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UCrowdFollowingComponent::IsCrowdSimulationEnabled | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | bool IsCrowdSimulationEnabled() const | [] |
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UCrowdFollowingComponent::IsCrowdSlowdownAtGoalEnabled | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | bool IsCrowdSlowdownAtGoalEnabled() const | [] |
|
UCrowdFollowingComponent::IsOnPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Check if agent is on path | AIModule | virtual bool IsOnPath() const | [] |
UCrowdFollowingComponent::OnLanded | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Called when falling movement ends. | AIModule | virtual void OnLanded() | [] |
UCrowdFollowingComponent::OnNavigationInitDone | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Called when NavigationSystem finishes initial navigation data registration. This is usually required by AI agents hand-placed on levels to find MyNavData | AIModule | virtual void OnNavigationInitDone() | [] |
UCrowdFollowingComponent::OnNavNodeChanged | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Called when agent moved to next nav node (poly) | AIModule | virtual void OnNavNodeChanged ( NavNodeRef NewPolyRef, NavNodeRef PrevPolyRef, int32 CorridorSize ) | [] |
UCrowdFollowingComponent::OnPathfindingQuery | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Called when owner is preparing new pathfinding request | AIModule | virtual void OnPathfindingQuery ( [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) | [] |
UCrowdFollowingComponent::OnPathFinished | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Notify about finished movement | AIModule | virtual void OnPathFinished ( const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result ) | [] |
UCrowdFollowingComponent::PauseMove | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Pause path following | AIModule | virtual void PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode ) | [] |
UCrowdFollowingComponent::OnPathUpdated | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Notify about changing current path: new pointer or update from path event | AIModule | virtual void OnPathUpdated() | [] |
UCrowdFollowingComponent::RegisterCrowdAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void RegisterCrowdAgent() | [] |
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UCrowdFollowingComponent::Reset | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Reset path following data | AIModule | virtual void Reset() | [] |
UCrowdFollowingComponent::ResumeMove | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Resume path following | AIModule | virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID ) | [] |
UCrowdFollowingComponent::SetAvoidanceGroup | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetAvoidanceGroup ( int32 GroupFlags, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdAffectFallingVelocity | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdAffectFallingVelocity ( bool bEnable ) | [] |
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UCrowdFollowingComponent::SetCrowdAnticipateTurns | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdAnticipateTurns ( bool bEnable, bool bUpdateAgent ) | [] |
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UCrowdFollowingComponent::SetCrowdAvoidanceQuality | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdAvoidanceQuality ( [ECrowdAvoidanceQuality::Type](API\Runtime\AIModule\Navigation\ECrowdAvoidanceQuality__Type) Quality, bool bUpdateAgent ) | [] |
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UCrowdFollowingComponent::SetCrowdAvoidanceRangeMultiplier | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdAvoidanceRangeMultiplier ( float Multiplier, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdObstacleAvoidance | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdObstacleAvoidance ( bool bEnable, bool bUpdateAgent ) | [] |
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UCrowdFollowingComponent::SetCrowdCollisionQueryRange | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdCollisionQueryRange ( float Range, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdOptimizeVisibility | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdOptimizeVisibility ( bool bEnable, bool bUpdateAgent ) | [] |
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UCrowdFollowingComponent::SetCrowdOptimizeTopology | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdOptimizeTopology ( bool bEnable, bool bUpdateAgent ) | [] |
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UCrowdFollowingComponent::SetCrowdPathOffset | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdPathOffset ( bool bEnable, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdPathOptimizationRange | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdPathOptimizationRange ( float Range, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdRotateToVelocity | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdRotateToVelocity ( bool bEnable ) | [] |
|
