ClassName
stringclasses
24 values
HeaderPath
stringclasses
12 values
Name
stringlengths
4
216
Description
stringlengths
0
182
Module
stringclasses
1 value
Type
stringclasses
78 values
FAIGenericID
#include "AITypes.h"
InvalidID()
AIModule
FAIGenericID
FAIGenericID
#include "AITypes.h"
IsValid()
AIModule
bool
FAIGenericID
#include "AITypes.h"
operator typename TCounter::Type()
AIModule
FAIGenericID
#include "AITypes.h"
operator=(const FAIGenericID& Other)
AIModule
FAIGenericID
FAIMessage
#include "BrainComponent.h"
MessageFlags
Message param: custom flags
AIModule
uint8
FAIMessage
#include "BrainComponent.h"
MessageName
Type of message
AIModule
FName
FAIMessage
#include "BrainComponent.h"
RequestID
Message param: ID
AIModule
FAIRequestID
FAIMessage
#include "BrainComponent.h"
Sender
Message source
AIModule
FWeakObjectPtr
FAIMessage
#include "BrainComponent.h"
Status
Message param: status
AIModule
TEnumAsByte
FAIMessage
#include "BrainComponent.h"
Broadcast(UObject* WorldContextObject,const FAIMessage& Message)
AIModule
void
FAIMessage
#include "BrainComponent.h"
ClearFlag(uint8 Flag)
AIModule
void
FAIMessage
#include "BrainComponent.h"
HasFlag(uint8 Flag)
AIModule
bool
FAIMessage
#include "BrainComponent.h"
Send(AController* Controller,const FAIMessage& Message)
AIModule
void
FAIMessage
#include "BrainComponent.h"
Send(APawn* Pawn,const FAIMessage& Message)
AIModule
void
FAIMessage
#include "BrainComponent.h"
Send(UBrainComponent* BrainComp,const FAIMessage& Message)
AIModule
void
FAIMessage
#include "BrainComponent.h"
SetFlag(uint8 Flag)
AIModule
void
FAIMessage
#include "BrainComponent.h"
SetFlags(uint8 Flags)
AIModule
void
FAIMessageObserver
#include "BrainComponent.h"
Create(AController* Controller,FName MessageType,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
Create(APawn* Pawn,FName MessageType,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
Create(UBrainComponent* BrainComp,FName MessageType,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
Create(AController* Controller,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
Create(APawn* Pawn,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
Create(UBrainComponent* BrainComp,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)
AIModule
FAIMessageObserverHandle
FAIMessageObserver
#include "BrainComponent.h"
DescribeObservedMessage()
AIModule
FString
FAIMessageObserver
#include "BrainComponent.h"
GetObservedMessageID()
AIModule
FAIRequestID
FAIMessageObserver
#include "BrainComponent.h"
GetObservedMessageType()
AIModule
FName
FAIMessageObserver
#include "BrainComponent.h"
IsObservingMessageID()
AIModule
bool
FAIMessageObserver
#include "BrainComponent.h"
OnMessage(const FAIMessage& Message)
AIModule
void
FAIMoveRequest
#include "AITypes.h"
AcceptanceRadius
Pathfollowing: required distance to goal to complete move
AIModule
float
FAIMoveRequest
#include "AITypes.h"
bAllowPartialPath
Pathfinding: allow using incomplete path going toward goal but not reaching it
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bCanStrafe
Pathfollowing: keep focal point at move goal
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bInitialized
Move goal is an actor
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bMoveToActor
Move goal is an actor
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bProjectGoalOnNavigation
Pathfinding: goal location will be projected on navigation data before use
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bReachTestIncludesAgentRadius
Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bReachTestIncludesGoalRadius
Pathfollowing: acceptance radius needs to be increased by goal actor radius
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
bUsePathfinding
Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points
AIModule
uint32: 1
FAIMoveRequest
#include "AITypes.h"
FilterClass
Pathfinding: navigation filter to use
AIModule
TSubclassOf
FAIMoveRequest
#include "AITypes.h"
GoalActor
Move goal: actor
AIModule
AActor *
FAIMoveRequest
#include "AITypes.h"
GoalLocation
Move goal: location
AIModule
FVector
FAIMoveRequest
#include "AITypes.h"
UserData
Custom user data: structure
AIModule
FCustomMoveSharedPtr
FAIMoveRequest
#include "AITypes.h"
UserFlags
Custom user data: flags
AIModule
int32
FAIMoveRequest
#include "AITypes.h"
CanStrafe()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
GetAcceptanceRadius()
AIModule
float
FAIMoveRequest
#include "AITypes.h"
GetDestination()
Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself
AIModule
FVector
FAIMoveRequest
#include "AITypes.h"
GetGoalActor()
AIModule
AActor *
FAIMoveRequest
#include "AITypes.h"
GetGoalLocation()
AIModule
FVector
FAIMoveRequest
#include "AITypes.h"
GetNavigationFilter()
