[ { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bAllowStrafe", "Type": "uint32: 1", "Description": "Is strafing allowed during movement?" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "Blackboard", "Type": "UBlackboardComponent", "Description": "Blackboard" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bLOSflag", "Type": "uint32: 1", "Description": "Used for alternating LineOfSight traces" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "BrainComponent", "Type": "UBrainComponent", "Description": "Component responsible for behaviors." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bSetControlRotationFromPawnOrientation", "Type": "uint32: 1", "Description": "Copy Pawn rotation to ControlRotation, if there is no focus point." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bSkipExtraLOSChecks", "Type": "uint32: 1", "Description": "Skip extra line of sight traces to extremities of target being checked." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bStartAILogicOnPossess", "Type": "uint32: 1", "Description": "By default AI's logic does not start when controlled Pawn is possessed." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bStopAILogicOnUnposses", "Type": "uint32: 1", "Description": "By default AI's logic gets stopped when controlled Pawn is unpossessed." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "bWantsPlayerState", "Type": "uint32: 1", "Description": "Specifies if this AI wants its own PlayerState." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "CachedGameplayTasksComponent", "Type": "UGameplayTasksComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "DefaultNavigationFilterClass", "Type": "TSubclassOf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "FocusInformation", "Type": "FFocusKnowledge", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PerceptionComponent", "Type": "UAIPerceptionComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ReceiveMoveCompleted", "Type": "FAIMoveCompletedSignature", "Description": "Blueprint notification that we've completed the current movement request" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ActorsPerceptionUpdated(const TArray< AActor* >& Upda...)", "Type": "void", "Description": "Notifies AIController of changes in given actors' perception" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "AreAIIgnoringPlayers()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "BuildPathfindingQuery(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", "Type": "bool", "Description": "Helper function for creating pathfinding query for this agent from move request data" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ClaimTaskResource(TSubclassOf< UGameplayTaskResource ...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ClearFocus(EAIFocusPriority::Type InPriority)", "Type": "void", "Description": "Clears Focus for given priority, will also clear FocalPoint as a result" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "FindPathForMoveRequest(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query,FNavPathSharedPtr& OutPath)", "Type": "void", "Description": "Finds path for given move request" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetActionsComp()", "Type": "UPawnActionsComponent", "Description": "Returns ActionsComp subobject" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetAIPerceptionComponent()", "Type": "UAIPerceptionComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetAIPerceptionComponent()", "Type": "UAIPerceptionComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetBlackboardComponent()", "Type": "UBlackboardComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetBlackboardComponent()", "Type": "UBlackboardComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetBrainComponent()", "Type": "UBrainComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetCurrentMoveRequestID()", "Type": "FAIRequestID", "Description": "Returns the Move Request ID for the current move" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetDebugIcon()", "Type": "FString", "Description": "Debug/dev-time" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetDefaultNavigationFilterClass()", "Type": "TSubclassOf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetFocalPoint()", "Type": "FVector", "Description": "Retrieve the final position that controller should be looking at." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetFocalPointForPriority(EAIFocusPriority::Type InPriority)", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetFocalPointOnActor(const AActor* Actor)", "Type": "FVector", "Description": "Retrieve the focal point this controller should focus to on given actor." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetFocusActor()", "Type": "AActor *", "Description": "Get the focused actor." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetFocusActorForPriority(EAIFocusPriority::Type InPriority)", "Type": "AActor *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGameplayTasksComponent()", "Type": "UGameplayTasksComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetImmediateMoveDestination()", "Type": "FVector", "Description": "Returns position of current path segment's end." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetMoveStatus()", "Type": "EPathFollowingStatus::Type", "Description": "Returns status of path following" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetPathFollowingComponent()", "Type": "UPathFollowingComponent", "Description": "Returns PathFollowingComponent subobject" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "HasPartialPath()", "Type": "bool", "Description": "Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination)." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "InitializeBlackboard(UBlackboardComponent& BlackboardCo...,UBlackboardData& BlackboardAsset)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "K2_ClearFocus()", "Type": "void", "Description": "Clears Focus, will also clear FocalPoint as a result" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "K2_SetFocalPoint(FVector FP)", "Type": "void", "Description": "Set the position that controller should be looking at." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "K2_SetFocus(AActor* NewFocus)", "Type": "void", "Description": "Set Focus for actor, will set FocalPoint as a result." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "LineOfSightTo(const AActor* Other,FVector ViewPoint,bool bAlternateChecks)", "Type": "bool", "Description": "Checks line to center and top of other actor" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "MoveTo(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr* OutPath)", "Type": "FPathFollowingRequestResult", "Description": "Makes AI go toward specified destination" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "MoveToActor(AActor* Goal,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)", "Type": "EPathFollowingRequestResult::Type", "Description": "Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "MoveToLocation(const FVector& Dest,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bProjectDestinationToNavigatio...,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)", "Type": "EPathFollowingRequestResult::Type", "Description": "Makes AI go toward specified Dest location, aborts any active path following" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed,FGameplayResourceSet FreshlyRelease...