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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 ) } | [] |
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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 ) | [] |
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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 | [] |
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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": ""
}
] |
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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() | [] |
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 | [] |
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 | [] |
AEQSTestingPawn::GetShouldDebugDrawLabels | /Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EQSTestingPawn.h | Debugging | AIModule | virtual bool GetShouldDebugDrawLabels() const | [] |
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() | [] |
Subsets and Splits