ClassName
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stringclasses 12
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stringlengths 4
216
| Description
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182
| Module
stringclasses 1
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AAIController
| #include "AIController.h" | bAllowStrafe | Is strafing allowed during movement? | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | Blackboard | Blackboard | AIModule | UBlackboardComponent |
AAIController
| #include "AIController.h" | bLOSflag | Used for alternating LineOfSight traces | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | BrainComponent | Component responsible for behaviors. | AIModule | UBrainComponent |
AAIController
| #include "AIController.h" | bSetControlRotationFromPawnOrientation | Copy Pawn rotation to ControlRotation, if there is no focus point. | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | bSkipExtraLOSChecks | Skip extra line of sight traces to extremities of target being checked. | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | bStartAILogicOnPossess | By default AI's logic does not start when controlled Pawn is possessed. | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | bStopAILogicOnUnposses | By default AI's logic gets stopped when controlled Pawn is unpossessed. | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | bWantsPlayerState | Specifies if this AI wants its own PlayerState. | AIModule | uint32: 1 |
AAIController
| #include "AIController.h" | CachedGameplayTasksComponent | AIModule | UGameplayTasksComponent |
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AAIController
| #include "AIController.h" | DefaultNavigationFilterClass | AIModule | TSubclassOf |
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AAIController
| #include "AIController.h" | FocusInformation | AIModule | FFocusKnowledge |
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AAIController
| #include "AIController.h" | PerceptionComponent | AIModule | UAIPerceptionComponent |
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AAIController
| #include "AIController.h" | ReceiveMoveCompleted | Blueprint notification that we've completed the current movement request | AIModule | FAIMoveCompletedSignature |
AAIController
| #include "AIController.h" | ActorsPerceptionUpdated(const TArray< AActor* >& Upda...) | Notifies AIController of changes in given actors' perception | AIModule | void |
AAIController
| #include "AIController.h" | AreAIIgnoringPlayers() | AIModule | bool |
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AAIController
| #include "AIController.h" | BuildPathfindingQuery(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query) | Helper function for creating pathfinding query for this agent from move request data | AIModule | bool |
AAIController
| #include "AIController.h" | ClaimTaskResource(TSubclassOf< UGameplayTaskResource ...) | AIModule | void |
|
AAIController
| #include "AIController.h" | ClearFocus(EAIFocusPriority::Type InPriority) | Clears Focus for given priority, will also clear FocalPoint as a result | AIModule | void |
AAIController
| #include "AIController.h" | FindPathForMoveRequest(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query,FNavPathSharedPtr& OutPath) | Finds path for given move request | AIModule | void |
AAIController
| #include "AIController.h" | GetActionsComp() | Returns ActionsComp subobject | AIModule | UPawnActionsComponent |
AAIController
| #include "AIController.h" | GetAIPerceptionComponent() | AIModule | UAIPerceptionComponent |
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AAIController
| #include "AIController.h" | GetAIPerceptionComponent() | AIModule | UAIPerceptionComponent |
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AAIController
| #include "AIController.h" | GetBlackboardComponent() | AIModule | UBlackboardComponent |
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AAIController
| #include "AIController.h" | GetBlackboardComponent() | AIModule | UBlackboardComponent |
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AAIController
| #include "AIController.h" | GetBrainComponent() | AIModule | UBrainComponent |
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AAIController
| #include "AIController.h" | GetCurrentMoveRequestID() | Returns the Move Request ID for the current move | AIModule | FAIRequestID |
AAIController
| #include "AIController.h" | GetDebugIcon() | Debug/dev-time | AIModule | FString |
AAIController
| #include "AIController.h" | GetDefaultNavigationFilterClass() | AIModule | TSubclassOf |
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AAIController
| #include "AIController.h" | GetFocalPoint() | Retrieve the final position that controller should be looking at. | AIModule | FVector |
AAIController
| #include "AIController.h" | GetFocalPointForPriority(EAIFocusPriority::Type InPriority) | AIModule | FVector |
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AAIController
| #include "AIController.h" | GetFocalPointOnActor(const AActor* Actor) | Retrieve the focal point this controller should focus to on given actor. | AIModule | FVector |
AAIController
| #include "AIController.h" | GetFocusActor() | Get the focused actor. | AIModule | AActor * |
AAIController
| #include "AIController.h" | GetFocusActorForPriority(EAIFocusPriority::Type InPriority) | AIModule | AActor * |
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AAIController
| #include "AIController.h" | GetGameplayTasksComponent() | AIModule | UGameplayTasksComponent |