UCrowdFollowingComponent::SetCrowdSeparation | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdSeparation ( bool bEnable, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdSeparationWeight | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdSeparationWeight ( float Weight, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetCrowdSlowdownAtGoal | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetCrowdSlowdownAtGoal ( bool bEnable, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetGroupsToAvoid | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetGroupsToAvoid ( int32 GroupFlags, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::SetMoveSegment | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Sets variables related to current move segment | AIModule | virtual void SetMoveSegment ( int32 SegmentStartIndex ) | [] |
UCrowdFollowingComponent::SetGroupsToIgnore | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SetGroupsToIgnore ( int32 GroupFlags, bool bUpdateAgent ) | [] |
|
UCrowdFollowingComponent::ShouldCheckPathOnResume | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Should verify if agent if still on path ater movement has been resumed? | AIModule | virtual bool ShouldCheckPathOnResume() const | [] |
UCrowdFollowingComponent::ShouldSwitchPathPart | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | bool ShouldSwitchPathPart ( int32 CorridorSize ) const | [] |
|
UCrowdFollowingComponent::ShouldTrackMovingGoal | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | virtual bool ShouldTrackMovingGoal ( FVector & OutGoalLocation ) const | [] |
|
UCrowdFollowingComponent::SuspendCrowdSteering | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Main switch for crowd steering & avoidance | AIModule | virtual void SuspendCrowdSteering ( bool bSuspend ) | [] |
UCrowdFollowingComponent::SetCrowdSimulationState | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Switch between crowd simulation and parent implementation (following path segments) | AIModule | virtual void SetCrowdSimulationState ( ECrowdSimulationState NewState ) | [] |
UCrowdFollowingComponent::SwitchToNextPathPart | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void SwitchToNextPathPart() | [] |
|
UCrowdFollowingComponent::UpdateCachedDirections | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void UpdateCachedDirections ( const FVector & NewVelocity, const FVector & NextPathCorner, bool bTraversingLink ) | [] |
|
UCrowdFollowingComponent::UpdateCrowdAgentParams | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Update params in crowd manager | AIModule | void UpdateCrowdAgentParams() const | [] |
UCrowdFollowingComponent::UpdateDestinationForMovingGoal | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | void UpdateDestinationForMovingGoal ( const FVector & NewDestination ) | [] |
|
UCrowdFollowingComponent::UpdateMovementComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Check if movement component is valid or tries to grab one from owner | AIModule | virtual bool UpdateMovementComponent ( bool bForce ) | [] |
UCrowdFollowingComponent::UpdatePathSegment | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | Check state of path following, update move segment if needed | AIModule | virtual void UpdatePathSegment() | [] |
UCrowdFollowingComponent::UCrowdFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | UCrowdFollowingComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UCrowdFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h | AIModule | class UCrowdFollowingComponent : public [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent), public [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) | [
{
"type": "TWeakInterfaceP...",
"name": "AvoidanceInterface",
"description": ""
},
{
"type": "TEnumAsByte<EC...",
"name": "AvoidanceQuality",
"description": ""
},
{
"type": "float",
"name": "AvoidanceRangeMultiplier",
"description": "Multiplier for avoidance samples during detection, doesn't affect actual velocity"
},
{
"type": "uint8: 1",
"name": "bAffectFallingVelocity",
"description": "If set, velocity will be updated even if agent is falling"
},
{
"type": "uint8: 1",
"name": "bCanCheckMovingTooFar",
"description": "If set, destination overshot can be tested"
},
{
"type": "uint8: 1",
"name": "bCanUpdatePathPartInTick",
"description": "If set, path parts can be switched in UpdatePathSegment, based on distance"
},
{
"type": "uint8: 1",
"name": "bCheckMovementAngle",
"description": "If set, movement will be finished when velocity is opposite to path direction (runtime flag)"
},
{
"type": "uint8: 1",
"name": "bEnableAnticipateTurns",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableObstacleAvoidance",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableOptimizeTopology",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableOptimizeVisibility",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnablePathOffset",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableSeparation",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableSimulationReplanOnResume",
"description": ""
},
{
"type": "uint8: 1",
"name": "bEnableSlowdownAtGoal",
"description": ""
},
{
"type": "uint8: 1",
"name": "bFinalPathPart",
"description": "If set, agent if moving on final path part, skip further updates (runtime flag)"
},
{
"type": "uint8: 1",
"name": "bRegisteredWithCrowdSimulation",
"description": "Set when agent is registered in crowd simulation (either controlled or an obstacle)"
},
{
"type": "uint8: 1",
"name": "bRotateToVelocity",
"description": "If set, move focus will match velocity direction"
},
{
"type": "uint8: 1",
"name": "bSuspendCrowdSimulation",
"description": "If set, avoidance and steering will be suspended (used for direct move requests)"
},
{
"type": "uint8: 1",
"name": "bUpdateDirectMoveVelocity",
"description": "If set, move velocity will be updated in every tick"
},
{
"type": "float",
"name": "CollisionQueryRange",
