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UAIHotSpotManager::UAIHotSpotManager | /Engine/Source/Runtime/AIModule/Classes/HotSpots/AIHotSpotManager.h | AIModule | UAIHotSpotManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UAIHotSpotManager | /Engine/Source/Runtime/AIModule/Classes/HotSpots/AIHotSpotManager.h | AIModule | class UAIHotSpotManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [] |
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IAIModule::Get | /Engine/Source/Runtime/AIModule/Public/AIModule.h | Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed | AIModule | static [IAIModule](API\Runtime\AIModule\IAIModule) & Get() | [] |
IAIModule::GetAIAssetCategoryBit | /Engine/Source/Runtime/AIModule/Public/AIModule.h | Deprecated* Should use aUAssetDefinitionDefaultand return EAssetCategoryPaths::AI instead. | AIModule | [EAssetTypeCategories::Type](API\Developer\AssetTools\EAssetTypeCategories__Type) GetAIAssetCategoryBit() const | [] |
IAIModule::IsAvailable | /Engine/Source/Runtime/AIModule/Public/AIModule.h | Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use | AIModule | static bool IsAvailable() | [] |
IAIModule | /Engine/Source/Runtime/AIModule/Public/AIModule.h | The public interface to this module | AIModule | class IAIModule : public [IAISystemModule](API\Runtime\Engine\AI\IAISystemModule) | [] |
IAIResourceInterface::ClearResourceLock | /Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h | Clear resource lock of the given origin | AIModule | virtual void ClearResourceLock &40; EAIRequestPriority::Type LockSource &41; | [] |
IAIResourceInterface::ForceUnlockResource | /Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h | Force-clears all locks on resource | AIModule | virtual void ForceUnlockResource&40;&41; | [] |
IAIResourceInterface::LockResource | /Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h | If resource is lockable lock it with indicated priority | AIModule | virtual void LockResource &40; EAIRequestPriority::Type LockSource &41; | [] |
IAIResourceInterface::IsResourceLocked | /Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h | Check whether resource is currently locked | AIModule | virtual bool IsResourceLocked&40;&41; const | [] |
IAIResourceInterface | /Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h | AIModule | class IAIResourceInterface | [] |
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IGenericTeamAgentInterface::GetGenericTeamId | /Engine/Source/Runtime/AIModule/Classes/GenericTeamAgentInterface.h | Retrieve team identifier in form ofFGenericTeamId | AIModule | virtual FGenericTeamId GetGenericTeamId&40;&41; const | [] |
IGenericTeamAgentInterface::SetGenericTeamId | /Engine/Source/Runtime/AIModule/Classes/GenericTeamAgentInterface.h | Assigns Team Agent to given TeamID | AIModule | virtual void SetGenericTeamId &40; const FGenericTeamId & TeamID &41; | [] |
IGenericTeamAgentInterface | /Engine/Source/Runtime/AIModule/Classes/GenericTeamAgentInterface.h | AIModule | class IGenericTeamAgentInterface | [] |
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ANavLinkProxy::BeginDestroy | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.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() | [] |
ANavLinkProxy::BeginPlay | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Overridable native event for when play begins for this actor. | AIModule | virtual void BeginPlay() | [] |
ANavLinkProxy::CopyEndPointsFromSimpleLinkToSmartLink | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Copies navlink end points from the first entry in PointLinks array. This function is a helper function making up for smart links not drawing the FVector widgets in the editor. | AIModule | void CopyEndPointsFromSimpleLinkToSmartLink() | [] |
ANavLinkProxy::GetComponentsBoundingBox | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Returns the world space bounding box of all components in this Actor. | AIModule | virtual FBox GetComponentsBoundingBox ( bool bNonColliding, bool bIncludeFromChildActors ) const | [] |
ANavLinkProxy::GetEdRenderComp | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Returns EdRenderComp subobject | AIModule | [UNavLinkRenderingComponent](API\Runtime\NavigationSystem\UNavLinkRenderingComponent) * GetEdRenderComp() const | [] |
ANavLinkProxy::GetNavigationBounds | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Get bounds for navigation octree | AIModule | virtual FBox GetNavigationBounds() const | [] |
ANavLinkProxy::GetNavigationData | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Prepare navigation modifiers | AIModule | virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const | [] |