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AAIController
| #include "AIController.h" | GetImmediateMoveDestination() | Returns position of current path segment's end. | AIModule | FVector |
AAIController
| #include "AIController.h" | GetMoveStatus() | Returns status of path following | AIModule | EPathFollowingStatus::Type |
AAIController
| #include "AIController.h" | GetPathFollowingComponent() | Returns PathFollowingComponent subobject | AIModule | UPathFollowingComponent |
AAIController
| #include "AIController.h" | HasPartialPath() | Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination). | AIModule | bool |
AAIController
| #include "AIController.h" | InitializeBlackboard(UBlackboardComponent& BlackboardCo...,UBlackboardData& BlackboardAsset) | AIModule | bool |
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AAIController
| #include "AIController.h" | K2_ClearFocus() | Clears Focus, will also clear FocalPoint as a result | AIModule | void |
AAIController
| #include "AIController.h" | K2_SetFocalPoint(FVector FP) | Set the position that controller should be looking at. | AIModule | void |
AAIController
| #include "AIController.h" | K2_SetFocus(AActor* NewFocus) | Set Focus for actor, will set FocalPoint as a result. | AIModule | void |
AAIController
| #include "AIController.h" | LineOfSightTo(const AActor* Other,FVector ViewPoint,bool bAlternateChecks) | Checks line to center and top of other actor | AIModule | bool |
AAIController
| #include "AIController.h" | MoveTo(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr* OutPath) | Makes AI go toward specified destination | AIModule | FPathFollowingRequestResult |
AAIController
| #include "AIController.h" | MoveToActor(AActor* Goal,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath) | Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following | AIModule | EPathFollowingRequestResult::Type |
AAIController
| #include "AIController.h" | MoveToLocation(const FVector& Dest,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bProjectDestinationToNavigatio...,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath) | Makes AI go toward specified Dest location, aborts any active path following | AIModule | EPathFollowingRequestResult::Type |
AAIController
| #include "AIController.h" | OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed,FGameplayResourceSet FreshlyRelease...) | AIModule | void |
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AAIController
| #include "AIController.h" | OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result) | AIModule | void |
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AAIController
| #include "AIController.h" | OnMoveCompleted(FAIRequestID RequestID,const FPathFollowingResult& Result) | Called on completing current movement request | AIModule | void |
AAIController
| #include "AIController.h" | OnUsingBlackBoard(UBlackboardComponent* Blackboa...,UBlackboardData* BlackboardAss...) | AIModule | void |
|
AAIController
| #include "AIController.h" | PauseMove(FAIRequestID RequestToPause) | If AI is currently moving due to request given by RequestToPause, then the move will be paused | AIModule | bool |
AAIController
| #include "AIController.h" | PerformAction(UPawnAction& Action,EAIRequestPriority::Type Priority,UObject*const Instigator) | Actions. | AIModule | bool |
AAIController
| #include "AIController.h" | PreparePathfinding(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query) | AIModule | bool |
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AAIController
| #include "AIController.h" | RequestMove(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr Path) | Passes move request and path object to path following | AIModule | FAIRequestID |
AAIController
| #include "AIController.h" | RequestPathAndMove(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query) | AIModule | FAIRequestID |
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AAIController
| #include "AIController.h" | ResumeMove(FAIRequestID RequestToResume) | Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume | AIModule | bool |
AAIController
| #include "AIController.h" | RunBehaviorTree(UBehaviorTree* BTAsset) | Starts executing behavior tree. | AIModule | bool |
AAIController
| #include "AIController.h" | SetFocalPoint(FVector NewFocus,EAIFocusPriority::Type InPriority) | Set FocalPoint for given priority as absolute position or offset from base. | AIModule | void |
AAIController
| #include "AIController.h" | SetFocus(AActor* NewFocus,EAIFocusPriority::Type InPriority) | Set Focus actor for given priority, will set FocalPoint as a result. | AIModule | void |
AAIController
| #include "AIController.h" | SetMoveBlockDetection(bool bEnable) | Updates state of movement block detection. | AIModule | void |
AAIController
| #include "AIController.h" | SetPathFollowingComponent(UPathFollowingComponent* NewPF...) | That his function does not do any pathfollowing state transfer. | AIModule | void |
AAIController
| #include "AIController.h" | SetPerceptionComponent(UAIPerceptionComponent& InPercepti...) | AIModule | void |
|
AAIController
| #include "AIController.h" | ShouldSyncBlackboardWith(const UBlackboardComponent& OtherB...) | Does this AIController allow given UBlackboardComponent sync data with it | AIModule | bool |
AAIController
| #include "AIController.h" | SuggestTossVelocity(FVector& OutTossVelocity,FVector Start,FVector End,float TossSpeed,bool bPreferHighArc,float CollisionRadius,bool bOnlyTraceUp) | Computes a launch velocity vector to toss a projectile and hit the given destination. | AIModule | bool |
