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SGraphPinAI
/Engine/Source/Editor/AIGraph/Public/SGraphNodeAI.h
AIGraph
class SGraphPinAI : public [SGraphPin](API\Editor\GraphEditor\SGraphPin)
[]
UAIGraph::CanRemoveNestedObject
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual bool CanRemoveNestedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TestObject ) const
[]
UAIGraph::CollectAllNodeInstances
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void CollectAllNodeInstances ( [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & NodeInstances )
[]
UAIGraph::Initialize
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void Initialize()
[]
UAIGraph::FindGraphNodePin
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindGraphNodePin ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, EEdGraphPinDirection Dir )
[]
UAIGraph::IsLocked
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
bool IsLocked() const
[]
UAIGraph::LockUpdates
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
void LockUpdates()
[]
UAIGraph::MarkVersion
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void MarkVersion()
[]
UAIGraph::OnCreated
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void OnCreated()
[]
UAIGraph::OnLoaded
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void OnLoaded()
[]
UAIGraph::OnNodeInstanceRemoved
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void OnNodeInstanceRemoved ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NodeInstance )
[]
UAIGraph::OnNodesPasted
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void OnNodesPasted ( const [FString](API\Runtime\Core\Containers\FString) & ImportStr )
[]
UAIGraph::OnSubNodeDropped
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void OnSubNodeDropped()
[]
UAIGraph::RemoveOrphanedNodes
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
void RemoveOrphanedNodes()
[]
UAIGraph::Serialize
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
AIGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAIGraph::UnlockUpdates
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
void UnlockUpdates()
[]
UAIGraph::UpdateAsset
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void UpdateAsset ( int32 UpdateFlags )
[]
UAIGraph::UpdateClassData
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
void UpdateClassData()
[]
UAIGraph::UpdateDeprecatedClasses
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
void UpdateDeprecatedClasses()
[]
UAIGraph::UpdateUnknownNodeClasses
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
bool UpdateUnknownNodeClasses()
[]
UAIGraph::UpdateVersion
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
virtual void UpdateVersion()
[]
UAIGraph::UAIGraph
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
UAIGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIGraph
/Engine/Source/Editor/AIGraph/Classes/AIGraph.h
AIGraph
class UAIGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[ { "type": "uint32: 1", "name": "bLockUpdates", "description": "If set, graph modifications won't cause updates in internal tree structure flag allows freezing update during heavy changes like pasting new nodes" }, { "type": "int32", "name": "GraphVersion", "description": "" } ]
UAIGraphNode::AddSubNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
void AddSubNode ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )
[]
UAIGraphNode::AutowireNewNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Autowire a newly created node.
AIGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAIGraphNode::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Determine if this node can be created under the specified schema
AIGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
UAIGraphNode::CanDuplicateNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AIGraph
virtual bool CanDuplicateNode() const
[]
UAIGraphNode::DestroyNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Destroy the specified node
AIGraph
virtual void DestroyNode()
[]
UAIGraphNode::CanUserDeleteNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Whether or not this node can be deleted by user action
AIGraph
virtual bool CanUserDeleteNode() const
[]
UAIGraphNode::FindDiffs
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Gives the node the option to customize how diffs are discovered within it.
AIGraph
virtual void FindDiffs ( class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, struct [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )
[]
UAIGraphNode::FindSubNodeDropIndex
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual int32 FindSubNodeDropIndex ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode ) const
[]
UAIGraphNode::GetAIGraph
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual [UAIGraph](API\Editor\AIGraph\UAIGraph) * GetAIGraph()
[]
UAIGraphNode::GetBoundGraph
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAIGraphNode::GetDescription
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
UAIGraphNode::GetInputPin
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
the input pin for this state
AIGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin ( int32 InputIndex ) const
[]
UAIGraphNode::GetOutputPin
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
the output pin for this state
AIGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 InputIndex ) const
[]
UAIGraphNode::GetPropertyNameAndValueForDiff
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Returns a human-friendly description of the property in the form "PropertyName: Value".
AIGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPropertyNameAndValueForDiff ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Prop, const uint8 * PropertyAddr ) const
[]
UAIGraphNode::GetTooltipText
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Gets the tooltip to display when over the node
AIGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAIGraphNode::HasErrors
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Check if node has any errors, used for assigning colors on graph
AIGraph
virtual bool HasErrors() const
[]
UAIGraphNode::InitializeInstance
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Initialize instance object
AIGraph
virtual void InitializeInstance()
[]
UAIGraphNode::InsertSubNodeAt
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void InsertSubNodeAt ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode, int32 DropIndex )
[]
UAIGraphNode::IsSubNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Check if node is subnode
AIGraph
virtual bool IsSubNode() const
[]
UAIGraphNode::NodeConnectionListChanged
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Called when something external to this node has changed the connection list of any of the pins in the node
AIGraph
virtual void NodeConnectionListChanged()
[]
UAIGraphNode::OnSubNodeAdded
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void OnSubNodeAdded ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )
[]
UAIGraphNode::OnSubNodeRemoved
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void OnSubNodeRemoved ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )
[]
UAIGraphNode::PostCopyNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void PostCopyNode()
[]
UAIGraphNode::PostEditImport
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.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
AIGraph
virtual void PostEditImport()
[]
UAIGraphNode::PostEditUndo
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
AIGraph
virtual void PostEditUndo()
[]
UAIGraphNode::PostPlacedNewNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
AIGraph
virtual void PostPlacedNewNode()
[]
UAIGraphNode::PrepareForCopying
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Perform any steps necessary prior to copying a node into the paste buffer
AIGraph
virtual void PrepareForCopying()
[]
UAIGraphNode::RefreshNodeClass
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Reinitialize node instance
AIGraph
virtual bool RefreshNodeClass()
[]
UAIGraphNode::RemoveAllSubNodes
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void RemoveAllSubNodes()
[]
UAIGraphNode::RemoveSubNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
void RemoveSubNode ( [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode) * SubNode )
[]
UAIGraphNode::ResetNodeOwner
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
virtual void ResetNodeOwner()
[]
UAIGraphNode::UpdateNodeClassData
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Updates ClassData from node instance
AIGraph
virtual void UpdateNodeClassData()
[]
UAIGraphNode::UpdateNodeClassDataFrom
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
static void UpdateNodeClassDataFrom ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InstanceClass, [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) & UpdatedData )
[]
UAIGraphNode::UsesBlueprint
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
Check if node instance uses blueprint for its implementation
AIGraph
bool UsesBlueprint() const
[]
UAIGraphNode::UAIGraphNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
UAIGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIGraphNode
/Engine/Source/Editor/AIGraph/Classes/AIGraphNode.h
AIGraph
class UAIGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[ { "type": "uint32: 1", "name": "bIsReadOnly", "description": "If set, all modifications (including delete/cut) are disabled" }, { "type": "uint32: 1", "name": "bIsSubNode", "description": "If set, this node will be always considered as subnode" }, { "type": "FGraphNodeClass...", "name": "ClassData", "description": "Instance class" }, { "type": "int32", "name": "CopySubNodeIndex", "description": "Subnode index assigned during copy operation to connect nodes again on paste" }, { "type": "FString", "name": "ErrorMessage", "description": "Error message for node" }, { "type": "TObjectPtr<UOb...", "name": "NodeInstance", "description": "" }, { "type": "TObjectPtr<UAI...", "name": "ParentNode", "description": "" }, { "type": "TArray<TObject...", "name": "SubNodes", "description": "" } ]
UAIGraphSchema::AddNewNodeAction
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAISchemaAction_NewNode](API\Editor\AIGraph\FAISchemaAction_NewNode) > AddNewNodeAction ( [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase) & ContextMenuBuilder, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & MenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip )
[]
UAIGraphSchema::AddNewSubNodeAction
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAISchemaAction_NewSubNode](API\Editor\AIGraph\FAISchemaAction_NewSubNode) > AddNewSubNodeAction ( [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase) & ContextMenuBuilder, const [FText](API\Runtime\Core\Internationalization\FText) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & MenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip )
[]
UAIGraphSchema::BreakNodeLinks
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Breaks all links from/to a single node
AIGraph
virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const
[]
UAIGraphSchema::BreakPinLinks
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Breaks all links from/to a single pin
AIGraph
virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const
[]
UAIGraphSchema::BreakSinglePinLink
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Breaks the link between two nodes.
