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FNodeRef
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
FGraphAStar: TGraph.
AIModule
typedef int32 FNodeRef
[]
FNavLocalGridData::GetCellIndexFromGlobalCoords2D
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Convert global world coords to cell index, return -1 if outside
AIModule
int32 GetCellIndexFromGlobalCoords2D ( const FIntVector & WorldCoords ) const
[]
FNavLocalGridData::GetGlobalCoords
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Convert cell index to global world coords with origin in (0,0,0)
AIModule
FIntVector GetGlobalCoords ( int32 CellIdx ) const
[]
FNavLocalGridData::GetGridId
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Get unique Id of grid
AIModule
const int32 GetGridId() const
[]
FNavLocalGridData::GetNeighbourCount
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
int32 GetNeighbourCount ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const
[]
FNavLocalGridData::GetNeighbour
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
[FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) GetNeighbour ( const [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef, const int32 NeiIndex ) const
[]
FNavLocalGridData::GetProjectedCellCenter
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Convert cell index to world location using projected heights
AIModule
FVector GetProjectedCellCenter ( int32 CellIdx ) const
[]
FNavLocalGridData::GetProjectedCellCenter
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Convert cell coords on grid to world location using projected heights
AIModule
FVector GetProjectedCellCenter ( int32 LocationX, int32 LocationY ) const
[]
FNavLocalGridData::HasObstacleUnsafe
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Check if there's an obstacle at cell coords
AIModule
bool HasObstacleUnsafe ( int32 LocationX, int32 LocationY ) const
[]
FNavLocalGridData::IsLineObstructed
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Check if line trace between local coords on grid hits any obstacles, doesn't validate coords!
AIModule
bool IsLineObstructed ( const FIntVector & StartCoords, const FIntVector & EndCoords ) const
[]
FNavLocalGridData::IsValidRef
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
bool IsValidRef ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const
[]
FNavLocalGridData::MarkBoxObstacle
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Mark box (AABB or rotated) shape as obstacle
AIModule
void MarkBoxObstacle ( const FVector & Center, const FVector & Extent, const FQuat & Quat )
[]
FNavLocalGridData::MarkCapsuleObstacle
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Mark capsule shape as obstacle
AIModule
void MarkCapsuleObstacle ( const FVector & Center, float Radius, float HalfHeight )
[]
FNavLocalGridData::MarkPointObstacle
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Mark single cell as obstacle
AIModule
void MarkPointObstacle ( const FVector & Center )
[]
FNavLocalGridData::PostProcessPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Convert PathIndices into pruned PathCoords
AIModule
void PostProcessPath ( const FIntVector & StartCoords, const FIntVector & EndCoords, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & PathIndices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & PathCoords ) const
[]
FNavLocalGridData::ProjectCells
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Project cells on navigation data and marks failed ones as obstacles
AIModule
void ProjectCells ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )
[]
FNavLocalGridData::SetGridId
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Set unique Id of grid
AIModule
void SetGridId ( int32 NewId )
[]
FNavLocalGridData::SetHeight
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
Set height of bounds, if not set: ProjectCells will use height of default query box
AIModule
void SetHeight ( float ExtentZ )
[]
FNavLocalGridData::FNavLocalGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
FNavLocalGridData()
[]
FNavLocalGridData::FNavLocalGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
FNavLocalGridData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) > & SourceGrids )
[]
FNavLocalGridData::FNavLocalGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
FNavLocalGridData ( const FVector & Center, float Extent2D )
[]
FNavLocalGridData::FNavLocalGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
AIModule
FNavLocalGridData ( const FVector & Center, const FVector2D & Extent2D )
[]
FNavLocalGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
TODO: helpers for marking different basic shapes TODO: serialization (with maps?) TODO:FNavigationPathsupport?