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnMoveCompleted(FAIRequestID RequestID,const FPathFollowingResult& Result)", "Type": "void", "Description": "Called on completing current movement request" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnUsingBlackBoard(UBlackboardComponent* Blackboa...,UBlackboardData* BlackboardAss...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PauseMove(FAIRequestID RequestToPause)", "Type": "bool", "Description": "If AI is currently moving due to request given by RequestToPause, then the move will be paused" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PerformAction(UPawnAction& Action,EAIRequestPriority::Type Priority,UObject*const Instigator)", "Type": "bool", "Description": "Actions." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PreparePathfinding(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "RequestMove(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr Path)", "Type": "FAIRequestID", "Description": "Passes move request and path object to path following" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "RequestPathAndMove(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", "Type": "FAIRequestID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ResumeMove(FAIRequestID RequestToResume)", "Type": "bool", "Description": "Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "RunBehaviorTree(UBehaviorTree* BTAsset)", "Type": "bool", "Description": "Starts executing behavior tree." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetFocalPoint(FVector NewFocus,EAIFocusPriority::Type InPriority)", "Type": "void", "Description": "Set FocalPoint for given priority as absolute position or offset from base." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetFocus(AActor* NewFocus,EAIFocusPriority::Type InPriority)", "Type": "void", "Description": "Set Focus actor for given priority, will set FocalPoint as a result." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetMoveBlockDetection(bool bEnable)", "Type": "void", "Description": "Updates state of movement block detection." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetPathFollowingComponent(UPathFollowingComponent* NewPF...)", "Type": "void", "Description": "That his function does not do any pathfollowing state transfer." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetPerceptionComponent(UAIPerceptionComponent& InPercepti...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ShouldSyncBlackboardWith(const UBlackboardComponent& OtherB...)", "Type": "bool", "Description": "Does this AIController allow given UBlackboardComponent sync data with it" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SuggestTossVelocity(FVector& OutTossVelocity,FVector Start,FVector End,float TossSpeed,bool bPreferHighArc,float CollisionRadius,bool bOnlyTraceUp)", "Type": "bool", "Description": "Computes a launch velocity vector to toss a projectile and hit the given destination." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ToggleAIIgnorePlayers()", "Type": "void", "Description": "Cheat/debugging functions." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "UnclaimTaskResource(TSubclassOf< UGameplayTaskResource ...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "UpdateControlRotation(float DeltaTime,bool bUpdatePawn)", "Type": "void", "Description": "Update direction AI is looking based on FocalPoint" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "UseBlackboard(UBlackboardData* BlackboardAss...,UBlackboardComponent*& Blackbo...)", "Type": "bool", "Description": "Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "DisplayDebug(UCanvas* Canvas,const FDebugDisplayInfo& DebugDisp...,float& YL,float& YPos)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnPossess(APawn* InPawn)", "Type": "void", "Description": "Overridable native function for when this controller is asked to possess a pawn." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnUnPossess()", "Type": "void", "Description": "Overridable native function for when this controller unpossesses its pawn." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetPawn(APawn* InPawn)", "Type": "void", "Description": "Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "StopMovement()", "Type": "void", "Description": "Aborts the move the controller is currently performing" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PostInitializeComponents()", "Type": "void", "Description": "Overridden to create the player replication info and perform other mundane initialization tasks." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "PostRegisterAllComponents()", "Type": "void", "Description": "Called after all the components in the Components array are registered, called both in editor and during gameplay" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "Reset()", "Type": "void", "Description": "Reset actor to initial state - used when restarting level without reloading." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "Tick(float DeltaSeconds)", "Type": "void", "Description": "Function called every frame on this Actor." }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetPathFollowingAgent()", "Type": "IPathFollowingAgentInterface", "Description": "Retrieves PathFollowingAgent for this NavAgent" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "IsFollowingAPath()", "Type": "bool", "Description": "Checks if the agent is actively following a navigation path" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "ShouldPostponePathUpdates()", "Type": "bool", "Description": "Allows delaying repath requests" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetPerceptionComponent()", "Type": "UAIPerceptionComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGameplayTaskAvatar(const UGameplayTask* Task)", "Type": "AActor *", "Description": "Get \"body\" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGameplayTaskDefaultPriority()", "Type": "uint8", "Description": "Get default priority for running a task" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGameplayTaskOwner(const UGameplayTask* Task)", "Type": "AActor *", "Description": "Get owner of a task or default one when task is null" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGameplayTasksComponent(const UGameplayTask& Task)", "Type": "UGameplayTasksComponent", "Description": "Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnGameplayTaskActivated(UGameplayTask& Task)", "Type": "void", "Description": "Notify called after GameplayTask changes state to Active (initial activation or resuming)" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnGameplayTaskDeactivated(UGameplayTask& Task)", "Type": "void", "Description": "Notify