"description": ""
},
{
"type": "FVector",
"name": "CrowdAgentMoveDirection",
"description": ""
},
{
"type": "int32",
"name": "LastPathPolyIndex",
"description": "Last visited poly on path"
},
{
"type": "float",
"name": "PathOptimizationRange",
"description": ""
},
{
"type": "int32",
"name": "PathStartIndex",
"description": "Start index of current path part"
},
{
"type": "float",
"name": "SeparationWeight",
"description": ""
},
{
"type": "ECrowdSimulatio...",
"name": "SimulationState",
"description": ""
},
{
"type": "friend",
"name": "UCrowdManager",
"description": ""
}
] |
|
UCrowdManager::AdjustAgentPathStart | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Adjust current position in path's corridor, starting test from PathStartIdx | AIModule | void AdjustAgentPathStart ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) * Path, int32 & PathStartIdx ) const | [] |
UCrowdManager::BeginDestroy | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.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() | [] |
UCrowdManager::CleanUp | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | virtual void CleanUp ( float DeltaTime ) | [] |
|
UCrowdManager::ClearAgentMoveTarget | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Clears move target for crowd agent (only for fully simulated) | AIModule | void ClearAgentMoveTarget ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const | [] |
UCrowdManager::DebugTick | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | void DebugTick() const | [] |
|
UCrowdManager::GetAvoidanceConfig | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Reads existing avoidance config or returns false | AIModule | bool GetAvoidanceConfig ( int32 Idx, [FCrowdAvoidanceConfig](API\Runtime\AIModule\Navigation\FCrowdAvoidanceConfig) & Data ) const | [] |
UCrowdManager::GetCurrent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | static [UCrowdManager](API\Runtime\AIModule\Navigation\UCrowdManager) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject ) | [] |
|
UCrowdManager::GetCurrent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | static [UCrowdManager](API\Runtime\AIModule\Navigation\UCrowdManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) | [] |
|
UCrowdManager::GetNavData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavData() const | [] |
|
UCrowdManager::GetNearbyAgentLocations | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Returns a list of locations of nearby agents | AIModule | int32 GetNearbyAgentLocations ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutLocations ) const | [] |
UCrowdManager::GetNumNearbyAgents | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Returns number of nearby agents | AIModule | int32 GetNumNearbyAgents ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const | [] |
UCrowdManager::GetWorld | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const | [] |
|
UCrowdManager::IsAgentValid | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Check if object is a valid crowd agent | AIModule | bool IsAgentValid ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const | [] |
UCrowdManager::IsAgentValid | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Check if object is a valid crowd agent | AIModule | bool IsAgentValid ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const | [] |
UCrowdManager::IsSuitableNavData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Tests if NavData is a suitable nav data type to be used by this CrowdManager instance. | AIModule | virtual bool IsSuitableNavData ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) const | [] |
UCrowdManager::OnAgentFinishedCustomLink | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Update agent after using custom link | AIModule | void OnAgentFinishedCustomLink ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const | [] |
UCrowdManager::OnNavDataUnregistered | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Called by the nav system when a navigation data instance is removed. The crowd manager will see if it's the nav data being used by it an if so try to find another one. If there's none the crowd manager will stop working. | AIModule | virtual void OnNavDataUnregistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) | [] |
UCrowdManager::OnNavDataRegistered | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Called by the nav system when a new navigation data instance is registered. If the CrowdManager instance had no nav data cached it will consider this NavDataInstance and update if necesary. | AIModule | virtual void OnNavDataRegistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) | [] |
UCrowdManager::OnNavMeshUpdate | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Notify called when detour navmesh is changed | AIModule | void OnNavMeshUpdate() | [] |
UCrowdManager::PauseAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Switch agent to waiting state | AIModule | void PauseAgent ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const | [] |
UCrowdManager::PostMovePointUpdate | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Called from tick, after move points were updated, before any steering/avoidance | AIModule | virtual void PostMovePointUpdate() | [] |
UCrowdManager::PostEditChangeProperty | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Called when a property on this object has been modified externally | AIModule | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UCrowdManager::PostProximityUpdate | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Called from tick, just after updating agents proximity data | AIModule | virtual void PostProximityUpdate() | [] |
