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UCrowdFollowingComponent::IsCrowdSimulationEnabled
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
bool IsCrowdSimulationEnabled() const
[]
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()
[]
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 )
[]
UCrowdFollowingComponent::SetCrowdAnticipateTurns
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
void SetCrowdAnticipateTurns ( bool bEnable, bool bUpdateAgent )
[]
UCrowdFollowingComponent::SetCrowdAvoidanceQuality
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
void SetCrowdAvoidanceQuality ( [ECrowdAvoidanceQuality::Type](API\Runtime\AIModule\Navigation\ECrowdAvoidanceQuality__Type) Quality, bool bUpdateAgent )
[]
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 )
[]
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 )
[]
UCrowdFollowingComponent::SetCrowdOptimizeTopology
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
AIModule
void SetCrowdOptimizeTopology ( bool bEnable, bool bUpdateAgent )
[]
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()
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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()
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UGridPathFollowingComponent::Reset
/Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h
Reset path following data
AIModule
virtual void Reset()
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UGridPathFollowingComponent::ResumeMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h
Resume path following
AIModule
virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )
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UGridPathFollowingComponent::UpdatePathSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/GridPathFollowingComponent.h
Check state of path following, update move segment if needed
AIModule
virtual void UpdatePathSegment()
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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)
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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 )
[]