called after GameplayTask changes state from Active (finishing or pausing)" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "OnGameplayTaskInitialized(UGameplayTask& Task)", "Type": "void", "Description": "Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GetGenericTeamId()", "Type": "FGenericTeamId", "Description": "Retrieve team identifier in form of FGenericTeamId" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "SetGenericTeamId(const FGenericTeamId& TeamID)", "Type": "void", "Description": "Assigns Team Agent to given TeamID" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nAAIController\n", "Name": "GrabDebugSnapshot(FVisualLogEntry* Snapshot)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIBasicCounter\n", "Name": "NextAvailableID", "Type": "Type", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIBasicCounter\n", "Name": "GetNextAvailableID()", "Type": "Type", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIBasicCounter\n", "Name": "GetSize()", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIBasicCounter\n", "Name": "OnIndexForced(Type ForcedIndex)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "Index", "Type": "const TCounter:...", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "GetCounter()", "Type": "TCounter &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "GetNextID()", "Type": "FAIGenericID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "GetSize()", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "InvalidID()", "Type": "FAIGenericID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "IsValid()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "operator typename TCounter::Type()", "Type": "", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIGenericID\n", "Name": "operator=(const FAIGenericID& Other)", "Type": "FAIGenericID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "MessageFlags", "Type": "uint8", "Description": "Message param: custom flags" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "MessageName", "Type": "FName", "Description": "Type of message" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "RequestID", "Type": "FAIRequestID", "Description": "Message param: ID" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Sender", "Type": "FWeakObjectPtr", "Description": "Message source" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Status", "Type": "TEnumAsByte", "Description": "Message param: status" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Broadcast(UObject* WorldContextObject,const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "ClearFlag(uint8 Flag)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "HasFlag(uint8 Flag)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Send(AController* Controller,const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Send(APawn* Pawn,const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "Send(UBrainComponent* BrainComp,const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "SetFlag(uint8 Flag)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessage\n", "Name": "SetFlags(uint8 Flags)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(AController* Controller,FName MessageType,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(APawn* Pawn,FName MessageType,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(AController* Controller,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(APawn* Pawn,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", "Type": "FAIMessageObserverHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "DescribeObservedMessage()", "Type": "FString", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "GetObservedMessageID()", "Type": "FAIRequestID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "GetObservedMessageType()", "Type": "FName", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "IsObservingMessageID()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nFAIMessageObserver\n", "Name": "OnMessage(const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "AcceptanceRadius", "Type": "float", "Description": "Pathfollowing: required distance to goal to complete move" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bAllowPartialPath", "Type": "uint32: 1", "Description": "Pathfinding: allow using incomplete path going toward goal but not reaching it" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bCanStrafe", "Type": "uint32: 1", "Description": "Pathfollowing: keep focal point at move goal" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bInitialized", "Type": "uint32: 1", "Description": "Move goal is an actor" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bMoveToActor", "Type": "uint32: 1", "Description": "Move goal is an actor" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bProjectGoalOnNavigation", "Type": "uint32: 1", "Description": "Pathfinding: goal location will be projected on navigation data before use" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bReachTestIncludesAgentRadius", "Type": "uint32: 1", "Description": "Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bReachTestIncludesGoalRadius", "Type": "uint32: 1", "Description": "Pathfollowing: acceptance radius needs to be increased by goal actor radius" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "bUsePathfinding", "Type": "uint32: 1", "Description": "Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "FilterClass", "Type": "TSubclassOf", "Description": "Pathfinding: navigation filter to use" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GoalActor", "Type": "AActor *", "Description": "Move goal: actor" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GoalLocation", "Type": "FVector", "Description": "Move goal: location" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "UserData", "Type": "FCustomMoveSharedPtr", "Description": "Custom user data: structure" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "UserFlags", "Type": "int32", "Description": "Custom user data: flags" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "CanStrafe()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetAcceptanceRadius()", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetDestination()", "Type": "FVector", "Description": "Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetGoalActor()", "Type": "AActor *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetGoalLocation()", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetNavigationFilter()", "Type": "TSubclassOf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetUserData()", "Type": "FCustomMoveSharedPtr", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "GetUserFlags()", "Type": "int32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsMoveToActorRequest()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsProjectingGoal()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsReachTestIncludingAgentRadius()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsReachTestIncludingGoalRadius()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsUsingPartialPaths()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsUsingPathfinding()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "IsValid()", "Type": "bool", "Description": "The request should be either set up to move to a location, of go to a valid actor" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetAcceptanceRadius(float Radius)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetAllowPartialPath(bool bAllowPartial)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetCanStrafe(bool bStrafe)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetGoalActor(const AActor* InGoalActor)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetGoalLocation(const FVector& InGoalLocation)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetNavigationFilter(TSubclassOf< UNavigationQueryFilter...)