ClassName
stringclasses 24
values | HeaderPath
stringclasses 12
values | Name
stringlengths 4
216
| Description
stringlengths 0
182
| Module
stringclasses 1
value | Type
stringclasses 78
values |
---|---|---|---|---|---|
AAIController
|
#include "AIController.h"
|
bAllowStrafe
|
Is strafing allowed during movement?
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
Blackboard
|
Blackboard
|
AIModule
|
UBlackboardComponent
|
AAIController
|
#include "AIController.h"
|
bLOSflag
|
Used for alternating LineOfSight traces
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
BrainComponent
|
Component responsible for behaviors.
|
AIModule
|
UBrainComponent
|
AAIController
|
#include "AIController.h"
|
bSetControlRotationFromPawnOrientation
|
Copy Pawn rotation to ControlRotation, if there is no focus point.
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
bSkipExtraLOSChecks
|
Skip extra line of sight traces to extremities of target being checked.
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
bStartAILogicOnPossess
|
By default AI's logic does not start when controlled Pawn is possessed.
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
bStopAILogicOnUnposses
|
By default AI's logic gets stopped when controlled Pawn is unpossessed.
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
bWantsPlayerState
|
Specifies if this AI wants its own PlayerState.
|
AIModule
|
uint32: 1
|
AAIController
|
#include "AIController.h"
|
CachedGameplayTasksComponent
|
AIModule
|
UGameplayTasksComponent
|
|
AAIController
|
#include "AIController.h"
|
DefaultNavigationFilterClass
|
AIModule
|
TSubclassOf
|
|
AAIController
|
#include "AIController.h"
|
FocusInformation
|
AIModule
|
FFocusKnowledge
|
|
AAIController
|
#include "AIController.h"
|
PerceptionComponent
|
AIModule
|
UAIPerceptionComponent
|
|
AAIController
|
#include "AIController.h"
|
ReceiveMoveCompleted
|
Blueprint notification that we've completed the current movement request
|
AIModule
|
FAIMoveCompletedSignature
|
AAIController
|
#include "AIController.h"
|
ActorsPerceptionUpdated(const TArray< AActor* >& Upda...)
|
Notifies AIController of changes in given actors' perception
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
AreAIIgnoringPlayers()
|
AIModule
|
bool
|
|
AAIController
|
#include "AIController.h"
|
BuildPathfindingQuery(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)
|
Helper function for creating pathfinding query for this agent from move request data
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
ClaimTaskResource(TSubclassOf< UGameplayTaskResource ...)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
ClearFocus(EAIFocusPriority::Type InPriority)
|
Clears Focus for given priority, will also clear FocalPoint as a result
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
FindPathForMoveRequest(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query,FNavPathSharedPtr& OutPath)
|
Finds path for given move request
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
GetActionsComp()
|
Returns ActionsComp subobject
|
AIModule
|
UPawnActionsComponent
|
AAIController
|
#include "AIController.h"
|
GetAIPerceptionComponent()
|
AIModule
|
UAIPerceptionComponent
|
|
AAIController
|
#include "AIController.h"
|
GetAIPerceptionComponent()
|
AIModule
|
UAIPerceptionComponent
|
|
AAIController
|
#include "AIController.h"
|
GetBlackboardComponent()
|
AIModule
|
UBlackboardComponent
|
|
AAIController
|
#include "AIController.h"
|
GetBlackboardComponent()
|
AIModule
|
UBlackboardComponent
|
|
AAIController
|
#include "AIController.h"
|
GetBrainComponent()
|
AIModule
|
UBrainComponent
|
|
AAIController
|
#include "AIController.h"
|
GetCurrentMoveRequestID()
|
Returns the Move Request ID for the current move
|
AIModule
|
FAIRequestID
|
AAIController
|
#include "AIController.h"
|
GetDebugIcon()
|
Debug/dev-time
|
AIModule
|
FString
|
AAIController
|
#include "AIController.h"
|
GetDefaultNavigationFilterClass()
|
AIModule
|
TSubclassOf
|
|
AAIController
|
#include "AIController.h"
|
GetFocalPoint()
|
Retrieve the final position that controller should be looking at.
|
AIModule
|
FVector
|
AAIController
|
#include "AIController.h"
|
GetFocalPointForPriority(EAIFocusPriority::Type InPriority)
|
AIModule
|
FVector
|
|
AAIController
|
#include "AIController.h"
|
GetFocalPointOnActor(const AActor* Actor)
|
Retrieve the focal point this controller should focus to on given actor.
