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UBTTaskNode::WrappedExecuteTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Wrapper for node instancing: ExecuteTask
AIModule
[EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) WrappedExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UBTTaskNode::WrappedOnTaskFinished
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Wrapper for node instancing: OnTaskFinished
AIModule
void WrappedOnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult ) const
[]
UBTTaskNode::WrappedTickTask
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
Wrapper for node instancing: TickTask True if it actually done some processing or false if it was skipped because of not ticking or in between time interval
AIModule
bool WrappedTickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds, float & NextNeededDeltaTime ) const
[]
UBTTaskNode::UBTTaskNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
AIModule
UBTTaskNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBTTaskNode
/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BTTaskNode.h
If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())
AIModule
class UBTTaskNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)
[ { "type": "uint32: 1", "name": "bIgnoreRestartSelf", "description": "If set, task search will be discarded when this task is selected to execute but is already running" }, { "type": "uint32: 1", "name": "bNotifyTaskFinished", "description": "If set, OnTaskFinished will be called" }, { "type": "uint32: 1", "name": "bNotifyTick", "description": "If set, TickTask will be called" }, { "type": "uint8: 1", "name": "bTickIntervals", "description": "If set, conditional tick will use remaining time from node's memory" }, { "type": "TArray<TObject...", "name": "Services", "description": "Service nodes" } ]
FOAISimpleDelegate
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
class FOAISimpleDelegate
[]
UAIAsyncTaskBlueprintProxy::BeginDestroy
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
AIModule
virtual void BeginDestroy()
[]
UAIAsyncTaskBlueprintProxy::OnAtGoal
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
void OnAtGoal()
[]
UAIAsyncTaskBlueprintProxy::OnMoveCompleted
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
void OnMoveCompleted ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) MovementResult )
[]
UAIAsyncTaskBlueprintProxy::OnNoPath
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
void OnNoPath()
[]
UAIAsyncTaskBlueprintProxy::UAIAsyncTaskBlueprintProxy
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
UAIAsyncTaskBlueprintProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIAsyncTaskBlueprintProxy
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIAsyncTaskBlueprintProxy.h
AIModule
class UAIAsyncTaskBlueprintProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakObjectPtr<...", "name": "AIController", "description": "" }, { "type": "FAIRequestID", "name": "MoveRequestId", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "MyWorld", "description": "" }, { "type": "FOAISimpleDeleg...", "name": "OnFail", "description": "" }, { "type": "FOAISimpleDeleg...", "name": "OnSuccess", "description": "" }, { "type": "FTimerHandle", "name": "TimerHandle_OnInstantFinish", "description": "" } ]
UAIBlueprintHelperLibrary::CreateMoveToProxyObject
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static [UAIAsyncTaskBlueprintProxy](API\Runtime\AIModule\Blueprint\UAIAsyncTaskBlueprintProxy) * CreateMoveToProxyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, FVector Destination, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, float AcceptanceRadius, bool bStopOnOverlap )
[]
UAIBlueprintHelperLibrary::GetAIController
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
The way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn's controller cast to AIController. Otherwise the function returns actor cast to AIController.
AIModule
static [AAIController](API\Runtime\AIModule\AAIController) * GetAIController ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ControlledActor )
[]
UAIBlueprintHelperLibrary::GetBlackboard
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboard ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target )
[]
UAIBlueprintHelperLibrary::GetCurrentPath
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Returns a NEW UOBJECT that is a COPY of navigation path given controller is currently using. The result being a copy means you won't be able to influence agent's pathfollowing by manipulating received path. Please use GetCurrentPathPoints if you only need the array of path points.
AIModule
static [UNavigationPath](API\Runtime\NavigationSystem\UNavigationPath) * GetCurrentPath ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )
[]
UAIBlueprintHelperLibrary::GetCurrentPathIndex
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Return the path index the given controller is currently at. Returns INDEX_NONE if no path.
AIModule
static int32 GetCurrentPathIndex ( const [AController](API\Runtime\Engine\GameFramework\AController) * Controller )
[]
UAIBlueprintHelperLibrary::GetCurrentPathPoints
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Returns an array of navigation path points given controller is currently using.
AIModule
static const [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetCurrentPathPoints ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )
[]
UAIBlueprintHelperLibrary::GetNextNavLinkIndex
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Return the path index of the next nav link for the current path of the given controller. Returns INDEX_NONE if no path or no incoming nav link.