AIGraph
virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const
[]
UAIGraphSchema::CreateConnectionDrawingPolicy
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Returns newFConnectionDrawingPolicyfrom this schema
AIGraph
virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const
[]
UAIGraphSchema::GetContextMenuActions
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AIGraph
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAIGraphSchema::GetCreateCommentAction
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Returns schema action to create comment from implemention
AIGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetCreateCommentAction() const
[]
UAIGraphSchema::GetGraphNodeContextActions
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
virtual void GetGraphNodeContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, int32 SubNodeFlags ) const
[]
UAIGraphSchema::GetNodeSelectionCount
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Returns the currently selected graph node count
AIGraph
virtual int32 GetNodeSelectionCount ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UAIGraphSchema::GetPinTypeColor
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AIGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
UAIGraphSchema::GetSubNodeClasses
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
virtual void GetSubNodeClasses ( int32 SubNodeFlags, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) > & ClassData, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& GraphNodeClass ) const
[]
UAIGraphSchema::ShouldHidePinDefaultValue
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
If we should disallow viewing and editing of the supplied pin
AIGraph
virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UAIGraphSchema::UAIGraphSchema
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
UAIGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIGraphSchema
/Engine/Source/Editor/AIGraph/Classes/AIGraphSchema.h
AIGraph
class UAIGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[]
UK2Node_AIMoveTo::GetMenuCategory
/Engine/Source/Editor/AIGraph/Public/K2Node_AIMoveTo.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
AIGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UK2Node_AIMoveTo::GetNodeTitle
/Engine/Source/Editor/AIGraph/Public/K2Node_AIMoveTo.h
Gets the name of this node, shown in title bar
AIGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_AIMoveTo::GetTooltipText
/Engine/Source/Editor/AIGraph/Public/K2Node_AIMoveTo.h
Gets the tooltip to display when over the node
AIGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_AIMoveTo::UK2Node_AIMoveTo
/Engine/Source/Editor/AIGraph/Public/K2Node_AIMoveTo.h
AIGraph
UK2Node_AIMoveTo ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_AIMoveTo
/Engine/Source/Editor/AIGraph/Public/K2Node_AIMoveTo.h
AIGraph
class UK2Node_AIMoveTo : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)
[]
AAIController::AreAIIgnoringPlayers
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
static bool AreAIIgnoringPlayers()
[]
AAIController::ActorsPerceptionUpdated
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Notifies AIController of changes in given actors' perception
AIModule
virtual void ActorsPerceptionUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & UpdatedActors )
[]
bAIIgnorePlayers
/Engine/Source/Runtime/AIModule/Classes/AIController.h
If true, AI controllers will ignore players.
AIModule
static bool bAIIgnorePlayers = false;
[]
AAIController::ClaimTaskResource
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
void ClaimTaskResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass )
[]
AAIController::BuildPathfindingQuery
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Helper function for creating pathfinding query for this agent from move request data
AIModule
bool BuildPathfindingQuery ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) const
[]
AAIController::DisplayDebug
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
virtual void DisplayDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )
[]
AAIController::CleanupBrainComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
virtual void CleanupBrainComponent()
[]
AAIController::ClearFocus
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Clears Focus for given priority, will also clear FocalPoint as a result
AIModule
virtual void ClearFocus ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority )
[]
AAIController::FindPathForMoveRequest
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Finds path for given move request
AIModule
virtual void FindPathForMoveRequest ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, FNavPathSharedPtr & OutPath ) const
[]
AAIController::GetActionsComp
/Engine/Source/Runtime/AIModule/Classes/AIController.h
DEPRECATED.
AIModule
[UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetActionsComp() const
[]
AAIController::GetAIPerceptionComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
[UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * GetAIPerceptionComponent()
[]
AAIController::GetAIPerceptionComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * GetAIPerceptionComponent() const
[]
AAIController::GetBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboardComponent() const
[]
AAIController::GetBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
[UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboardComponent()
[]
AAIController::GetBrainComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
[UBrainComponent](API\Runtime\AIModule\UBrainComponent) * GetBrainComponent() const
[]
AAIController::GetCurrentMoveRequestID
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Returns the Move Request ID for the current move
AIModule
[FAIRequestID](API\Runtime\AIModule\FAIRequestID) GetCurrentMoveRequestID() const
[]
AAIController::GetDebugIcon
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Debug/dev-time
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetDebugIcon() const
[]
AAIController::GetDefaultNavigationFilterClass
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetDefaultNavigationFilterClass() const
[]
AAIController::GetDeprecatedActionsComponent
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
[UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetDeprecatedActionsComponent() const
[]
AAIController::GetFocalPoint
/Engine/Source/Runtime/AIModule/Classes/AIController.h
Retrieve the final position that controller should be looking at.
AIModule
FVector GetFocalPoint() const
[]
AAIController::GetFocalPointForPriority
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
FVector GetFocalPointForPriority ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) const
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