ClassName
stringclasses
24 values
HeaderPath
stringclasses
12 values
Name
stringlengths
4
216
Description
stringlengths
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182
Module
stringclasses
1 value
Type
stringclasses
78 values
TSimpleCellGrid
#include "SimpleCellGrid.h"
Origin
AIModule
FVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
WorldBounds
AIModule
FBox
TSimpleCellGrid
#include "SimpleCellGrid.h"
AllocateMemory()
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
CleanUp()
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
FreeMemory()
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetAllocatedSize()
AIModule
uint32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellAtIndexUnsafe(int32 CellIndex)
AIModule
FCellType
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellAtIndexUnsafe(int32 CellIndex)
AIModule
FCellType &
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellAtWorldLocation(const FVector& WorldLocation)
AIModule
FCellType
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellAtWorldLocationUnsafe(const FVector& WorldLocation)
AIModule
FCellType
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellCoords(const FVector& WorldLocation)
Convert world location to (X,Y) coords on grid, result is clamped to grid
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellCoords(int32 CellIndex)
Convert cell index to (X,Y) coords on grid
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellCoordsUnsafe(const FVector& WorldLocation)
Convert world location to (X,Y) coords on grid, result can be outside grid
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellCoordX(int32 CellIndex)
Convert cell index to coord X on grid, result can be invalid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellCoordY(int32 CellIndex)
Convert cell index to coord Y on grid, result can be invalid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellIndex(int32 LocationX,int32 LocationY)
Convert (X,Y) coords on grid to cell index, returns -1 for position outside grid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellIndex(const FVector& WorldLocation)
Convert world location to cell index, returns -1 for position outside grid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellIndexUnsafe(const FVector& WorldLocation)
Convert world location to cell index, result can be invalid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellIndexUnsafe(int32 LocationX,int32 LocationY)
Convert (X,Y) coords on grid to cell index, result can be invalid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellIndexUnsafe(const FIntVector& CellCoords)
Convert (X,Y) coords on grid to cell index, result can be invalid
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellsCount()
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetWorldCellBox(int32 CellIndex)
AIModule
FBox
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetWorldCellBox(int32 LocationX,int32 LocationY)
AIModule
FBox
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetWorldCellCenter(int32 CellIndex)
AIModule
FVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetWorldCellCenter(int32 LocationX,int32 LocationY)
AIModule
FVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
Init(float InCellSize,const FBox& Bounds)
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
IsValid()
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
IsValidCoord(const FIntVector& CellCoords)
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
IsValidCoord(int32 LocationX,int32 LocationY)
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
IsValidIndex(const int32 CellIndex)
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
Num()
AIModule
int32
TSimpleCellGrid
#include "SimpleCellGrid.h"
Serialize(FArchive& Ar)
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
UpdateWorldBounds()
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
Zero()
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
operator[](int32 CellIndex)
AIModule
FCellType &
TSimpleCellGrid
#include "SimpleCellGrid.h"
operator[](int32 CellIndex)
AIModule
FCellType
TSimpleCellGrid
#include "SimpleCellGrid.h"
CellCoordsToCellIndex(const int32 LocationX,const int32 LocationY)
This function is now deprecated, please use GetCellIndex instead.
AIModule
uint32
TSimpleCellGrid
#include "SimpleCellGrid.h"
CellIndexToCoords(uint32 CellIndex,uint32& LocationX,uint32& LocationY)
This function is now deprecated, please use GetCellCoords instead.
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
CellIndexToCoords(uint32 CellIndex)
This function is now deprecated, please use GetCellCoords instead.
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetCellAtWorldLocationSafe(const FVector& WorldLocation)
This function is now deprecated, please use GetCellAtWorldLocation instead.
AIModule
FCellType
TSimpleCellGrid
#include "SimpleCellGrid.h"
GetValuesMemorySize()
This function is now deprecated, please use GetAllocatedSize instead.