ANavLinkProxy::GetNavigationLinksArray | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Optionalway of retrieving navigation link data - ifINavLinkHostInterfaceimplementer defines custom navigation links then it can just retrieve a list of links | AIModule | virtual bool GetNavigationLinksArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & OutLink, [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & OutSegments ) const | [] |
ANavLinkProxy::GetNavigationLinksClasses | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | RetrievesUNavLinkDefinitionderived UClasses hosted by this interface implementer | AIModule | virtual bool GetNavigationLinksClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavLinkDefinition](API\Runtime\Engine\AI\Navigation\UNavLinkDefinition) > > & OutClasses ) const | [] |
ANavLinkProxy::GetSmartLinkComp | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Returns SmartLinkComp subobject | AIModule | [UNavLinkCustomComponent](API\Runtime\NavigationSystem\UNavLinkCustomComponent) * GetSmartLinkComp() const | [] |
ANavLinkProxy::GetSpriteComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Returns SpriteComponent subobject | AIModule | [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent() const | [] |
ANavLinkProxy::HasMovingAgents | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Check if any agent is moving through smart link right now | AIModule | bool HasMovingAgents() const | [] |
ANavLinkProxy::IsNavigationRelevant | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Are modifiers active? | AIModule | virtual bool IsNavigationRelevant() const | [] |
ANavLinkProxy::IsSmartLinkEnabled | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Check if smart link is enabled | AIModule | bool IsSmartLinkEnabled() const | [] |
ANavLinkProxy::NotifySmartLinkReached | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | AIModule | void NotifySmartLinkReached ( [UNavLinkCustomComponent](API\Runtime\NavigationSystem\UNavLinkCustomComponent) * LinkComp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathingAgent, const FVector & DestPoint ) | [] |
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ANavLinkProxy::OnNavAreaRegistered | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | AIModule | void OnNavAreaRegistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass ) | [] |
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ANavLinkProxy::OnNavAreaUnregistered | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | AIModule | void OnNavAreaUnregistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass ) | [] |
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ANavLinkProxy::PostEditImport | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | AIModule | virtual void PostEditImport() | [] |
ANavLinkProxy::PostEditChangeProperty | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called when a property on this object has been modified externally | AIModule | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
ANavLinkProxy::PostEditUndo | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called after applying a transaction to the object. Default implementation simply calls PostEditChange. | AIModule | virtual void PostEditUndo() | [] |
ANavLinkProxy::PostInitProperties | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened. | AIModule | virtual void PostInitProperties() | [] |
ANavLinkProxy::PostLoad | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread. | AIModule | virtual void PostLoad() | [] |
ANavLinkProxy::PostRegisterAllComponents | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function. | AIModule | virtual void PostRegisterAllComponents() | [] |
ANavLinkProxy::ReceiveSmartLinkReached | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Called when agent reaches smart link during path following, useResumePathFollowing()to give control back | AIModule | void ReceiveSmartLinkReached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Agent, const FVector & Destination ) | [] |
ANavLinkProxy::ResumePathFollowing | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Resume normal path following | AIModule | void ResumePathFollowing ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Agent ) | [] |
ANavLinkProxy::SetSmartLinkEnabled | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | Change state of smart link | AIModule | void SetSmartLinkEnabled ( bool bEnabled ) | [] |