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetProjectGoalLocation(bool bProject)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetReachTestIncludesAgentRadius(bool bIncludeRadius)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetReachTestIncludesGoalRadius(bool bIncludeRadius)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetUsePathfinding(bool bPathfinding)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetUserData(const FCustomMoveSharedPtr& InUser...)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetUserFlags(int32 InUserFlags)", "Type": "FAIMoveRequest", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "ToString()", "Type": "FString", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "UpdateGoalLocation(const FVector& NewLocation)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "CanStopOnOverlap()", "Type": "bool", "Description": "This function is deprecated, please use IsReachTestIncludingAgentRadius instead." }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIMoveRequest\n", "Name": "SetStopOnOverlap(bool bStop)", "Type": "FAIMoveRequest", "Description": "This function is deprecated, please use SetReachTestIncludesAgentRadius instead." }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "Index", "Type": "const TCounter:...", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "Name", "Type": "const FName", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "GetCounter()", "Type": "TCounter &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "GetSize()", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "InvalidID()", "Type": "FAINamedID", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "IsValid()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "operator typename TCounter::Type()", "Type": "", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAINamedID\n", "Name": "operator=(const FAINamedID& Other)", "Type": "FAINamedID &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "GetID()", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "IsEquivalent(uint32 OtherID)", "Type": "bool", "Description": "Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "IsEquivalent(FAIRequestID Other)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "IsValid()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "ToString()", "Type": "FString", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "operator uint32()", "Type": "", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIRequestID\n", "Name": "operator=(uint32 OtherID)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "ClearLock(EAIRequestPriority::Type LockPriori...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "ForceClearAllLocks()", "Type": "void", "Description": "Force-clears all locks" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "GetLockPriorityName()", "Type": "FString", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "IsAvailableFor(EAIRequestPriority::Type LockPriori...)", "Type": "bool", "Description": "Answers the question if given priority is allowed to use this resource." }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "IsLocked()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "IsLockedBy(EAIRequestPriority::Type LockPriori...)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "SetLock(EAIRequestPriority::Type LockPriori...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "SetUseResourceLockCount(bool inUseResourceLockCount)", "Type": "void", "Description": "Set whether we should use resource lock count. clears all existing locks." }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "operator+=(const FAIResourceLock& Other)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourceLock\n", "Name": "operator==(const FAIResourceLock& Other)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "AddResource(const FAIResourceID& Resource)", "Type": "FAIResourcesSet", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "AddResourceIndex(uint8 ResourceIndex)", "Type": "FAIResourcesSet", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "Clear()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "ContainsResource(const FAIResourceID& Resource)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "ContainsResourceIndex(uint8 ResourceID)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "IsEmpty()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "RemoveResource(const FAIResourceID& Resource)", "Type": "FAIResourcesSet", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFAIResourcesSet\n", "Name": "RemoveResourceIndex(uint8 ResourceIndex)", "Type": "FAIResourcesSet", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIController.h\"", "ClassName": "\nFFocusKnowledge\n", "Name": "Priorities", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "TeamID", "Type": "uint8", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "GetAttitude(const AActor* A,const AActor* B)", "Type": "ETeamAttitude::Type", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "GetAttitude(FGenericTeamId TeamA,FGenericTeamId TeamB)", "Type": "ETeamAttitude::Type", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "GetId()", "Type": "uint8", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "GetTeamIdentifier(const AActor* TeamMember)", "Type": "FGenericTeamId", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "ResetAttitudeSolver()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "SetAttitudeSolver(const FAttitudeSolverFunction& Sol...