AIModule
uint32
TSimpleCellGrid
#include "SimpleCellGrid.h"
Init(uint32 InCellSize,const FBox& Bounds)
This function is now deprecated, please use the one with float CellSize argument
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
IsValidCellIndex(const int32 CellIndex)
This function is now deprecated, please use IsValidIndex instead.
AIModule
bool
TSimpleCellGrid
#include "SimpleCellGrid.h"
WorldToCellCoords(const FVector& WorldLocation)
This function is now deprecated, please use GetCellCoords instead.
AIModule
FIntVector
TSimpleCellGrid
#include "SimpleCellGrid.h"
WorldToCellCoords(const FVector& WorldLocation,uint32& LocationX,uint32& LocationY)
This function is now deprecated, please use GetCellCoords instead.
AIModule
void
TSimpleCellGrid
#include "SimpleCellGrid.h"
WorldToCellIndex(const FVector& WorldLocation)
This function is now deprecated, please use GetCellIndex instead.
AIModule
uint32
UAISubsystem
#include "AISubsystem.h"
GetWorld()
AIModule
UWorld *
UAISubsystem
#include "AISubsystem.h"
GetWorldFast()
AIModule
UWorld *
UAISubsystem
#include "AISubsystem.h"
GetTickableGameObjectWorld()
FTickableGameObject begin.
AIModule
UWorld *
UAISubsystem
#include "AISubsystem.h"
GetStatId()
Return the stat id to use for this tickable
AIModule
TStatId
UAISubsystem
#include "AISubsystem.h"
GetTickableTickType()
Virtual that can be overloaded by the inheriting class.
AIModule
ETickableTickType
UAISubsystem
#include "AISubsystem.h"
Tick(float DeltaTime)
Pure virtual that must be overloaded by the inheriting class.
AIModule
void
UAISystem
#include "AISystem.h"
AcceptanceRadius
Default AI movement's acceptance radius used to determine whether AI reached path's end
AIModule
float
UAISystem
#include "AISystem.h"
ActorSpawnedDelegateHandle
AIModule
FDelegateHandle
UAISystem
#include "AISystem.h"
AllProxyObjects
AIModule
TArray
UAISystem
#include "AISystem.h"
bAcceptPartialPaths
Sets default value for rather move tasks accept partial paths or not
AIModule
bool
UAISystem
#include "AISystem.h"
bAddBlackboardSelfKey
If set to true will result in automatically adding the SelfActor key to new Blackboard assets.
AIModule
bool
UAISystem
#include "AISystem.h"
bAllowControllersAsEQSQuerier
If enable will make EQS not complaint about using Controllers as queriers.
AIModule
bool
UAISystem
#include "AISystem.h"
bAllowStrafing
Sets default value for rather move tasks allow strafing or not
AIModule
bool
UAISystem
#include "AISystem.h"
BehaviorTreeManager
Behavior tree manager used by game
AIModule
UBehaviorTreeManager
UAISystem
#include "AISystem.h"
bEnableBTAITasks
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.
AIModule
bool
UAISystem
#include "AISystem.h"
bEnableDebuggerPlugin
If set, GameplayDebuggerPlugin will be loaded on module's startup
AIModule
bool
UAISystem
#include "AISystem.h"
bFinishMoveOnGoalOverlap
If true, overlapping the goal will be counted by default as finishing a move
AIModule
bool
UAISystem
#include "AISystem.h"
bForgetStaleActors
If set, actors will be forgotten by the perception system when their stimulus has expired.
