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
|
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