ANavLinkProxy::ANavLinkProxy | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | AIModule | ANavLinkProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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ANavLinkProxy | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h | ANavLinkProxyconnects areas of Navmesh that don't have a direct navigation path. It directly supports Simple Links (see PointLinks array). There can be multiple Simple links perANavLinkProxyinstance. Simple links are designed to statically link areas of Navmesh and are associated with a particular area class that the link provides. Smart Link functionality is provided viaUNavLinkCustomComponent, see SmartLinkComp. They are designed to be able to be dynamically toggled between enabled and disabled and provide different area classes for both cases. The area classes can be dynamically modified without navmesh rebuilds. There can only be at most one smart link perANavLinkProxyinstance. Both simple and smart links on a singleANavLinkProxyinstance, can be set / enabled at once, as well as either or neither of them. | AIModule | class ANavLinkProxy : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavLinkHostInterface](API\Runtime\NavigationSystem\INavLinkHostInterface), public [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface) | [
{
"type": "bool",
"name": "bSmartLinkIsRelevant",
"description": "Smart link: toggle relevancy"
},
{
"type": "FDelegateHandle",
"name": "OnNavAreaRegisteredDelegateHandle",
"description": ""
},
{
"type": "FDelegateHandle",
"name": "OnNavAreaUnregisteredDelegateHandle",
"description": ""
},
{
"type": "FSmartLinkReach...",
"name": "OnSmartLinkReached",
"description": ""
},
{
"type": "TArray<FNaviga...",
"name": "PointLinks",
"description": "Navigation links (point to point) added to navigation data"
},
{
"type": "TArray<FNaviga...",
"name": "SegmentLinks",
"description": "Navigation links (segment to segment) added to navigation data"
}
] |
ECrowdAvoidanceQuality::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | namespace ECrowdAvoidanceQuality { enum Type { Low, Medium, Good, High, } } | [] |
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EPathFollowingAction::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | DEPRECATED, will be removed with GetPathActionType function. | AIModule | namespace EPathFollowingAction { enum Type { Error, NoMove, DirectMove, PartialPath, PathToGoal, } } | [] |
EPathFollowingDebugTokens::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | namespace EPathFollowingDebugTokens { enum Type { Description, ParamName, FailedValue, PassedValue, } } | [] |
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EPathFollowingMessage::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | DEPRECATED, please use EPathFollowingResultDetails instead, will be removed with deprecated override of AbortMove function. | AIModule | namespace EPathFollowingMessage { enum Type { NoPath, OtherRequest, } } | [] |
EPathFollowingRequestResult::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | namespace EPathFollowingRequestResult { enum Type { Failed, AlreadyAtGoal, RequestSuccessful, } } | [] |
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EPathFollowingResult::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | namespace EPathFollowingResult { enum Type { Success, Blocked, OffPath, Aborted, Skipped_DEPRECATED, Invalid, } } | [] |
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FCombinedNavGridData::FCombinedNavGridData | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h | AIModule | FCombinedNavGridData() | [] |
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EPathFollowingStatus::Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | namespace EPathFollowingStatus { enum Type { Idle, Waiting, Paused, Moving, } } | [] |
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FCombinedNavGridData::FCombinedNavGridData | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h | AIModule | FCombinedNavGridData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) > & SourceGrids ) | [] |
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FCombinedNavGridData | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h | AIModule | struct FCombinedNavGridData : public [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) | [
{
"type": "TArray< int32 >",
"name": "SourceIds",
"description": ""
}
] |
|
FCrowdAgentData::ClearFilter | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | void ClearFilter() | [] |
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FCrowdAgentData::IsValid | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | bool IsValid() const | [] |
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FCrowdAgentData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | struct FCrowdAgentData | [
{
"type": "int32",
"name": "AgentIndex",
"description": "Index of agent in detour crowd"
},
{
"type": "uint32: 1",
"name": "bIsSimulated",
"description": "Is this agent fully simulated by crowd?"