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", "ClassName": "\nFGenericTeamId\n", "Name": "operator uint8()", "Type": "", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "Graph", "Type": "const TGraph &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "NodePool", "Type": "FNodePool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "NodeSorter", "Type": "FNodeSorter", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "OpenList", "Type": "FOpenList", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "FindPath(const FSearchNode& StartNode,const FSearchNode& EndNode,const TQueryFilter& Filter,TResultPathInfo& OutPath)", "Type": "EGraphAStarResult", "Description": "Performs the actual search." }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "FloodFrom(const FSearchNode& StartNode,const TQueryFilter& Filter)", "Type": "EGraphAStarResult", "Description": "Floods node pool until running out of either free nodes or open set" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetCostLimit(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetCostLimit(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetHeuristicCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetHeuristicCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetNeighbour(const TemplateClass& Obj,const FSearchNode& Param1,const int32 Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetNeighbour(const TemplateClass& Obj,const FSearchNode& Param1,const int32 Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetNeighbourCount(const TemplateClass& Obj,const FGraphNodeRef Param1)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetNeighbourCount(const TemplateClass& Obj,const FGraphNodeRef Param1)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetTraversalCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "GetTraversalCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "HasExceededCostLimit(const TemplateClass& Obj,float Cost)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "HasExceededCostLimit(const TemplateClass& Obj,float Cost)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "HasReachMaxSearchNodes(const TQueryFilter& Filter)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "HasReachMaxSearchNodes(const TemplateClass& Obj,uint32 NodeCount)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "HasReachMaxSearchNodes(const TemplateClass& Obj,uint32 NodeCount)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "ProcessSingleNode(const FSearchNode& EndNode,const bool bIsBound,const TQueryFilter& Filter,int32& OutBestNodeIndex,float& OutBestNodeCost)", "Type": "bool", "Description": "Single run of A* loop: get node from open set and process neighbors returns true if loop should be continued" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "SetPathInfo(TemplateClass& Obj,const int32 Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "SetPathInfo(TemplateClass& Obj,const int32 Param1,const FSearchNode& Param2)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "ShouldIgnoreClosedNodes(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "ShouldIgnoreClosedNodes(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "ShouldIncludeStartNodeInPath(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStar\n", "Name": "ShouldIncludeStartNodeInPath(const TemplateClass& Obj)", "Type": "TEnableIf", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "bIsClosed", "Type": "uint8: 1", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "bIsOpened", "Type": "uint8: 1", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "NodeRef", "Type": "FGraphNodeRef", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "ParentNodeIndex", "Type": "int32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "ParentRef", "Type": "FGraphNodeRef", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "SearchNodeIndex", "Type": "int32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "TotalCost", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "TraversalCost", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "IsClosed()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "IsOpened()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "MarkClosed()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "MarkNotClosed()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "MarkNotOpened()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"GraphAStar.h\"", "ClassName": "\nFGraphAStarDefaultNode\n", "Name": "MarkOpened()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nFGridSize2D\n", "Name": "Height", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nFGridSize2D\n", "Name": "Width", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "Interval", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "TimeLeft", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "GetElapsedTime()", "Type": "float", "Description": "That this function returns meaningful results only if Interval > 0" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "GetElapsedTimeWithFallback(const float FallbackValue)", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "Reset()", "Type": "void", "Description": "Resets the countdown back to Interval" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "Set(const float InNewTimeLeft)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AITypes.h\"", "ClassName": "\nFIntervalCountdown\n", "Name": "Tick(const float TimeDelta)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "CurrentTimestamp", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "EQSRenderingComponents", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "SelectedEQSId", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "DrawData(IVisualLoggerEditorInterface* ...,UCanvas* Canvas)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "OnItemsSelectionChanged(IVisualLoggerEditorInterface* ...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "OnLogLineSelectionChanged(IVisualLoggerEditorInterface* ...,TSharedPtr< struct FLogEntryItem > ...,int64 UserData)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"VisualLoggerExtension.h\"", "ClassName": "\nFVisualLoggerExtension\n", "Name": "ResetData(IVisualLoggerEditorInterface* ...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIModule.h\"", "ClassName": "\nIAIModule\n", "Name": "Get()", "Type": "IAIModule &", "Description": "Singleton-like access to this module's interface." }, { "Module": "AIModule", "HeaderPath": "#include \"AIModule.h\"", "ClassName": "\nIAIModule\n", "Name": "GetAIAssetCategoryBit()", "Type": "EAssetTypeCategories::Type", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AIModule.h\"", "ClassName": "\nIAIModule\n", "Name": "IsAvailable()", "Type": "bool", "Description": "Checks to see if this module is loaded and ready." }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "CalcElementBounds(const FElement&)", "Type": "FBox", "Description": "You have to supply this yourself" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "CalcNodeBounds(const TArray< FElementBox >& Eleme...,const int StartIndex,const int LimitIndex)", "Type": "FBox", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "Create(TArray< FElement >&& InElements)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "Create(const TArray< FElement >& InElemen...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "CreateCommonInternal()", "Type": "void", "Description": "Assumes Elements has been set up" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "GetBoundingBoxes()", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "GetElements()", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "GetLongestAxis(const FBox& NodeBounds)", "Type": "int", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "GetNodes()", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "GetOverlapping(const FBox& Box,TArray< FElement >& OutOverlapping...