config without BehaviorClass (see set_behavior_class), no subsystem in the editor world (see get_behavior_subsystem_info), a missing actor or a non-Pawn is an error.

Parameter Type Required Description
config_path string yes Content path of the UGameplayBehaviorConfig.
actor_label string yes Label of the Pawn actor in the editor world to receive the behavior.

Returns: { config_path: string, actor_label: string, behavior_class: string, triggered: bool }