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FAIMessage::FAIMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [EStatus](API\Runtime\AIModule\FAIMessage\EStatus) InStatus )
[]
FAIMessage::FAIMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InID, [EStatus](API\Runtime\AIModule\FAIMessage\EStatus) InStatus )
[]
FAIMessage::FAIMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, bool bSuccess )
[]
FAIMessage::FAIMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InID, bool bSuccess )
[]
FAIMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
struct FAIMessage
[ { "type": "uint8", "name": "MessageFlags", "description": "Message param: custom flags" }, { "type": "FName", "name": "MessageName", "description": "Type of message" }, { "type": "FAIRequestID", "name": "RequestID", "description": "Message param: ID" }, { "type": "FWeakObjectPtr", "name": "Sender", "description": "Message source" }, { "type": "TEnumAsByte<ES...", "name": "Status", "description": "Message param: status" } ]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::Create
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static FAIMessageObserverHandle Create ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )
[]
FAIMessageObserver::DescribeObservedMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
[FString](API\Runtime\Core\Containers\FString) DescribeObservedMessage() const
[]
FAIMessageObserver::GetObservedMessageID
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
[FAIRequestID](API\Runtime\AIModule\FAIRequestID) GetObservedMessageID() const
[]
FAIMessageObserver::GetObservedMessageType
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
[FName](API\Runtime\Core\UObject\FName) GetObservedMessageType() const
[]
FAIMessageObserver::IsObservingMessageID
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
bool IsObservingMessageID() const
[]
FAIMessageObserver::OnMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
void OnMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )
[]
FAIMessageObserver::FAIMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
FAIMessageObserver()
[]
FAIMessageObserver::FAIMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Non-copyable.
AIModule
FAIMessageObserver &40; const FAIMessageObserver & &41;
[]
FAIMessageObserver::~FAIMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
~FAIMessageObserver()
[]
FAIMessageObserver
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
struct FAIMessageObserver : public [TSharedFromThis< FAIMessageObserver >](API\Runtime\Core\Templates\TSharedFromThis)
[]
FAIMoveCompletedSignature
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
class FAIMoveCompletedSignature
[]
FAIMoveFlag::IgnorePathfinding
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace FAIMoveFlag { static const bool FAIMoveFlag::IgnorePathfinding = false; }
[]
FAIMoveFlag::StopOnOverlap
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace FAIMoveFlag { static const bool FAIMoveFlag::StopOnOverlap = true; }
[]
FAIMoveFlag::UsePathfinding
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
namespace FAIMoveFlag { static const bool FAIMoveFlag::UsePathfinding = true; }
[]
FAIMoveRequest::CanStrafe
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool CanStrafe() const
[]
FAIMoveRequest::GetAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
float GetAcceptanceRadius() const
[]
FAIMoveRequest::GetCostLimitFactor
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
float GetCostLimitFactor() const
[]
FAIMoveRequest::GetDestination
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself
AIModule
FVector GetDestination() const
[]
FAIMoveRequest::GetGoalActor
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetGoalActor() const
[]
FAIMoveRequest::GetGoalLocation
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FVector GetGoalLocation() const
[]
FAIMoveRequest::GetMinimumCostLimit
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
float GetMinimumCostLimit() const
[]
FAIMoveRequest::GetNavigationFilter
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetNavigationFilter() const
[]
FAIMoveRequest::GetUserData
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
const FCustomMoveSharedPtr & GetUserData() const
[]
FAIMoveRequest::GetUserFlags
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
int32 GetUserFlags() const
[]
FAIMoveRequest::IsApplyingCostLimitFromHeuristic
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsApplyingCostLimitFromHeuristic() const
[]
FAIMoveRequest::IsMoveToActorRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsMoveToActorRequest() const
[]
FAIMoveRequest::IsNavigableEndLocationRequired
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsNavigableEndLocationRequired() const
[]
FAIMoveRequest::IsReachTestIncludingAgentRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsReachTestIncludingAgentRadius() const
[]
FAIMoveRequest::IsProjectingGoal
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsProjectingGoal() const
[]
FAIMoveRequest::IsReachTestIncludingGoalRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsReachTestIncludingGoalRadius() const
[]
FAIMoveRequest::IsUsingPartialPaths
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsUsingPartialPaths() const