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "IsEmpty()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "RecreateTree(const TArray< FElement >& InElemen...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "RecreateTree(TArray< FElement >&& InElements)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "Reset()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BVTree.h\"", "ClassName": "\nTBVTree\n", "Name": "Subdivide(TArray< FElementBox >& ElementBBox...,const int StartIndex,const int LimitIndex,int& CurrentNode)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", "ClassName": "\nTDefaultManagerInstanceTracker\n", "Name": "bCreateIfMissing", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", "ClassName": "\nTDefaultManagerInstanceTracker\n", "Name": "WorldToInstanceMap", "Type": "TMap", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", "ClassName": "\nTDefaultManagerInstanceTracker\n", "Name": "GetManagerInstance(UWorld& World)", "Type": "FManager \u0004...", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", "ClassName": "\nTDefaultManagerInstanceTracker\n", "Name": "OnWorldCleanup(UWorld* World,bool,bool)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "BoundsSize", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Cells", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "CellSize", "Type": "uint32", "Description": "DEPRECATED, use GridCellSize instead of this." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GridCellSize", "Type": "float", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GridSize", "Type": "FGridSize2D", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Origin", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "WorldBounds", "Type": "FBox", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "AllocateMemory()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "CleanUp()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "FreeMemory()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetAllocatedSize()", "Type": "uint32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellAtIndexUnsafe(int32 CellIndex)", "Type": "FCellType", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellAtIndexUnsafe(int32 CellIndex)", "Type": "FCellType &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellAtWorldLocation(const FVector& WorldLocation)", "Type": "FCellType", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellAtWorldLocationUnsafe(const FVector& WorldLocation)", "Type": "FCellType", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellCoords(const FVector& WorldLocation)", "Type": "FIntVector", "Description": "Convert world location to (X,Y) coords on grid, result is clamped to grid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellCoords(int32 CellIndex)", "Type": "FIntVector", "Description": "Convert cell index to (X,Y) coords on grid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellCoordsUnsafe(const FVector& WorldLocation)", "Type": "FIntVector", "Description": "Convert world location to (X,Y) coords on grid, result can be outside grid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellCoordX(int32 CellIndex)", "Type": "int32", "Description": "Convert cell index to coord X on grid, result can be invalid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellCoordY(int32 CellIndex)", "Type": "int32", "Description": "Convert cell index to coord Y on grid, result can be invalid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellIndex(int32 LocationX,int32 LocationY)", "Type": "int32", "Description": "Convert (X,Y) coords on grid to cell index, returns -1 for position outside grid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellIndex(const FVector& WorldLocation)", "Type": "int32", "Description": "Convert world location to cell index, returns -1 for position outside grid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellIndexUnsafe(const FVector& WorldLocation)", "Type": "int32", "Description": "Convert world location to cell index, result can be invalid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellIndexUnsafe(int32 LocationX,int32 LocationY)", "Type": "int32", "Description": "Convert (X,Y) coords on grid to cell index, result can be invalid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellIndexUnsafe(const FIntVector& CellCoords)", "Type": "int32", "Description": "Convert (X,Y) coords on grid to cell index, result can be invalid" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellsCount()", "Type": "int32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetWorldCellBox(int32 CellIndex)", "Type": "FBox", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetWorldCellBox(int32 LocationX,int32 LocationY)", "Type": "FBox", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetWorldCellCenter(int32 CellIndex)", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetWorldCellCenter(int32 LocationX,int32 LocationY)", "Type": "FVector", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Init(float InCellSize,const FBox& Bounds)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "IsValid()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "IsValidCoord(const FIntVector& CellCoords)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "IsValidCoord(int32 LocationX,int32 LocationY)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "IsValidIndex(const int32 CellIndex)", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Num()", "Type": "int32", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Serialize(FArchive& Ar)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "UpdateWorldBounds()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Zero()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "operator[](int32 CellIndex)", "Type": "FCellType &", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "operator[](int32 CellIndex)", "Type": "FCellType", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "CellCoordsToCellIndex(const int32 LocationX,const int32 LocationY)", "Type": "uint32", "Description": "This function is now deprecated, please use GetCellIndex instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "CellIndexToCoords(uint32 CellIndex,uint32& LocationX,uint32& LocationY)", "Type": "FIntVector", "Description": "This function is now deprecated, please use GetCellCoords instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "CellIndexToCoords(uint32 CellIndex)", "Type": "FIntVector", "Description": "This function is now deprecated, please use GetCellCoords instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetCellAtWorldLocationSafe(const FVector& WorldLocation)", "Type": "FCellType", "Description": "This function is now deprecated, please use GetCellAtWorldLocation instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "GetValuesMemorySize()", "Type": "uint32", "Description": "This function is now deprecated, please use GetAllocatedSize instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "Init(uint32 InCellSize,const