ClassName
stringclasses 24
values | HeaderPath
stringclasses 12
values | Name
stringlengths 4
216
| Description
stringlengths 0
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
|
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