|
AIModule
|
FVector
|
AAIController
|
#include "AIController.h"
|
GetFocusActor()
|
Get the focused actor.
|
AIModule
|
AActor *
|
AAIController
|
#include "AIController.h"
|
GetFocusActorForPriority(EAIFocusPriority::Type InPriority)
|
AIModule
|
AActor *
|
|
AAIController
|
#include "AIController.h"
|
GetGameplayTasksComponent()
|
AIModule
|
UGameplayTasksComponent
|
|
AAIController
|
#include "AIController.h"
|
GetImmediateMoveDestination()
|
Returns position of current path segment's end.
|
AIModule
|
FVector
|
AAIController
|
#include "AIController.h"
|
GetMoveStatus()
|
Returns status of path following
|
AIModule
|
EPathFollowingStatus::Type
|
AAIController
|
#include "AIController.h"
|
GetPathFollowingComponent()
|
Returns PathFollowingComponent subobject
|
AIModule
|
UPathFollowingComponent
|
AAIController
|
#include "AIController.h"
|
HasPartialPath()
|
Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination).
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
InitializeBlackboard(UBlackboardComponent& BlackboardCo...,UBlackboardData& BlackboardAsset)
|
AIModule
|
bool
|
|
AAIController
|
#include "AIController.h"
|
K2_ClearFocus()
|
Clears Focus, will also clear FocalPoint as a result
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
K2_SetFocalPoint(FVector FP)
|
Set the position that controller should be looking at.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
K2_SetFocus(AActor* NewFocus)
|
Set Focus for actor, will set FocalPoint as a result.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
LineOfSightTo(const AActor* Other,FVector ViewPoint,bool bAlternateChecks)
|
Checks line to center and top of other actor
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
MoveTo(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr* OutPath)
|
Makes AI go toward specified destination
|
AIModule
|
FPathFollowingRequestResult
|
AAIController
|
#include "AIController.h"
|
MoveToActor(AActor* Goal,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)
|
Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following
|
AIModule
|
EPathFollowingRequestResult::Type
|
AAIController
|
#include "AIController.h"
|
MoveToLocation(const FVector& Dest,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bProjectDestinationToNavigatio...,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)
|
Makes AI go toward specified Dest location, aborts any active path following
|
AIModule
|
EPathFollowingRequestResult::Type
|
AAIController
|
#include "AIController.h"
|
OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed,FGameplayResourceSet FreshlyRelease...)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
OnMoveCompleted(FAIRequestID RequestID,const FPathFollowingResult& Result)
|
Called on completing current movement request
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
OnUsingBlackBoard(UBlackboardComponent* Blackboa...,UBlackboardData* BlackboardAss...)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
PauseMove(FAIRequestID RequestToPause)
|
If AI is currently moving due to request given by RequestToPause, then the move will be paused
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
PerformAction(UPawnAction& Action,EAIRequestPriority::Type Priority,UObject*const Instigator)
|
Actions.
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
PreparePathfinding(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)
|
AIModule
|
bool
|
|
AAIController
|
#include "AIController.h"
|
RequestMove(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr Path)
|
Passes move request and path object to path following
|
AIModule
|
FAIRequestID
|
AAIController
|
#include "AIController.h"
|
RequestPathAndMove(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)
|
AIModule
|
FAIRequestID
|
|
AAIController
|
#include "AIController.h"
|
ResumeMove(FAIRequestID RequestToResume)
|
Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
RunBehaviorTree(UBehaviorTree* BTAsset)
|
Starts executing behavior tree.
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
SetFocalPoint(FVector NewFocus,EAIFocusPriority::Type InPriority)
|
Set FocalPoint for given priority as absolute position or offset from base.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
SetFocus(AActor* NewFocus,EAIFocusPriority::Type InPriority)
|
Set Focus actor for given priority, will set FocalPoint as a result.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
SetMoveBlockDetection(bool bEnable)
|
Updates state of movement block detection.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
SetPathFollowingComponent(UPathFollowingComponent* NewPF...)
|
That his function does not do any pathfollowing state transfer.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
SetPerceptionComponent(UAIPerceptionComponent& InPercepti...)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
ShouldSyncBlackboardWith(const UBlackboardComponent& OtherB...)
|
Does this AIController allow given UBlackboardComponent sync data with it
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
SuggestTossVelocity(FVector& OutTossVelocity,FVector Start,FVector End,float TossSpeed,bool bPreferHighArc,float CollisionRadius,bool bOnlyTraceUp)
|
Computes a launch velocity vector to toss a projectile and hit the given destination.