},
{
"type": "uint32: 1",
"name": "bWantsPathOptimization",
"description": "If set, agent wants path optimizations"
},
{
"type": "float",
"name": "PathOptRemainingTime",
"description": "Remaining time for next path optimization"
},
{
"type": "NavNodeRef",
"name": "PrevPoly",
"description": "Poly ref that agent is standing on from previous update"
}
] |
|
FCrowdAgentData::FCrowdAgentData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | FCrowdAgentData() | [] |
|
FCrowdAvoidanceConfig::FCrowdAvoidanceConfig | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | FCrowdAvoidanceConfig() | [] |
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FCrowdAvoidanceConfig | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Check flags in CrowdDebugDrawing namespace (CrowdManager.cpp) for debugging options. | AIModule | struct FCrowdAvoidanceConfig | [
{
"type": "uint8",
"name": "AdaptiveDepth",
"description": "Adaptive sampling: number of iterations at best velocity"
},
{
"type": "uint8",
"name": "AdaptiveDivisions",
"description": "Adaptive sampling: number of divisions per ring"
},
{
"type": "uint8",
"name": "AdaptiveRings",
"description": "Adaptive sampling: number of rings"
},
{
"type": "float",
"name": "CurrentVelocityWeight",
"description": ""
},
{
"type": "uint8",
"name": "CustomPatternIdx",
"description": "Index in SamplingPatterns array or 0xff for adaptive sampling"
},
{
"type": "float",
"name": "DesiredVelocityWeight",
"description": ""
},
{
"type": "float",
"name": "ImpactTimeRange",
"description": ""
},
{
"type": "float",
"name": "ImpactTimeWeight",
"description": ""
},
{
"type": "float",
"name": "SideBiasWeight",
"description": ""
},
{
"type": "float",
"name": "VelocityBias",
"description": ""
}
] |
FCrowdAvoidanceSamplingPattern::AddSample | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | void AddSample ( float AngleInDegrees, float NormalizedRadius ) | [] |
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FCrowdAvoidanceSamplingPattern::AddSampleWithMirror | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | void AddSampleWithMirror ( float AngleInDegrees, float NormalizedRadius ) | [] |
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FCrowdAvoidanceSamplingPattern | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | struct FCrowdAvoidanceSamplingPattern | [
{
"type": "TArray< float >",
"name": "Angles",
"description": ""
},
{
"type": "TArray< float >",
"name": "Radii",
"description": ""
}
] |
|
FCrowdTickHelper::GetStatId | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Return the stat id to use for this tickable | AIModule | virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const | [] |
FCrowdTickHelper::IsTickable | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise. | AIModule | virtual bool IsTickable() const | [] |
FCrowdTickHelper::IsTickableInEditor | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor | AIModule | virtual bool IsTickableInEditor() const | [] |
FCrowdTickHelper::IsTickableWhenPaused | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise | AIModule | virtual bool IsTickableWhenPaused() const | [] |
FCrowdTickHelper::Tick | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject) | AIModule | virtual void Tick ( float DeltaTime ) | [] |
FCrowdTickHelper::FCrowdTickHelper | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | FCrowdTickHelper() | [] |
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FCrowdTickHelper | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | struct FCrowdTickHelper : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject) | [
{
"type": "TWeakObjectPtr<...",
"name": "Owner",
"description": ""
}
] |
|
FMetaNavMeshPath::ConditionalMoveToNextSection | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Try switching to next waypoint, depends on WaypointSwitchRadius | AIModule | virtual bool ConditionalMoveToNextSection ( const FVector & AgentLocation, EMetaPathUpdateReason Reason ) | [] |
FMetaNavMeshPath::CopyFrom | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Copy properties of other meta path | AIModule | virtual void CopyFrom ( const [FMetaNavMeshPath](API\Runtime\AIModule\Navigation\FMetaNavMeshPath) & Other ) | [] |
FMetaNavMeshPath::ForceMoveToNextSection | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Force switching to next waypoint | AIModule | bool ForceMoveToNextSection ( const FVector & AgentLocation ) | [] |
FMetaNavMeshPath::DescribeSelfToVisLog | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | virtual void DescribeSelfToVisLog ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const | [] |
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FMetaNavMeshPath::GetCostFromIndex | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns approximate cost of path, ignores parameter | AIModule | virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetCostFromIndex ( int32 PathPointIndex ) const | [] |
FMetaNavMeshPath::GetLengthFromPosition | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns approximate length of path, ignores parameters | AIModule | virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetLengthFromPosition ( FVector SegmentStart, uint32 NextPathPointIndex ) const | [] |
FMetaNavMeshPath::GetMetaPathGoal | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns cached path goal | AIModule | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMetaPathGoal() const | [] |
FMetaNavMeshPath::GetNumWaypoints | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns number of waypoints | AIModule | int32 GetNumWaypoints() const | [] |