UCrowdManager::RegisterAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Adds new agent to crowd | AIModule | void RegisterAgent ( [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) | [] |
UCrowdManager::ResumeAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Resumes agent movement | AIModule | void ResumeAgent ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, bool bForceReplanPath ) const | [] |
UCrowdManager::SetAgentMoveDirection | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Sets move direction for crowd agent (only for fully simulated) | AIModule | bool SetAgentMoveDirection ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const FVector & MoveDirection ) const | [] |
UCrowdManager::SetAgentMovePath | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Sets move target using path (only for fully simulated) | AIModule | bool SetAgentMovePath ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) * Path, int32 PathSectionStart, int32 PathSectionEnd, const FVector & PathSectionEndLocation ) const | [] |
UCrowdManager::SetAgentMoveTarget | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Sets move target for crowd agent (only for fully simulated) | AIModule | bool SetAgentMoveTarget ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const FVector & MoveTarget, FSharedConstNavQueryFilter Filter ) const | [] |
UCrowdManager::SetAvoidanceConfig | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Updates existing avoidance config or returns false | AIModule | bool SetAvoidanceConfig ( int32 Idx, const [FCrowdAvoidanceConfig](API\Runtime\AIModule\Navigation\FCrowdAvoidanceConfig) & Data ) | [] |
UCrowdManager::SetOffmeshConnectionPruning | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Remove started offmesh connections from corridor | AIModule | void SetOffmeshConnectionPruning ( bool bRemoveFromCorridor ) | [] |
UCrowdManager::SetSingleAreaVisibilityOptimization | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Block path visibility raycasts when crossing different nav areas | AIModule | void SetSingleAreaVisibilityOptimization ( bool bEnable ) | [] |
UCrowdManager::SetNavData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Sets NavData as MyNavData. If Null and bFindNewNavDataIfNull is true then the manager will search for a new NavData instance that meets theIsSuitableNavData()condition. | AIModule | void SetNavData ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const bool bFindNewNavDataIfNull ) | [] |
UCrowdManager::Tick | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | virtual void Tick ( float DeltaTime ) | [] |
|
UCrowdManager::UnregisterAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Removes agent from crowd | AIModule | void UnregisterAgent ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) | [] |
UCrowdManager::UpdateAgentParams | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Updates agent data | AIModule | void UpdateAgentParams ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const | [] |
UCrowdManager::UpdateAgentState | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Refresh agent state | AIModule | void UpdateAgentState ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const | [] |
UCrowdManager::UpdateNavData | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Try to initialize nav data from already existing ones | AIModule | virtual void UpdateNavData() | [] |
UCrowdManager::UpdateAvoidanceConfig | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | Setup params of crowd avoidance | AIModule | virtual void UpdateAvoidanceConfig() | [] |
UCrowdManager::UCrowdManager | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | UCrowdManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UCrowdManager | /Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdManager.h | AIModule | class UCrowdManager : public [UCrowdManagerBase](API\Runtime\NavigationSystem\UCrowdManagerBase) | [
{
"type": "TMap<ICrowdAge...",
"name": "ActiveAgents",
"description": "Agents registered in crowd manager"
},
{
"type": "TArray< uint8 >",
"name": "AgentFlags",
"description": "Temporary flags for crowd agents"
},
{
"type": "TArray<FCrowdA...",
"name": "AvoidanceConfig",
"description": "Obstacle avoidance params"
},
{
"type": "uint32: 1",
"name": "bAllowPathReplan",
"description": ""
},
{
"type": "uint32: 1",
"name": "bEarlyReachTestOptimization",
"description": ""
},
{
"type": "uint32: 1",
"name": "bPruneStartedOffmeshConnections",
"description": ""
},
{
"type": "uint32: 1",
"name": "bResolveCollisions",
"description": "Should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components"
},
{
"type": "uint32: 1",
"name": "bSingleAreaVisibilityOptimization",
"description": ""
},
{
"type": "float",
"name": "MaxAgentRadius",
"description": "Max radius of agent that can be added to crowd"
},
{
"type": "int32",
"name": "MaxAgents",
"description": "Max number of agents supported by crowd"
},
{
"type": "int32",
"name": "MaxAvoidedAgents",
"description": "Max number of neighbor agents for velocity avoidance"
},
{
"type": "int32",
"name": "MaxAvoidedWalls",
"description": "Max number of wall segments for velocity avoidance"
},
{
"type": "TObjectPtr<ANa...",
"name": "MyNavData",
"description": ""
},
{
"type": "float",
"name": "NavmeshCheckInterval",
"description": "How often should agents check their position after moving off navmesh?"