AIModule
struct FNavLocalGridData : public [TSimpleCellGrid< uint8,((uint8) 0xff) >](API\Runtime\AIModule\TSimpleCellGrid)
[ { "type": "TArray<FVector...", "name": "CellZ", "description": "" }, { "type": "double", "name": "LastAccessTime", "description": "" } ]
FPathFollowingRequestResult::operator EPathFollowingRequestResult::Type
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
namespace operator EPathFollowingRequestResult { operator EPathFollowingRequestResult::Type() const }
[]
FPathFollowingRequestResult::FPathFollowingRequestResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FPathFollowingRequestResult()
[]
FPathFollowingRequestResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
struct FPathFollowingRequestResult
[ { "type": "TEnumAsByte<EP...", "name": "Code", "description": "" }, { "type": "FAIRequestID", "name": "MoveId", "description": "" } ]
FPathFollowingResult::HasFlag
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool HasFlag ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) Flag ) const
[]
FPathFollowingResult::IsFailure
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool IsFailure() const
[]
FPathFollowingResult::IsInterrupted
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool IsInterrupted() const
[]
FPathFollowingResult::IsSuccess
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool IsSuccess() const
[]
FPathFollowingResult::ToString
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[FString](API\Runtime\Core\Containers\FString) ToString() const
[]
FPathFollowingResult::FPathFollowingResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FPathFollowingResult()
[]
FPathFollowingResult::FPathFollowingResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FPathFollowingResult ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) InFlags )
[]
FPathFollowingResult::FPathFollowingResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FPathFollowingResult ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) ResultCode, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) ExtraFlags )
[]
FPathFollowingResult
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
struct FPathFollowingResult
[ { "type": "TEnumAsByte<EP...", "name": "Code", "description": "" }, { "type": "FPathFollowingR...", "name": "Flags", "description": "" } ]
FPathFollowingResultFlags::ToString
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
namespace FPathFollowingResultFlags { [FString](API\Runtime\Core\Containers\FString) FPathFollowingResultFlags::ToString ( uint16 Value ) }
[]
bReuseNodePoolInSubsequentSearches
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
static const bool bReuseNodePoolInSubsequentSearches = false;
[]
FatalPathLength
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
static const int32 FatalPathLength = 10000;
[]
NodePoolSize
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
static const int32 NodePoolSize = 2048;
[]
OpenSetSize
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
static const int32 OpenSetSize = 2048;
[]
FRecastGraphPolicy
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
struct FRecastGraphPolicy
[]
FRecastGraphWrapper::FRecastGraphWrapper
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
FRecastGraphWrapper()
[]
FRecastGraphWrapper
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
AIModule
struct FRecastGraphWrapper
[]
FSmartLinkReachedSignature
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h
AIModule
class FSmartLinkReachedSignature
[]
ICrowdAgentInterface::GetCrowdAgentAvoidanceGroup
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
Group mask for this agent
AIModule
virtual int32 GetCrowdAgentAvoidanceGroup&40;&41; const
[]
ICrowdAgentInterface::GetCrowdAgentCollisions
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
Fills information about agent's collision cylinder
AIModule
virtual void GetCrowdAgentCollisions &40; float & CylinderRadius, float & CylinderHalfHeight &41; const
[]
ICrowdAgentInterface::GetCrowdAgentGroupsToAvoid
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
Will avoid other agents if they are in one of specified groups
AIModule
virtual int32 GetCrowdAgentGroupsToAvoid&40;&41; const
[]
ICrowdAgentInterface::GetCrowdAgentGroupsToIgnore
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
AIModule
virtual int32 GetCrowdAgentGroupsToIgnore&40;&41; const
[]
ICrowdAgentInterface::GetCrowdAgentLocation
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
current location of crowd agent
AIModule
virtual FVector GetCrowdAgentLocation&40;&41; const
[]
ICrowdAgentInterface::GetCrowdAgentMaxSpeed
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
max speed of crowd agent
AIModule
virtual float GetCrowdAgentMaxSpeed&40;&41; const
[]
ICrowdAgentInterface::GetCrowdAgentVelocity
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
current velocity of crowd agent
AIModule
virtual FVector GetCrowdAgentVelocity&40;&41; const
[]
ICrowdAgentInterface
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
AIModule
class ICrowdAgentInterface
[]
Type
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
typedef uint16 Type
[]
UCrowdAgentInterface::UCrowdAgentInterface
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
AIModule
UCrowdAgentInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCrowdAgentInterface
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
AIModule
class UCrowdAgentInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UCrowdFollowingComponent::AbortMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Aborts following path
AIModule
virtual void AbortMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) AbortFlags, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )
[]
UCrowdFollowingComponent::ApplyCrowdAgentPosition
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Pass desired position to movement component (after resolving collisions between crowd agents)
AIModule
virtual void ApplyCrowdAgentPosition ( const FVector & NewPosition )
[]
UCrowdFollowingComponent::ApplyCrowdAgentVelocity
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink )
[]
UCrowdFollowingComponent::ApplyCrowdAgentVelocity
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Pass agent velocity to movement component
AIModule
virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink, bool bIsNearEndOfPath )
[]
UCrowdFollowingComponent::BeginDestroy
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.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()
[]
UCrowdFollowingComponent::Cleanup
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Cleanup component before destroying
AIModule
virtual void Cleanup()
[]
UCrowdFollowingComponent::DescribeSelfToVisLog
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
UCrowdFollowingComponent::DetermineStartingPathPoint
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
PathFollowingComponent BEGIN.