AIModule
static int32 GetNextNavLinkIndex ( const [AController](API\Runtime\Engine\GameFramework\AController) * Controller )
[]
UAIBlueprintHelperLibrary::IsValidAIDirection
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static bool IsValidAIDirection ( FVector DirectionVector )
[]
UAIBlueprintHelperLibrary::IsValidAILocation
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static bool IsValidAILocation ( FVector Location )
[]
UAIBlueprintHelperLibrary::IsValidAIRotation
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static bool IsValidAIRotation ( FRotator Rotation )
[]
UAIBlueprintHelperLibrary::LockAIResourcesWithAnimation
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Locks indicated AI resources of animated pawn
AIModule
static void LockAIResourcesWithAnimation ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, bool bLockMovement, bool LockAILogic )
[]
UAIBlueprintHelperLibrary::SendAIMessage
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static void SendAIMessage ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Target, [FName](API\Runtime\Core\UObject\FName) Message, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MessageSource, bool bSuccess )
[]
UAIBlueprintHelperLibrary::SimpleMoveToActor
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static void SimpleMoveToActor ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const [AActor](API\Runtime\Engine\GameFramework\AActor) * Goal )
[]
UAIBlueprintHelperLibrary::SimpleMoveToLocation
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
static void SimpleMoveToLocation ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const FVector & Goal )
[]
UAIBlueprintHelperLibrary::UAIBlueprintHelperLibrary
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
UAIBlueprintHelperLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIBlueprintHelperLibrary::UnlockAIResourcesWithAnimation
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources
AIModule
static void UnlockAIResourcesWithAnimation ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, bool bUnlockMovement, bool UnlockAILogic )
[]
UAIBlueprintHelperLibrary::SpawnAIFromClass
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
Spawns AI agent of a given class. The PawnClass needs to have AIController set for the function to spawn a controller as well.
AIModule
static [APawn](API\Runtime\Engine\GameFramework\APawn) * SpawnAIFromClass ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APawn](API\Runtime\Engine\GameFramework\APawn) > PawnClass, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BehaviorTree, FVector Location, FRotator Rotation, bool bNoCollisionFail, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner )
[]
UAIBlueprintHelperLibrary
/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
AIModule
class UAIBlueprintHelperLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
BlueprintNodeHelpers::AbortLatentActions
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::AbortLatentActions ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & OwnerOb, const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Ob ) }
[]
BlueprintNodeHelpers::CollectBlackboardSelectors
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CollectBlackboardSelectors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & KeyNames ) }
[]
BlueprintNodeHelpers::CollectPropertyDescription
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::CollectPropertyDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & InPropertiesToSkip ) }
[]
BlueprintNodeHelpers::CollectPropertyDescription
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::CollectPropertyDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FProperty](API\Runtime\CoreUObject\UObject\FProperty) *)> ShouldSkipProperty ) }
[]
BlueprintNodeHelpers::CollectPropertyData
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CollectPropertyData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData ) }
[]
BlueprintNodeHelpers::CopyPropertiesToContext
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CopyPropertiesToContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, uint8 * ObjectMemory, uint8 * ContextMemory ) }
[]
BlueprintNodeHelpers::CopyPropertiesFromContext
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CopyPropertiesFromContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, uint8 * ObjectMemory, uint8 * ContextMemory ) }
[]
BlueprintNodeHelpers::DescribeProperty
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::DescribeProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Prop, const uint8 * PropertyAddr ) }
[]
BlueprintNodeHelpers::DescribeRuntimeValues
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::DescribeRuntimeValues ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RuntimeValues ) }
[]
BlueprintNodeHelpers::FindNodeOwner
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::FindNodeOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) *& OwningComp, int32 & OwningInstanceIdx ) }
[]
BlueprintNodeHelpers::GetNodeName
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::GetNodeName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & NodeObject ) }
[]
BlueprintNodeHelpers::GetPropertiesMemorySize
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { uint16 BlueprintNodeHelpers::GetPropertiesMemorySize ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData ) }
[]
BlueprintNodeHelpers::HasAnyBlackboardSelectors
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::HasAnyBlackboardSelectors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass ) }
[]
BlueprintNodeHelpers::HasBlueprintFunction
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::HasBlueprintFunction ( [FName](API\Runtime\Core\UObject\FName) FuncName, const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, const [UClass](API\Runtime\CoreUObject\UObject\UClass) & StopAtClass ) }
[]
BlueprintNodeHelpers::ResolveBlackboardSelectors
/Engine/Source/Runtime/AIModule/Public/BlueprintNodeHelpers.h
AIModule
namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::ResolveBlackboardSelectors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) & StopAtClass, const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset ) }
[]
FAIDataProviderBoolValue::GetValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
bool GetValue() const
[]
FAIDataProviderBoolValue::ValueToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Describe default data
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ValueToString() const
[]
FAIDataProviderBoolValue::FAIDataProviderBoolValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
FAIDataProviderBoolValue()
[]
FAIDataProviderBoolValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
struct FAIDataProviderBoolValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)
[ { "type": "bool", "name": "DefaultValue", "description": "" } ]
FAIDataProviderFloatValue::GetValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
float GetValue() const
[]
FAIDataProviderFloatValue::ValueToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Describe default data
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ValueToString() const
[]
FAIDataProviderFloatValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
struct FAIDataProviderFloatValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)
[ { "type": "float", "name": "DefaultValue", "description": "" } ]
FAIDataProviderFloatValue::FAIDataProviderFloatValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
FAIDataProviderFloatValue()
[]
FAIDataProviderIntValue::GetValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
int32 GetValue() const
[]
FAIDataProviderIntValue::ValueToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Describe default data
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ValueToString() const
[]
FAIDataProviderIntValue::FAIDataProviderIntValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
FAIDataProviderIntValue()
[]
FAIDataProviderIntValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
struct FAIDataProviderIntValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)
[ { "type": "int32", "name": "DefaultValue", "description": "" } ]
FAIDataProviderStructValue::IsMatchingType
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Filter for provider's properties
AIModule
virtual bool IsMatchingType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropType ) const
[]
FAIDataProviderStructValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
struct FAIDataProviderStructValue : public [FAIDataProviderValue](API\Runtime\AIModule\DataProviders\FAIDataProviderValue)
[ { "type": "FString", "name": "StructName", "description": "Name ofUStructtype" } ]
FAIDataProviderTypedValue::IsMatchingType
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Filter for provider's properties
AIModule
virtual bool IsMatchingType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropType ) const
[]
FAIDataProviderTypedValue::Serialize
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Implementing Serialize to convertUClasstoFFieldClass
AIModule
bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
FAIDataProviderTypedValue::FAIDataProviderTypedValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
FAIDataProviderTypedValue()
[]
FAIDataProviderTypedValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
struct FAIDataProviderTypedValue : public [FAIDataProviderValue](API\Runtime\AIModule\DataProviders\FAIDataProviderValue)
[ { "type": "FFieldClass\u0004...", "name": "PropertyType", "description": "" } ]
FAIDataProviderValue::BindData
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Bind data in provider and cache property for faster access
AIModule
void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, int32 RequestId ) const
[]
FAIDataProviderValue::GetMatchingProperties
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Find all properties of provider that are matching filter
AIModule
void GetMatchingProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & MatchingProperties ) const
[]
FAIDataProviderValue::GetRawValuePtr
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Return raw data from provider's property
AIModule
template<typename T> T * GetRawValuePtr() const
[]
FAIDataProviderValue::IsDynamic
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
bool IsDynamic() const
[]
FAIDataProviderValue::IsMatchingType
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Filter for provider's properties
AIModule
virtual bool IsMatchingType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropType ) const
[]
FAIDataProviderValue::ToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Describe default data
AIModule
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FAIDataProviderValue::ValueToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Describe default data
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ValueToString() const
[]
FAIDataProviderValue::FAIDataProviderValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
FAIDataProviderValue()
[]
FAIDataProviderValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
Non editable properties are holding data
AIModule
struct FAIDataProviderValue
[ { "type": "TObjectPtr<UAI...", "name": "DataBinding", "description": "(optional) provider for dynamic data binding" }, { "type": "FName", "name": "DataField", "description": "Name of provider's value property" } ]
WithSerializer
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
enum &123; WithSerializer = true &125;
[]
FAIDataProviderValue::~FAIDataProviderValue
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
virtual ~FAIDataProviderValue()
[]
TStructOpsTypeTraits< FAIDataProviderTypedValue >
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
template<> struct TStructOpsTypeTraits< FAIDataProviderTypedValue > : public [TStructOpsTypeTraitsBase2< FAIDataProviderTypedValue >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
UAIDataProvider::BindData
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
virtual void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, int32 RequestId )
[]
UAIDataProvider::ToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ToString ( [FName](API\Runtime\Core\UObject\FName) PropName ) const
[]
UAIDataProvider::UAIDataProvider
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
UAIDataProvider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAIDataProvider
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider.h
AIModule
class UAIDataProvider : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
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UAIDataProvider_QueryParams::ToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_QueryParams.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ToString ( [FName](API\Runtime\Core\UObject\FName) PropName ) const
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UAIDataProvider_QueryParams::BindData
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_QueryParams.h
AIModule
virtual void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, int32 RequestId )
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UAIDataProvider_QueryParams
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_QueryParams.h
It allows defining simple parameters for running query, which are not tied to any specific pawn, but defined for every query execution.