},
{
"type": "float",
"name": "PathOffsetRadiusMultiplier",
"description": "Agent radius multiplier for offsetting path around corners"
},
{
"type": "float",
"name": "PathOptimizationInterval",
"description": "How often should agents try to optimize their paths?"
},
{
"type": "TArray<FCrowdA...",
"name": "SamplingPatterns",
"description": "Obstacle avoidance params"
},
{
"type": "float",
"name": "SeparationDirClamp",
"description": "Clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)"
},
{
"type": "FCrowdTickHelpe...",
"name": "TickHelper",
"description": ""
}
] |
|
UGridPathFollowingComponent::GetActiveGridIdx | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | int32 GetActiveGridIdx() const | [] |
|
UGridPathFollowingComponent::GetGridPathPoints | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & GetGridPathPoints() const | [] |
|
UGridPathFollowingComponent::GetNextGridPathIndex | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | int32 GetNextGridPathIndex() const | [] |
|
UGridPathFollowingComponent::HasActiveGrid | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | bool HasActiveGrid() const | [] |
|
UGridPathFollowingComponent::Initialize | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Initialize component to use | AIModule | virtual void Initialize() | [] |
UGridPathFollowingComponent::OnPathUpdated | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Notify about changing current path: new pointer or update from path event | AIModule | virtual void OnPathUpdated() | [] |
UGridPathFollowingComponent::Reset | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Reset path following data | AIModule | virtual void Reset() | [] |
UGridPathFollowingComponent::ResumeMove | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Resume path following | AIModule | virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID ) | [] |
UGridPathFollowingComponent::UpdatePathSegment | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Check state of path following, update move segment if needed | AIModule | virtual void UpdatePathSegment() | [] |
UGridPathFollowingComponent::UpdateActiveGrid | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | void UpdateActiveGrid ( const FVector & CurrentLocation ) | [] |
|
UGridPathFollowingComponent::UGridPathFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | AIModule | UGridPathFollowingComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UGridPathFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h | Does not replace proper avoidance for dynamic obstacles! | AIModule | class UGridPathFollowingComponent : public [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) | [
{
"type": "int32",
"name": "ActiveGridId",
"description": "Id of current grid"
},
{
"type": "int32",
"name": "ActiveGridIdx",
"description": "Index of current grid"
},
{
"type": "uint32: 1",
"name": "bHasGridPath",
"description": "Set when grid path is valid"
},
{
"type": "uint32: 1",
"name": "bIsPathEndInsideGrid",
"description": "Set when end of followed Path ends inside current grid"
},
{
"type": "TObjectPtr<UNa...",
"name": "GridManager",
"description": ""
},
{
"type": "int32",
"name": "GridMoveSegmentEndIndex",
"description": "Index of current destination grid path point"
},
{
"type": "TArray< FVector...",
"name": "GridPathPoints",
"description": "Path points for moving through grid"
},
{
"type": "int32",
"name": "MoveSegmentStartIndexOffGrid",
"description": "Expected start of path segment after leaving grid"
}
] |
UNavFilter_AIControllerDefault::GetSimpleFilterForAgent | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavFilter_AIControllerDefault.h | AIModule | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetSimpleFilterForAgent ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Querier ) const | [] |
|
UNavFilter_AIControllerDefault::UNavFilter_AIControllerDefault | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavFilter_AIControllerDefault.h | AIModule | UNavFilter_AIControllerDefault ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
|
UNavFilter_AIControllerDefault | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavFilter_AIControllerDefault.h | AIModule | class UNavFilter_AIControllerDefault : public [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) | [] |
|
UNavLocalGridManager::AddGridData | /Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h | Adds new grid | AIModule | int32 AddGridData ( const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GridData, bool bUpdate ) | [] |
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