AIModule
TSubclassOf
FAIMoveRequest
#include "AITypes.h"
GetUserData()
AIModule
FCustomMoveSharedPtr
FAIMoveRequest
#include "AITypes.h"
GetUserFlags()
AIModule
int32
FAIMoveRequest
#include "AITypes.h"
IsMoveToActorRequest()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsProjectingGoal()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsReachTestIncludingAgentRadius()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsReachTestIncludingGoalRadius()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsUsingPartialPaths()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsUsingPathfinding()
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
IsValid()
The request should be either set up to move to a location, of go to a valid actor
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
SetAcceptanceRadius(float Radius)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetAllowPartialPath(bool bAllowPartial)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetCanStrafe(bool bStrafe)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetGoalActor(const AActor* InGoalActor)
AIModule
void
FAIMoveRequest
#include "AITypes.h"
SetGoalLocation(const FVector& InGoalLocation)
AIModule
void
FAIMoveRequest
#include "AITypes.h"
SetNavigationFilter(TSubclassOf< UNavigationQueryFilter...)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetProjectGoalLocation(bool bProject)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetReachTestIncludesAgentRadius(bool bIncludeRadius)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetReachTestIncludesGoalRadius(bool bIncludeRadius)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetUsePathfinding(bool bPathfinding)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetUserData(const FCustomMoveSharedPtr& InUser...)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
SetUserFlags(int32 InUserFlags)
AIModule
FAIMoveRequest
FAIMoveRequest
#include "AITypes.h"
ToString()
AIModule
FString
FAIMoveRequest
#include "AITypes.h"
UpdateGoalLocation(const FVector& NewLocation)
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
CanStopOnOverlap()
This function is deprecated, please use IsReachTestIncludingAgentRadius instead.
AIModule
bool
FAIMoveRequest
#include "AITypes.h"
SetStopOnOverlap(bool bStop)
This function is deprecated, please use SetReachTestIncludesAgentRadius instead.
AIModule
FAIMoveRequest
FAINamedID
#include "AITypes.h"
Index
AIModule
const TCounter:...
FAINamedID
#include "AITypes.h"
Name
AIModule
const FName
FAINamedID
#include "AITypes.h"
GetCounter()
AIModule
TCounter &
FAINamedID
#include "AITypes.h"
GetSize()
AIModule
uint32
FAINamedID
#include "AITypes.h"
InvalidID()
AIModule
FAINamedID
FAINamedID
#include "AITypes.h"
IsValid()
AIModule
bool
FAINamedID
#include "AITypes.h"
operator typename TCounter::Type()
AIModule
FAINamedID
#include "AITypes.h"
operator=(const FAINamedID& Other)
AIModule
FAINamedID &
FAIRequestID
#include "AITypes.h"
GetID()
AIModule
uint32
FAIRequestID
#include "AITypes.h"
IsEquivalent(uint32 OtherID)
Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest
AIModule
bool
FAIRequestID
#include "AITypes.h"
IsEquivalent(FAIRequestID Other)
AIModule
bool
FAIRequestID
#include "AITypes.h"
IsValid()
AIModule
bool
FAIRequestID
#include "AITypes.h"
ToString()
AIModule
FString
FAIRequestID
#include "AITypes.h"
operator uint32()
AIModule
FAIRequestID
#include "AITypes.h"
operator=(uint32 OtherID)
AIModule
void
FAIResourceLock
#include "AITypes.h"
ClearLock(EAIRequestPriority::Type LockPriori...)
AIModule
void
FAIResourceLock
#include "AITypes.h"
ForceClearAllLocks()
Force-clears all locks
AIModule
void
FAIResourceLock
#include "AITypes.h"
GetLockPriorityName()
AIModule
FString
FAIResourceLock
#include "AITypes.h"
IsAvailableFor(EAIRequestPriority::Type LockPriori...)
Answers the question if given priority is allowed to use this resource.
AIModule
bool
FAIResourceLock
#include "AITypes.h"
IsLocked()
AIModule
bool
FAIResourceLock
#include "AITypes.h"
IsLockedBy(EAIRequestPriority::Type LockPriori...)
AIModule
bool
FAIResourceLock
#include "AITypes.h"
SetLock(EAIRequestPriority::Type LockPriori...)
AIModule
void
FAIResourceLock
#include "AITypes.h"
SetUseResourceLockCount(bool inUseResourceLockCount)
Set whether we should use resource lock count. clears all existing locks.
AIModule
void
FAIResourceLock
#include "AITypes.h"
operator+=(const FAIResourceLock& Other)
AIModule
void
FAIResourceLock
#include "AITypes.h"
operator==(const FAIResourceLock& Other)
AIModule
bool
FAIResourcesSet
#include "AITypes.h"
AddResource(const FAIResourceID& Resource)
AIModule
FAIResourcesSet
FAIResourcesSet
#include "AITypes.h"
AddResourceIndex(uint8 ResourceIndex)
AIModule
FAIResourcesSet