AIModule
class UAIDataProvider_QueryParams : public [UAIDataProvider](API\Runtime\AIModule\DataProviders\UAIDataProvider)
[ { "type": "bool", "name": "BoolValue", "description": "" }, { "type": "float", "name": "FloatValue", "description": "" }, { "type": "int32", "name": "IntValue", "description": "" }, { "type": "FName", "name": "ParamName", "description": "Arbitrary name this query parameter will be exposed as to outside world (like BT nodes)" } ]
UAIDataProvider_Random::BindData
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_Random.h
AIModule
virtual void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, int32 RequestId )
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UAIDataProvider_Random::ToString
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_Random.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) ToString ( [FName](API\Runtime\Core\UObject\FName) PropName ) const
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UAIDataProvider_Random::UAIDataProvider_Random
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_Random.h
AIModule
UAIDataProvider_Random ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAIDataProvider_Random
/Engine/Source/Runtime/AIModule/Classes/DataProviders/AIDataProvider_Random.h
AIModule
class UAIDataProvider_Random : public [UAIDataProvider_QueryParams](API\Runtime\AIModule\DataProviders\UAIDataProvider_QueryParams)
[ { "type": "uint8: 1", "name": "bInteger", "description": "" }, { "type": "float", "name": "Max", "description": "" }, { "type": "float", "name": "Min", "description": "" } ]
EAIForceParam::Type
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAIForceParam { enum Type { Force, DoNotForce, MAX, } }
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EAILockSource::Type
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAILockSource { enum Type { Animation, Logic, Script, Gameplay, MAX, } }
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EAILogicResuming::Type
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAILogicResuming { enum Type { Continue, RestartedInstead, } }
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EAIOptionFlag::Type
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAIOptionFlag { enum Type { Default, Enable, Disable, MAX, } }
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EAIRequestPriority::Lowest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAIRequestPriority { static const int32 EAIRequestPriority::Lowest = EAIRequestPriority::Logic; }
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EAIRequestPriority::Type
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace EAIRequestPriority { enum Type { SoftScript, Logic, HardScript, Reaction, Ultimate, MAX, } }
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AEQSTestingPawn::GetEdRenderComp
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
Returns EdRenderComp subobject
AIModule
[UEQSRenderingComponent](API\Runtime\AIModule\EnvironmentQuery\UEQSRenderingComponent) * GetEdRenderComp()
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AEQSTestingPawn::GetHighlightRangePct
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
AIModule
virtual float GetHighlightRangePct() const
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AEQSTestingPawn::GetNavAgentPropertiesRef
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
RetrievesFNavAgentPropertiesexpressing navigation props and caps of represented agent the function will be renamed to GetNavAgentProperties in 4.8. Current name was introduced to help with deprecating old GetNavAgentProperties function
AIModule
virtual const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & GetNavAgentPropertiesRef() const
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AEQSTestingPawn::GetQueryInstance
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
AIModule
virtual const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) * GetQueryInstance() const
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AEQSTestingPawn::GetQueryResult
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
IEQSQueryResultSourceInterfacestart.
AIModule
virtual const [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) * GetQueryResult() const
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AEQSTestingPawn::GetShouldDebugDrawLabels
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
Debugging
AIModule
virtual bool GetShouldDebugDrawLabels() const
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AEQSTestingPawn::GetShouldDrawFailedItems
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
AIModule
virtual bool GetShouldDrawFailedItems() const
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AEQSTestingPawn::MakeOneStep
/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h
AIModule
void MakeOneStep()
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