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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