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
ToggleAIIgnorePlayers()
|
Cheat/debugging functions.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
UnclaimTaskResource(TSubclassOf< UGameplayTaskResource ...)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
UpdateControlRotation(float DeltaTime,bool bUpdatePawn)
|
Update direction AI is looking based on FocalPoint
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
UseBlackboard(UBlackboardData* BlackboardAss...,UBlackboardComponent*& Blackbo...)
|
Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist.
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
DisplayDebug(UCanvas* Canvas,const FDebugDisplayInfo& DebugDisp...,float& YL,float& YPos)
|
AIModule
|
void
|
|
AAIController
|
#include "AIController.h"
|
OnPossess(APawn* InPawn)
|
Overridable native function for when this controller is asked to possess a pawn.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
OnUnPossess()
|
Overridable native function for when this controller unpossesses its pawn.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
SetPawn(APawn* InPawn)
|
Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
StopMovement()
|
Aborts the move the controller is currently performing
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
PostInitializeComponents()
|
Overridden to create the player replication info and perform other mundane initialization tasks.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
PostRegisterAllComponents()
|
Called after all the components in the Components array are registered, called both in editor and during gameplay
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
Reset()
|
Reset actor to initial state - used when restarting level without reloading.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
Tick(float DeltaSeconds)
|
Function called every frame on this Actor.
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
GetPathFollowingAgent()
|
Retrieves PathFollowingAgent for this NavAgent
|
AIModule
|
IPathFollowingAgentInterface
|
AAIController
|
#include "AIController.h"
|
IsFollowingAPath()
|
Checks if the agent is actively following a navigation path
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
ShouldPostponePathUpdates()
|
Allows delaying repath requests
|
AIModule
|
bool
|
AAIController
|
#include "AIController.h"
|
GetPerceptionComponent()
|
AIModule
|
UAIPerceptionComponent
|
|
AAIController
|
#include "AIController.h"
|
GetGameplayTaskAvatar(const UGameplayTask* Task)
|
Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)
|
AIModule
|
AActor *
|
AAIController
|
#include "AIController.h"
|
GetGameplayTaskDefaultPriority()
|
Get default priority for running a task
|
AIModule
|
uint8
|
AAIController
|
#include "AIController.h"
|
GetGameplayTaskOwner(const UGameplayTask* Task)
|
Get owner of a task or default one when task is null
|
AIModule
|
AActor *
|
AAIController
|
#include "AIController.h"
|
GetGameplayTasksComponent(const UGameplayTask& Task)
|
Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!
|
AIModule
|
UGameplayTasksComponent
|
AAIController
|
#include "AIController.h"
|
OnGameplayTaskActivated(UGameplayTask& Task)
|
Notify called after GameplayTask changes state to Active (initial activation or resuming)
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
OnGameplayTaskDeactivated(UGameplayTask& Task)
|
Notify called after GameplayTask changes state from Active (finishing or pausing)
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
OnGameplayTaskInitialized(UGameplayTask& Task)
|
Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
GetGenericTeamId()
|
Retrieve team identifier in form of FGenericTeamId
|
AIModule
|
FGenericTeamId
|
AAIController
|
#include "AIController.h"
|
SetGenericTeamId(const FGenericTeamId& TeamID)
|
Assigns Team Agent to given TeamID
|
AIModule
|
void
|
AAIController
|
#include "AIController.h"
|
GrabDebugSnapshot(FVisualLogEntry* Snapshot)
|
AIModule
|
void
|
|
FAIBasicCounter
|
#include "AITypes.h"
|
NextAvailableID
|
AIModule
|
Type
|
|
FAIBasicCounter
|
#include "AITypes.h"
|
GetNextAvailableID()
|
AIModule
|
Type
|
|
FAIBasicCounter
|
#include "AITypes.h"
|
GetSize()
|
AIModule
|
uint32
|
|
FAIBasicCounter
|
#include "AITypes.h"
|
OnIndexForced(Type ForcedIndex)
|
AIModule
|
void
|
|
FAIGenericID
|
#include "AITypes.h"
|
Index
|
AIModule
|
const TCounter:...
|
|
FAIGenericID
|
#include "AITypes.h"
|
GetCounter()
|
AIModule
|
TCounter &
|
|
FAIGenericID
|
#include "AITypes.h"
|
GetNextID()
|
AIModule
|
FAIGenericID
|
|
FAIGenericID
|
#include "AITypes.h"
|
GetSize()
|
AIModule
|
uint32
|
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