ClassName
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24 values
HeaderPath
stringclasses
12 values
Name
stringlengths
4
216
Description
stringlengths
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182
Module
stringclasses
1 value
Type
stringclasses
78 values
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
AAIController
#include "AIController.h"
DefaultNavigationFilterClass
AIModule
TSubclassOf
AAIController
#include "AIController.h"
FocusInformation
AIModule
FFocusKnowledge
AAIController
#include "AIController.h"
PerceptionComponent
AIModule
UAIPerceptionComponent
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
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
AAIController
#include "AIController.h"
GetAIPerceptionComponent()
AIModule
UAIPerceptionComponent
AAIController
#include "AIController.h"
GetBlackboardComponent()
AIModule
UBlackboardComponent
AAIController
#include "AIController.h"
GetBlackboardComponent()
AIModule
UBlackboardComponent
AAIController
#include "AIController.h"
GetBrainComponent()
AIModule
UBrainComponent
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
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
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 *
AAIController
#include "AIController.h"
GetGameplayTasksComponent()
AIModule
UGameplayTasksComponent
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
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
AAIController
#include "AIController.h"
OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result)
AIModule
void
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
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
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
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
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
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
FAIBasicCounter
#include "AITypes.h"
NextAvailableID
AIModule
Type
FAIBasicCounter
#include "AITypes.h"
GetNextAvailableID()
AIModule
Type
FAIBasicCounter
#include "AITypes.h"
GetSize()
AIModule
uint32
FAIBasicCounter
#include "AITypes.h"
OnIndexForced(Type ForcedIndex)
AIModule
void
FAIGenericID
#include "AITypes.h"
Index
AIModule
const TCounter:...
FAIGenericID
#include "AITypes.h"
GetCounter()
AIModule
TCounter &
FAIGenericID
#include "AITypes.h"
GetNextID()
AIModule
FAIGenericID
FAIGenericID
#include "AITypes.h"
GetSize()
AIModule
uint32

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