AAIController
| #include "AIController.h" | ToggleAIIgnorePlayers() | Cheat/debugging functions. | AIModule | void |
AAIController
| #include "AIController.h" | UnclaimTaskResource(TSubclassOf< UGameplayTaskResource ...) | AIModule | void |
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AAIController
| #include "AIController.h" | UpdateControlRotation(float DeltaTime,bool bUpdatePawn) | Update direction AI is looking based on FocalPoint | AIModule | void |
AAIController
| #include "AIController.h" | UseBlackboard(UBlackboardData* BlackboardAss...,UBlackboardComponent*& Blackbo...) | Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist. | AIModule | bool |
AAIController
| #include "AIController.h" | DisplayDebug(UCanvas* Canvas,const FDebugDisplayInfo& DebugDisp...,float& YL,float& YPos) | AIModule | void |
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AAIController
| #include "AIController.h" | OnPossess(APawn* InPawn) | Overridable native function for when this controller is asked to possess a pawn. | AIModule | void |
AAIController
| #include "AIController.h" | OnUnPossess() | Overridable native function for when this controller unpossesses its pawn. | AIModule | void |
AAIController
| #include "AIController.h" | SetPawn(APawn* InPawn) | Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn. | AIModule | void |
AAIController
| #include "AIController.h" | StopMovement() | Aborts the move the controller is currently performing | AIModule | void |
AAIController
| #include "AIController.h" | PostInitializeComponents() | Overridden to create the player replication info and perform other mundane initialization tasks. | AIModule | void |
AAIController
| #include "AIController.h" | PostRegisterAllComponents() | Called after all the components in the Components array are registered, called both in editor and during gameplay | AIModule | void |
AAIController
| #include "AIController.h" | Reset() | Reset actor to initial state - used when restarting level without reloading. | AIModule | void |
AAIController
| #include "AIController.h" | Tick(float DeltaSeconds) | Function called every frame on this Actor. | AIModule | void |
AAIController
| #include "AIController.h" | GetPathFollowingAgent() | Retrieves PathFollowingAgent for this NavAgent | AIModule | IPathFollowingAgentInterface |
AAIController
| #include "AIController.h" | IsFollowingAPath() | Checks if the agent is actively following a navigation path | AIModule | bool |
AAIController
| #include "AIController.h" | ShouldPostponePathUpdates() | Allows delaying repath requests | AIModule | bool |
AAIController
| #include "AIController.h" | GetPerceptionComponent() | AIModule | UAIPerceptionComponent |
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AAIController
| #include "AIController.h" | GetGameplayTaskAvatar(const UGameplayTask* Task) | Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) | AIModule | AActor * |
AAIController
| #include "AIController.h" | GetGameplayTaskDefaultPriority() | Get default priority for running a task | AIModule | uint8 |
AAIController
| #include "AIController.h" | GetGameplayTaskOwner(const UGameplayTask* Task) | Get owner of a task or default one when task is null | AIModule | AActor * |
AAIController
| #include "AIController.h" | GetGameplayTasksComponent(const UGameplayTask& Task) | Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! | AIModule | UGameplayTasksComponent |
AAIController
| #include "AIController.h" | OnGameplayTaskActivated(UGameplayTask& Task) | Notify called after GameplayTask changes state to Active (initial activation or resuming) | AIModule | void |
AAIController
| #include "AIController.h" | OnGameplayTaskDeactivated(UGameplayTask& Task) | Notify called after GameplayTask changes state from Active (finishing or pausing) | AIModule | void |
AAIController
| #include "AIController.h" | OnGameplayTaskInitialized(UGameplayTask& Task) | Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency | AIModule | void |
AAIController
| #include "AIController.h" | GetGenericTeamId() | Retrieve team identifier in form of FGenericTeamId | AIModule | FGenericTeamId |
AAIController
| #include "AIController.h" | SetGenericTeamId(const FGenericTeamId& TeamID) | Assigns Team Agent to given TeamID | AIModule | void |
AAIController
| #include "AIController.h" | GrabDebugSnapshot(FVisualLogEntry* Snapshot) | AIModule | void |
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FAIBasicCounter
| #include "AITypes.h" | NextAvailableID | AIModule | Type |
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FAIBasicCounter
| #include "AITypes.h" | GetNextAvailableID() | AIModule | Type |
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FAIBasicCounter
| #include "AITypes.h" | GetSize() | AIModule | uint32 |
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FAIBasicCounter
| #include "AITypes.h" | OnIndexForced(Type ForcedIndex) | AIModule | void |
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FAIGenericID
| #include "AITypes.h" | Index | AIModule | const TCounter:... |
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FAIGenericID
| #include "AITypes.h" | GetCounter() | AIModule | TCounter & |
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FAIGenericID
| #include "AITypes.h" | GetNextID() | AIModule | FAIGenericID |
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FAIGenericID
| #include "AITypes.h" | GetSize() | AIModule | uint32 |
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