[]
FAIMoveRequest::IsUsingPathfinding
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsUsingPathfinding() const
[]
FAIMoveRequest::IsValid
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
The request should be either set up to move to a location, of go to a valid actor
AIModule
bool IsValid() const
[]
FAIMoveRequest::SetAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetAcceptanceRadius ( float Radius )
[]
FAIMoveRequest::SetAllowPartialPath
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetAllowPartialPath ( bool bAllowPartial )
[]
FAIMoveRequest::SetApplyCostLimitFromHeuristic
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Defines if the underlying pathfind query should limit its exploration based on the navigation cost
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetApplyCostLimitFromHeuristic ( bool bApply, float InCostLimitFactor, float InMinimumCostLimit )
[]
FAIMoveRequest::SetCanStrafe
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetCanStrafe ( bool bStrafe )
[]
FAIMoveRequest::SetGoalActor
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void SetGoalActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InGoalActor )
[]
FAIMoveRequest::SetGoalLocation
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void SetGoalLocation ( const FVector & InGoalLocation )
[]
FAIMoveRequest::SetNavigationFilter
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetNavigationFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > Filter )
[]
FAIMoveRequest::SetProjectGoalLocation
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetProjectGoalLocation ( bool bProject )
[]
FAIMoveRequest::SetReachTestIncludesAgentRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetReachTestIncludesAgentRadius ( bool bIncludeRadius )
[]
FAIMoveRequest::SetReachTestIncludesGoalRadius
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetReachTestIncludesGoalRadius ( bool bIncludeRadius )
[]
FAIMoveRequest::SetRequireNavigableEndLocation
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetRequireNavigableEndLocation ( bool bRequire )
[]
FAIMoveRequest::SetUsePathfinding
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUsePathfinding ( bool bPathfinding )
[]
FAIMoveRequest::SetUserData
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUserData ( const FCustomMoveSharedPtr & InUserData )
[]
FAIMoveRequest::SetUserFlags
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUserFlags ( int32 InUserFlags )
[]
FAIMoveRequest::ToString
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FAIMoveRequest::UpdateGoalLocation
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool UpdateGoalLocation ( const FVector & NewLocation ) const
[]
FAIMoveRequest::FAIMoveRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FAIMoveRequest()
[]
FAIMoveRequest::FAIMoveRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FAIMoveRequest ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InGoalActor )
[]
FAIMoveRequest::FAIMoveRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FAIMoveRequest ( const FVector & InGoalLocation )
[]
FAIMoveRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
struct FAIMoveRequest
[ { "type": "float", "name": "AcceptanceRadius", "description": "Pathfollowing: required distance to goal to complete move" }, { "type": "uint32: 1", "name": "bAllowPartialPath", "description": "Pathfinding: allow using incomplete path going toward goal but not reaching it" }, { "type": "uint32: 1", "name": "bApplyCostLimitFromHeuristic", "description": "Pathfinding: if set - the pathfind query cost will be limited based on the heuristic between the start and end location (c.f. CostLimitFactor and MinimumCostLimit)." }, { "type": "uint32: 1", "name": "bCanStrafe", "description": "Pathfollowing: keep focal point at move goal" }, { "type": "uint32: 1", "name": "bInitialized", "description": "Move goal is an actor" }, { "type": "uint32: 1", "name": "bMoveToActor", "description": "Move goal is an actor" }, { "type": "uint32: 1", "name": "bProjectGoalOnNavigation", "description": "Pathfinding: goal location will be projected on navigation data before use" }, { "type": "uint32: 1", "name": "bReachTestIncludesAgentRadius", "description": "Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)" }, { "type": "uint32: 1", "name": "bReachTestIncludesGoalRadius", "description": "Pathfollowing: acceptance radius needs to be increased by goal actor radius" }, { "type": "uint32: 1", "name": "bRequireNavigableEndLocation", "description": "Pathfinding: if set - require the end location to be linked to the navigation data" }, { "type": "uint32: 1", "name": "bUsePathfinding", "description": "Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points" }, { "type": "float", "name": "CostLimitFactor", "description": "Pathfinding: this multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate)" }, { "type": "TSubclassOf<UN...", "name": "FilterClass", "description": "Pathfinding: navigation filter to use" }, { "type": "TWeakObjectPtr<...", "name": "GoalActor", "description": "Move goal: actor" }, { "type": "FVector", "name": "GoalLocation", "description": "Move goal: location" }, { "type": "float", "name": "MinimumCostLimit", "description": "Pathfinding: minimum cost limit clamping value (in cost units) used to allow large deviation in short paths" }, { "type": "FCustomMoveShar...", "name": "UserData", "description": "Custom user data: structure" }, { "type": "int32", "name": "UserFlags", "description": "Custom user data: flags" } ]
AnyRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) AnyRequest;
[]
AnyRequestID
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const uint32 AnyRequestID = 0;
[]
CurrentRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) CurrentRequest;
[]
FAIRequestID::GetID
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
uint32 GetID() const
[]
InvalidRequest
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InvalidRequest;
[]
InvalidRequestID
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const uint32 InvalidRequestID = uint32(-1);
[]
FAIRequestID::IsEquivalent
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest
AIModule
bool IsEquivalent ( uint32 OtherID ) const
[]
FAIRequestID::IsEquivalent
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsEquivalent ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) Other ) const
[]
FAIRequestID::IsValid
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsValid() const
[]
FAIRequestID::operator uint32
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
operator uint32() const
[]
FAIRequestID::operator=
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void operator= ( uint32 OtherID )
[]
FAIRequestID::FAIRequestID
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FAIRequestID ( uint32 InRequestID )
[]
FAIRequestID::ToString
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FAIRequestID
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
struct FAIRequestID
[]
FAIResCounter
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
struct FAIResCounter : public [FAIBasicCounter< uint8 >](API\Runtime\AIModule\FAIBasicCounter)
[]
FAIResourceLock::ClearLock
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void ClearLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority )
[]
FLockFlags
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Feel free to change the type if you need to support more then 16 lock sources
AIModule
typedef uint16 FLockFlags
[]
FAIResourceLock::ForceClearAllLocks
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Force-clears all locks
AIModule
void ForceClearAllLocks()
[]
FAIResourceLock::GetLockPriorityName
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FString](API\Runtime\Core\Containers\FString) GetLockPriorityName() const
[]
FAIResourceLock::IsLocked
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsLocked() const
[]
FAIResourceLock::IsAvailableFor
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Answers the question if given priority is allowed to use this resource. that if resource is locked with priority LockPriority this function will return false as well
AIModule
bool IsAvailableFor ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority ) const
[]
FAIResourceLock::IsLockedBy
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsLockedBy ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority ) const
[]
FAIResourceLock::operator+=
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void operator+= ( const [FAIResourceLock](API\Runtime\AIModule\FAIResourceLock) & Other )
[]
FAIResourceLock::operator==
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool operator== ( const [FAIResourceLock](API\Runtime\AIModule\FAIResourceLock) & Other ) const
[]
FAIResourceLock::SetLock
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void SetLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority )
[]
FAIResourceLock::SetUseResourceLockCount
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Set whether we should use resource lock count. clears all existing locks.
AIModule
void SetUseResourceLockCount ( bool inUseResourceLockCount )
[]
FAIResourceLock::FAIResourceLock
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
FAIResourceLock()
[]
FAIResourceLock
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)
AIModule
struct FAIResourceLock
[]
FAIResourcesSet::AddResource
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & AddResource ( const FAIResourceID & Resource )
[]
FAIResourcesSet::AddResourceIndex
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & AddResourceIndex ( uint8 ResourceIndex )
[]
AllResources
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const uint32 AllResources = uint32(-1);
[]
FAIResourcesSet::Clear
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
void Clear()
[]
FAIResourcesSet::ContainsResource
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool ContainsResource ( const FAIResourceID & Resource ) const
[]
MaxFlags
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const uint8 MaxFlags = 32;
[]
FAIResourcesSet::IsEmpty
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
bool IsEmpty() const
[]
NoResources
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
static const uint32 NoResources = 0;
[]
FAIResourcesSet::RemoveResource
/Engine/Source/Runtime/AIModule/Classes/AITypes.h
AIModule
[FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & RemoveResource ( const FAIResourceID & Resource )
[]