FBox& Bounds)", "Type": "void", "Description": "This function is now deprecated, please use the one with float CellSize argument" }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "IsValidCellIndex(const int32 CellIndex)", "Type": "bool", "Description": "This function is now deprecated, please use IsValidIndex instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "WorldToCellCoords(const FVector& WorldLocation)", "Type": "FIntVector", "Description": "This function is now deprecated, please use GetCellCoords instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "WorldToCellCoords(const FVector& WorldLocation,uint32& LocationX,uint32& LocationY)", "Type": "void", "Description": "This function is now deprecated, please use GetCellCoords instead." }, { "Module": "AIModule", "HeaderPath": "#include \"SimpleCellGrid.h\"", "ClassName": "\nTSimpleCellGrid\n", "Name": "WorldToCellIndex(const FVector& WorldLocation)", "Type": "uint32", "Description": "This function is now deprecated, please use GetCellIndex instead." }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "GetWorld()", "Type": "UWorld *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "GetWorldFast()", "Type": "UWorld *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "GetTickableGameObjectWorld()", "Type": "UWorld *", "Description": "FTickableGameObject begin." }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "GetStatId()", "Type": "TStatId", "Description": "Return the stat id to use for this tickable" }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "GetTickableTickType()", "Type": "ETickableTickType", "Description": "Virtual that can be overloaded by the inheriting class." }, { "Module": "AIModule", "HeaderPath": "#include \"AISubsystem.h\"", "ClassName": "\nUAISubsystem\n", "Name": "Tick(float DeltaTime)", "Type": "void", "Description": "Pure virtual that must be overloaded by the inheriting class." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "AcceptanceRadius", "Type": "float", "Description": "Default AI movement's acceptance radius used to determine whether AI reached path's end" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "ActorSpawnedDelegateHandle", "Type": "FDelegateHandle", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "AllProxyObjects", "Type": "TArray", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bAcceptPartialPaths", "Type": "bool", "Description": "Sets default value for rather move tasks accept partial paths or not" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bAddBlackboardSelfKey", "Type": "bool", "Description": "If set to true will result in automatically adding the SelfActor key to new Blackboard assets." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bAllowControllersAsEQSQuerier", "Type": "bool", "Description": "If enable will make EQS not complaint about using Controllers as queriers." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bAllowStrafing", "Type": "bool", "Description": "Sets default value for rather move tasks allow strafing or not" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "BehaviorTreeManager", "Type": "UBehaviorTreeManager", "Description": "Behavior tree manager used by game" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bEnableBTAITasks", "Type": "bool", "Description": "Whether or not to enable Gameplay Tasks for move tasks this property is just a transition-time flag - in the end we're going to switch over to Gameplay Tasks anyway, that's the goal." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bEnableDebuggerPlugin", "Type": "bool", "Description": "If set, GameplayDebuggerPlugin will be loaded on module's startup" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bFinishMoveOnGoalOverlap", "Type": "bool", "Description": "If true, overlapping the goal will be counted by default as finishing a move" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "bForgetStaleActors", "Type": "bool", "Description": "If set, actors will be forgotten by the perception system when their stimulus has expired." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "BlackboardDataToComponentsMap", "Type": "FBlackboardDataToComponentsMap", "Description": "UBlackboardComponent instances that reference the blackboard data definition" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "DefaultSightCollisionChannel", "Type": "TEnumAsByte", "Description": "Which collision channel to use for sight checks by default" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "EnvironmentQueryManager", "Type": "UEnvQueryManager", "Description": "Environment query manager used by game" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "HotSpotManager", "Type": "UAIHotSpotManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "HotSpotManagerClassName", "Type": "FSoftClassPath", "Description": "Class that will be used to spawn the hot spot manager, can be game-specific" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "NavLocalGrids", "Type": "UNavLocalGridManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "PathfollowingNavLinkAcceptanceRadius", "Type": "float", "Description": "Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "PathfollowingRegularPathPointAcceptanceRadius", "Type": "float", "Description": "Value used for pathfollowing's internal code to determine whether AI reached path's point." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "PerceptionSystem", "Type": "UAIPerceptionSystem", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "PerceptionSystemClassName", "Type": "FSoftClassPath", "Description": "Class that will be used to spawn the perception system, can be game-specific" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "AddReferenceFromProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "AIIgnorePlayers()", "Type": "void", "Description": "Cheats" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "AILoggingVerbose()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "ConditionalLoadDebuggerPlugin()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "CreateBlackboardDataToComponentsIterator(UBlackboardData& BlackboardAsset)", "Type": "FBlackboardDataToComponentsIterator", "Description": "Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetBehaviorTreeManager()", "Type": "UBehaviorTreeManager", "Description": "Behavior tree manager const getter" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetBehaviorTreeManager()", "Type": "UBehaviorTreeManager", "Description": "Behavior tree manager getter" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetCurrent(UWorld& World)", "Type": "UAISystem", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetCurrentSafe(UWorld* World)", "Type": "UAISystem", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetEnvironmentQueryManager()", "Type": "UEnvQueryManager", "Description": "Environment Query manager const getter" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetEnvironmentQueryManager()", "Type": "UEnvQueryManager", "Description": "Environment Query manager