FMetaNavMeshPath::GetTargetWaypointIndex | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns index of current target waypoint | AIModule | int32 GetTargetWaypointIndex() const | [] |
FMetaNavMeshPath::DebugDraw | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | virtual void DebugDraw ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const [FColor](API\Runtime\Core\Math\FColor) PathColor, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex ) const | [] |
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FMetaNavMeshPath::GetWaypointArray | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns waypoint array | AIModule | const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & GetWaypointArray() const | [] |
FMetaNavMeshPath::GetWaypointSwitchRadius | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns radius for switching to next waypoint during path following | AIModule | float GetWaypointSwitchRadius() const | [] |
FMetaNavMeshPath::Initialize | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Initialize path for path following | AIModule | virtual void Initialize ( const FVector & AgentLocation ) | [] |
FMetaNavMeshPath::IsLastSection | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Returns true if path at last waypoint | AIModule | bool IsLastSection() const | [] |
FMetaNavMeshPath::MoveToNextSection | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Switch to next waypoint | AIModule | bool MoveToNextSection ( const FVector & AgentLocation ) | [] |
FMetaNavMeshPath::SetWaypoints | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Tries to set waypoints, fails when path is ready being followed | AIModule | bool SetWaypoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints ) | [] |
FMetaNavMeshPath::SetWaypoints | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Tries to set waypoints, fails when path is ready being followed | AIModule | bool SetWaypoints ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InWaypoints ) | [] |
FMetaNavMeshPath::SetWaypointSwitchRadius | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Sets radius for switching to next waypoint during path following | AIModule | void SetWaypointSwitchRadius ( float InSwitchRadius ) | [] |
Super | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | typedef [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) Super | [] |
|
Type | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | static const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) Type; | [] |
|
FMetaNavMeshPath::UpdatePath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Updates underlying navmesh path for current target waypoint | AIModule | virtual bool UpdatePath ( const FVector & AgentLocation ) | [] |
FMetaNavMeshPath::FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaNavMeshPath() | [] |
|
FMetaNavMeshPath::FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) | [] |
|
FMetaNavMeshPath::FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints, const [AController](API\Runtime\Engine\GameFramework\AController) & Owner ) | [] |
|
FMetaNavMeshPath::FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InWaypoints, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) | [] |
|
FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | Since path updates itself for moving agent it really shouldn't be reused by others. | AIModule | struct FMetaNavMeshPath : public [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) | [
{
"type": "FVector::FReal",
"name": "ApproximateLength",
"description": "Sum of 3D distance along waypoints, used for approximating length of path"
},
{
"type": "TWeakObjectPtr<...",
"name": "PathGoal",
"description": "Stored goal actor"
},
{
"type": "float",
"name": "PathGoalTetherDistance",
"description": "Stored goal actor's tether distance"
},
{
"type": "int32",
"name": "TargetWaypointIdx",
"description": "Current target of path following"
},
{
"type": "TArray<FMetaPa...",
"name": "Waypoints",
"description": "List of waypoints, including start and end of path"
},
{
"type": "float",
"name": "WaypointSwitchRadius",
"description": "Update navmesh path when this close to target waypoint"
}
] |
FMetaNavMeshPath::FMetaNavMeshPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InWaypoints, const [AController](API\Runtime\Engine\GameFramework\AController) & Owner ) | [] |
|
FMetaPathWayPoint::FMetaPathWayPoint | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaPathWayPoint() | [] |
|
FMetaPathWayPoint::FMetaPathWayPoint | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | FMetaPathWayPoint ( const FVector & Location, const uint32 InUserFlags ) | [] |
|
FMetaPathWayPoint | /Engine/Source/Runtime/AIModule/Classes/Navigation/MetaNavMeshPath.h | AIModule | struct FMetaPathWayPoint : public [UE::Math::TVector< double >](API\Runtime\Core\Math\TVector) | [
{
"type": "uint32",
"name": "UserFlags",
"description": ""
}
] |
|
FNavLocalGridData::FindPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h | Create path points from StartCoords to EndCoord, returns false when failed | AIModule | bool FindPath ( const FIntVector & StartCoords, const FIntVector & EndCoords, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & PathCoords ) const | [] |
FNavLocalGridData::FindPathForMovingAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h | Creates path points from navigation path going through grid | AIModule | void FindPathForMovingAgent ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & SourcePath, const FVector & EntryLocation, int32 EntrySegmentStart, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPointsInside, int32 & NextSegmentStart ) const | [] |
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