stop_behavior_tree
Stop an editor-world actor's behavior tree safely at runtime via its AIController or UBehaviorTreeComponent. Restart to continue; pause/resume is not supported.
Instructions
Stop the behavior tree of an editor-world actor with StopTree (Safe mode), through its AIController brain component or else a UBehaviorTreeComponent on the actor. Runtime state only, nothing saved; editor world only, never PIE. was_running is read before the stop (running and not paused); stopped is true when a started tree, running or paused, is no longer started afterwards. A tree that was not started is not an error: success with stopped false and a note. A tree still started after the call (a task still aborting) is an error. An unknown actor, or one with no behavior tree component, is an error. Unlike pause_behavior_tree it cannot be continued with resume_behavior_tree: start again with restart_behavior_tree (the last tree) or run_behavior_tree.
Returns: { actor_name: string, was_running: bool, stopped: bool, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Object name or label of the pawn or AIController in the editor world (first match) |