getter" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetHotSpotManager()", "Type": "UAIHotSpotManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetHotSpotManager()", "Type": "UAIHotSpotManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetNavLocalGridManager()", "Type": "UNavLocalGridManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetNavLocalGridManager()", "Type": "UNavLocalGridManager", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetOuterWorld()", "Type": "UWorld *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetPerceptionSystem()", "Type": "UAIPerceptionSystem", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetPerceptionSystem()", "Type": "UAIPerceptionSystem", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetRandomStream()", "Type": "FRandomStream", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "GetWorld()", "Type": "UWorld *", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "LoadDebuggerPlugin()", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "OnActorSpawned(AActor* SpawnedActor)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "RegisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)", "Type": "void", "Description": "Registers a UBlackboardComponent instance with this blackboard data asset." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "RemoveReferenceToProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "RunEQS(const FString& QueryName,UObject* Target)", "Type": "void", "Description": "Insta-runs EQS query for given Target" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "SeedRandomStream(const int32 Seed)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "UnregisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)", "Type": "void", "Description": "Unregisters a UBlackboardComponent instance with this blackboard data asset." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "CleanupWorld(bool bSessionEnded,bool bCleanupResources,UWorld* NewWorld)", "Type": "void", "Description": "Called by UWorld::CleanupWorld." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "InitializeActorsForPlay(bool bTimeGotReset)", "Type": "void", "Description": "UAISystemBase begin." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "StartPlay()", "Type": "void", "Description": "Called by UWorld::BeginPlay to indicate the gameplay has started." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "WorldOriginLocationChanged(FIntVector OldOriginLocation,FIntVector NewOriginLocation)", "Type": "void", "Description": "Event called on world origin location changes" }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "BeginDestroy()", "Type": "void", "Description": "Called before destroying the object." }, { "Module": "AIModule", "HeaderPath": "#include \"AISystem.h\"", "ClassName": "\nUAISystem\n", "Name": "PostInitProperties()", "Type": "void", "Description": "Called after the C++ constructor and after the properties have been initialized, including those loaded from config." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "AIOwner", "Type": "AAIController", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "BlackboardComp", "Type": "UBlackboardComponent", "Description": "Blackboard component" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "MessageObservers", "Type": "TArray", "Description": "Active message observers" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "MessagesToProcess", "Type": "TArray", "Description": "This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "ResourceLock", "Type": "FAIResourceLock", "Description": "Used to keep track of which subsystem requested this AI resource be locked" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "CacheBlackboardComponent(UBlackboardComponent* BBComp)", "Type": "void", "Description": "END UActorComponent overrides caches BlackboardComponent's pointer to be used with this brain component" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "Cleanup()", "Type": "void", "Description": "AI logic won't be needed anymore, stop all activity and run cleanup" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "DescribeSelfToVisLog(FVisualLogEntry* Snapshot)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "GetAIOwner()", "Type": "AAIController", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "GetBlackboardComponent()", "Type": "UBlackboardComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "GetBlackboardComponent()", "Type": "UBlackboardComponent", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "GetDebugInfoString()", "Type": "FString", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "HandleMessage(const FAIMessage& Message)", "Type": "void", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "IsPaused()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "IsRunning()", "Type": "bool", "Description": "" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "PauseLogic(const FString& Reason)", "Type": "void", "Description": "Pause logic and blackboard updates." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "RequestLogicRestartOnUnlock()", "Type": "void", "Description": "To be called in case we want to restart AI logic while it's still being locked." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "RestartLogic()", "Type": "void", "Description": "Restarts currently running or previously ran brain logic." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "ResumeLogic(const FString& Reason)", "Type": "EAILogicResuming::Type", "Description": "Resumes paused brain logic. MUST be called by child implementations!" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "StartLogic()", "Type": "void", "Description": "Starts brain logic. If brain is already running, will not do anything." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "StopLogic(const FString& Reason)", "Type": "void", "Description": "Stops currently running brain logic." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "InitializeComponent()", "Type": "void", "Description": "BEGIN UActorComponent overrides" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "OnRegister()", "Type": "void", "Description": "Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "TickComponent(float DeltaTime,enum ELevelTick TickType,FActorComponentTickFunction* T...)", "Type": "void", "Description": "Function called every frame on this ActorComponent." }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "ClearResourceLock(EAIRequestPriority::Type LockSource)", "Type": "void", "Description": "Clear resource lock of the given origin" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "ForceUnlockResource()", "Type": "void", "Description": "Force-clears all locks on resource" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "IsResourceLocked()", "Type": "bool", "Description": "Check whether resource is currently locked" }, { "Module": "AIModule", "HeaderPath": "#include \"BrainComponent.h\"", "ClassName": "\nUBrainComponent\n", "Name": "LockResource(EAIRequestPriority::Type LockSource)", "Type": "void", "Description": "If resource is lockable lock it with indicated priority" } ]