AIModule
virtual int32 DetermineStartingPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * ConsideredPath ) const
[]
UCrowdFollowingComponent::FinishUsingCustomLink
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Call when moving agent finishes using custom nav link, returns control back to path following
AIModule
virtual void FinishUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink )
[]
UCrowdFollowingComponent::FollowPathSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Follow current path segment
AIModule
virtual void FollowPathSegment ( float DeltaTime )
[]
UCrowdFollowingComponent::GetAvoidanceGroup
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
int32 GetAvoidanceGroup() const
[]
UCrowdFollowingComponent::GetCrowdAgentAvoidanceGroup
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Group mask for this agent
AIModule
virtual int32 GetCrowdAgentAvoidanceGroup() const
[]
UCrowdFollowingComponent::GetCrowdAgentCollisions
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Fills information about agent's collision cylinder
AIModule
virtual void GetCrowdAgentCollisions ( float & CylinderRadius, float & CylinderHalfHeight ) const
[]
UCrowdFollowingComponent::GetCrowdAgentGroupsToAvoid
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Will avoid other agents if they are in one of specified groups
AIModule
virtual int32 GetCrowdAgentGroupsToAvoid() const
[]
UCrowdFollowingComponent::GetCrowdAgentGroupsToIgnore
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
AIModule
virtual int32 GetCrowdAgentGroupsToIgnore() const
[]
UCrowdFollowingComponent::GetCrowdAgentMaxSpeed
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
max speed of crowd agent
AIModule
virtual float GetCrowdAgentMaxSpeed() const
[]
UCrowdFollowingComponent::GetCrowdAgentLocation
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
current location of crowd agent
AIModule
virtual FVector GetCrowdAgentLocation() const
[]
UCrowdFollowingComponent::GetCrowdAgentVelocity
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
current velocity of crowd agent
AIModule
virtual FVector GetCrowdAgentVelocity() const
[]
UCrowdFollowingComponent::GetCrowdAvoidanceRangeMultiplier
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
float GetCrowdAvoidanceRangeMultiplier() const
[]
UCrowdFollowingComponent::GetCrowdAvoidanceQuality
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
[ECrowdAvoidanceQuality::Type](API\Runtime\AIModule\Navigation\ECrowdAvoidanceQuality__Type) GetCrowdAvoidanceQuality() const
[]
UCrowdFollowingComponent::GetCrowdCollisionQueryRange
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
float GetCrowdCollisionQueryRange() const
[]
UCrowdFollowingComponent::GetCrowdPathOptimizationRange
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
float GetCrowdPathOptimizationRange() const
[]
UCrowdFollowingComponent::GetCrowdSeparationWeight
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
float GetCrowdSeparationWeight() const
[]
UCrowdFollowingComponent::GetCrowdSimulationState
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
ECrowdSimulationState GetCrowdSimulationState() const
[]
UCrowdFollowingComponent::GetCurrentPathElement
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Returns index of the currently followed element of path. Depending on the actual path it may represent different things, like a path point or navigation corridor index
AIModule
virtual int32 GetCurrentPathElement() const
[]
UCrowdFollowingComponent::GetDebugStringTokens
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
virtual void GetDebugStringTokens ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [EPathFollowingDebugTokens::Type](API\Runtime\AIModule\Navigation\EPathFollowingDebugTokens__Type) > & Flags ) const
[]
UCrowdFollowingComponent::GetGroupsToAvoid
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
int32 GetGroupsToAvoid() const
[]
UCrowdFollowingComponent::GetGroupsToIgnore
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
int32 GetGroupsToIgnore() const
[]
UCrowdFollowingComponent::GetMoveFocus
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Get current focal point of movement
AIModule
virtual FVector GetMoveFocus ( bool bAllowStrafe ) const
[]
UCrowdFollowingComponent::HasMovedDuringPause
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool HasMovedDuringPause() const
[]
UCrowdFollowingComponent::Initialize
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
PathFollowingComponent BEGIN.
AIModule
virtual void Initialize()
[]
UCrowdFollowingComponent::IsCrowdAffectFallingVelocityEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdAffectFallingVelocityEnabled() const
[]
UCrowdFollowingComponent::IsCrowdAnticipateTurnsEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdAnticipateTurnsEnabled() const
[]
UCrowdFollowingComponent::IsCrowdAnticipateTurnsActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Checks if bEnableAnticipateTurns is set to true, and if crowd simulation is not suspended
AIModule
bool IsCrowdAnticipateTurnsActive() const
[]
UCrowdFollowingComponent::IsCrowdObstacleAvoidanceEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdObstacleAvoidanceEnabled() const
[]
UCrowdFollowingComponent::IsCrowdObstacleAvoidanceActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Checks if bEnableObstacleAvoidance is set to true, and if crowd simulation is not suspended
AIModule
bool IsCrowdObstacleAvoidanceActive() const
[]
UCrowdFollowingComponent::IsCrowdOptimizeTopologyEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdOptimizeTopologyEnabled() const
[]
UCrowdFollowingComponent::IsCrowdOptimizeTopologyActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Checks if bEnableOptimizeTopology is set to true, and if crowd simulation is not suspended
AIModule
bool IsCrowdOptimizeTopologyActive() const
[]
UCrowdFollowingComponent::IsCrowdOptimizeVisibilityEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdOptimizeVisibilityEnabled() const
[]
UCrowdFollowingComponent::IsCrowdPathOffsetEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdPathOffsetEnabled() const
[]
UCrowdFollowingComponent::IsCrowdRotateToVelocityEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdRotateToVelocityEnabled() const
[]
UCrowdFollowingComponent::IsCrowdSeparationActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
Checks if bEnableSeparation is set to true, and if crowd simulation is not suspended
AIModule
bool IsCrowdSeparationActive() const
[]
UCrowdFollowingComponent::IsCrowdSeparationEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdSeparationEnabled() const
[]
UCrowdFollowingComponent::IsCrowdSimulatioSuspended
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdSimulatioSuspended() const
[]
UCrowdFollowingComponent::IsCrowdSimulationActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdSimulationActive() const
[]