ClassName
stringclasses 24
values | HeaderPath
stringclasses 12
values | Name
stringlengths 4
216
| Description
stringlengths 0
182
| Module
stringclasses 1
value | Type
stringclasses 78
values |
---|---|---|---|---|---|
UAISystem
|
#include "AISystem.h"
|
UnregisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)
|
Unregisters a UBlackboardComponent instance with this blackboard data asset.
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
CleanupWorld(bool bSessionEnded,bool bCleanupResources,UWorld* NewWorld)
|
Called by UWorld::CleanupWorld.
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
InitializeActorsForPlay(bool bTimeGotReset)
|
UAISystemBase begin.
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
StartPlay()
|
Called by UWorld::BeginPlay to indicate the gameplay has started.
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
WorldOriginLocationChanged(FIntVector OldOriginLocation,FIntVector NewOriginLocation)
|
Event called on world origin location changes
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
BeginDestroy()
|
Called before destroying the object.
|
AIModule
|
void
|
UAISystem
|
#include "AISystem.h"
|
PostInitProperties()
|
Called after the C++ constructor and after the properties have been initialized, including those loaded from config.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
AIOwner
|
AIModule
|
AAIController
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
BlackboardComp
|
Blackboard component
|
AIModule
|
UBlackboardComponent
|
UBrainComponent
|
#include "BrainComponent.h"
|
MessageObservers
|
Active message observers
|
AIModule
|
TArray
|
UBrainComponent
|
#include "BrainComponent.h"
|
MessagesToProcess
|
This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented
|
AIModule
|
TArray
|
UBrainComponent
|
#include "BrainComponent.h"
|
ResourceLock
|
Used to keep track of which subsystem requested this AI resource be locked
|
AIModule
|
FAIResourceLock
|
UBrainComponent
|
#include "BrainComponent.h"
|
CacheBlackboardComponent(UBlackboardComponent* BBComp)
|
END UActorComponent overrides caches BlackboardComponent's pointer to be used with this brain component
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
Cleanup()
|
AI logic won't be needed anymore, stop all activity and run cleanup
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
DescribeSelfToVisLog(FVisualLogEntry* Snapshot)
|
AIModule
|
void
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
GetAIOwner()
|
AIModule
|
AAIController
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
GetBlackboardComponent()
|
AIModule
|
UBlackboardComponent
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
GetBlackboardComponent()
|
AIModule
|
UBlackboardComponent
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
GetDebugInfoString()
|
AIModule
|
FString
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
HandleMessage(const FAIMessage& Message)
|
AIModule
|
void
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
IsPaused()
|
AIModule
|
bool
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
IsRunning()
|
AIModule
|
bool
|
|
UBrainComponent
|
#include "BrainComponent.h"
|
PauseLogic(const FString& Reason)
|
Pause logic and blackboard updates.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
RequestLogicRestartOnUnlock()
|
To be called in case we want to restart AI logic while it's still being locked.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
RestartLogic()
|
Restarts currently running or previously ran brain logic.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
ResumeLogic(const FString& Reason)
|
Resumes paused brain logic. MUST be called by child implementations!
|
AIModule
|
EAILogicResuming::Type
|
UBrainComponent
|
#include "BrainComponent.h"
|
StartLogic()
|
Starts brain logic. If brain is already running, will not do anything.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
StopLogic(const FString& Reason)
|
Stops currently running brain logic.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
InitializeComponent()
|
BEGIN UActorComponent overrides
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
OnRegister()
|
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
TickComponent(float DeltaTime,enum ELevelTick TickType,FActorComponentTickFunction* T...)
|
Function called every frame on this ActorComponent.
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
ClearResourceLock(EAIRequestPriority::Type LockSource)
|
Clear resource lock of the given origin
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
ForceUnlockResource()
|
Force-clears all locks on resource
|
AIModule
|
void
|
UBrainComponent
|
#include "BrainComponent.h"
|
IsResourceLocked()
|
Check whether resource is currently locked
|
AIModule
|
bool
|
UBrainComponent
|
#include "BrainComponent.h"
|
LockResource(EAIRequestPriority::Type LockSource)
|
If resource is lockable lock it with indicated priority
|
AIModule
|
void
|
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