className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
3
36
code
stringlengths
0
11.4k
variables
listlengths
0
395
UAIHotSpotManager::UAIHotSpotManager
/Engine/Source/Runtime/AIModule/Classes/HotSpots/AIHotSpotManager.h
AIModule
UAIHotSpotManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIHotSpotManager
/Engine/Source/Runtime/AIModule/Classes/HotSpots/AIHotSpotManager.h
AIModule
class UAIHotSpotManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
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
[]
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
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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, } }
[]
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, } }
[]
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, } }
[]
EPathFollowingResult::Type
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
namespace EPathFollowingResult { enum Type { Success, Blocked, OffPath, Aborted, Skipped_DEPRECATED, Invalid, } }
[]
FCombinedNavGridData::FCombinedNavGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
FCombinedNavGridData()
[]
EPathFollowingStatus::Type
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
namespace EPathFollowingStatus { enum Type { Idle, Waiting, Paused, Moving, } }
[]
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 )
[]
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()
[]
FCrowdAgentData::IsValid
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h
AIModule
bool IsValid() const
[]
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()
[]
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 )
[]
FCrowdAvoidanceSamplingPattern::AddSampleWithMirror
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h
AIModule
void AddSampleWithMirror ( float AngleInDegrees, float NormalizedRadius )
[]
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()
[]
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
[]
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
[]
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
[]