AIModule
bool
UAISystem
#include "AISystem.h"
BlackboardDataToComponentsMap
UBlackboardComponent instances that reference the blackboard data definition
AIModule
FBlackboardDataToComponentsMap
UAISystem
#include "AISystem.h"
DefaultSightCollisionChannel
Which collision channel to use for sight checks by default
AIModule
TEnumAsByte
UAISystem
#include "AISystem.h"
EnvironmentQueryManager
Environment query manager used by game
AIModule
UEnvQueryManager
UAISystem
#include "AISystem.h"
HotSpotManager
AIModule
UAIHotSpotManager
UAISystem
#include "AISystem.h"
HotSpotManagerClassName
Class that will be used to spawn the hot spot manager, can be game-specific
AIModule
FSoftClassPath
UAISystem
#include "AISystem.h"
NavLocalGrids
AIModule
UNavLocalGridManager
UAISystem
#include "AISystem.h"
PathfollowingNavLinkAcceptanceRadius
Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link
AIModule
float
UAISystem
#include "AISystem.h"
PathfollowingRegularPathPointAcceptanceRadius
Value used for pathfollowing's internal code to determine whether AI reached path's point.
AIModule
float
UAISystem
#include "AISystem.h"
PerceptionSystem
AIModule
UAIPerceptionSystem
UAISystem
#include "AISystem.h"
PerceptionSystemClassName
Class that will be used to spawn the perception system, can be game-specific
AIModule
FSoftClassPath
UAISystem
#include "AISystem.h"
AddReferenceFromProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)
AIModule
void
UAISystem
#include "AISystem.h"
AIIgnorePlayers()
Cheats
AIModule
void
UAISystem
#include "AISystem.h"
AILoggingVerbose()
AIModule
void
UAISystem
#include "AISystem.h"
ConditionalLoadDebuggerPlugin()
AIModule
void
UAISystem
#include "AISystem.h"
CreateBlackboardDataToComponentsIterator(UBlackboardData& BlackboardAsset)
Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents.
AIModule
FBlackboardDataToComponentsIterator
UAISystem
#include "AISystem.h"
GetBehaviorTreeManager()
Behavior tree manager const getter
AIModule
UBehaviorTreeManager
UAISystem
#include "AISystem.h"
GetBehaviorTreeManager()
Behavior tree manager getter
AIModule
UBehaviorTreeManager
UAISystem
#include "AISystem.h"
GetCurrent(UWorld& World)
AIModule
UAISystem
UAISystem
#include "AISystem.h"
GetCurrentSafe(UWorld* World)
AIModule
UAISystem
UAISystem
#include "AISystem.h"
GetEnvironmentQueryManager()
Environment Query manager const getter
AIModule
UEnvQueryManager
UAISystem
#include "AISystem.h"
GetEnvironmentQueryManager()
Environment Query manager getter
AIModule
UEnvQueryManager
UAISystem
#include "AISystem.h"
GetHotSpotManager()
AIModule
UAIHotSpotManager
UAISystem
#include "AISystem.h"
GetHotSpotManager()
AIModule
UAIHotSpotManager
UAISystem
#include "AISystem.h"
GetNavLocalGridManager()
AIModule
UNavLocalGridManager
UAISystem
#include "AISystem.h"
GetNavLocalGridManager()
AIModule
UNavLocalGridManager
UAISystem
#include "AISystem.h"
GetOuterWorld()
AIModule
UWorld *
UAISystem
#include "AISystem.h"
GetPerceptionSystem()
AIModule
UAIPerceptionSystem
UAISystem
#include "AISystem.h"
GetPerceptionSystem()
AIModule
UAIPerceptionSystem
UAISystem
#include "AISystem.h"
GetRandomStream()
AIModule
FRandomStream
UAISystem
#include "AISystem.h"
GetWorld()
AIModule
UWorld *
UAISystem
#include "AISystem.h"
LoadDebuggerPlugin()
AIModule
void
UAISystem
#include "AISystem.h"
OnActorSpawned(AActor* SpawnedActor)
AIModule
void
UAISystem
#include "AISystem.h"
RegisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)
Registers a UBlackboardComponent instance with this blackboard data asset.
AIModule
void
UAISystem
#include "AISystem.h"
RemoveReferenceToProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)
AIModule
void
UAISystem
#include "AISystem.h"
RunEQS(const FString& QueryName,UObject* Target)
Insta-runs EQS query for given Target
AIModule
void
UAISystem
#include "AISystem.h"
SeedRandomStream(const int32 Seed)
AIModule
void