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UNavLocalGridManager::AddLocalNavigationGridForPoints
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Creates single grid data for set of points
AIModule
static int32 AddLocalNavigationGridForPoints ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Locations, const int32 Radius2D, const float Height, bool bRebuildGrids )
[]
UNavLocalGridManager::AddLocalNavigationGridForPoint
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Creates new grid data for single point
AIModule
static int32 AddLocalNavigationGridForPoint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, const int32 Radius2D, const float Height, bool bRebuildGrids )
[]
UNavLocalGridManager::AddLocalNavigationGridForCapsule
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static int32 AddLocalNavigationGridForCapsule ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, float CapsuleRadius, float CapsuleHalfHeight, const int32 Radius2D, const float Height, bool bRebuildGrids )
[]
UNavLocalGridManager::AddLocalNavigationGridForBox
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static int32 AddLocalNavigationGridForBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, FVector Extent, FRotator Rotation, const int32 Radius2D, const float Height, bool bRebuildGrids )
[]
UNavLocalGridManager::FindLocalNavigationGridPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static bool FindLocalNavigationGridPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Start, const FVector & End, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPoints )
[]
UNavLocalGridManager::GetCellSize
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get shared size of grid cell, static but there's only one active manager
AIModule
static float GetCellSize()
[]
UNavLocalGridManager::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static [UNavLocalGridManager](API\Runtime\AIModule\Navigation\UNavLocalGridManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UNavLocalGridManager::FindPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Tries to find a path using grids, returns false when start and end locations are not on the same grid
AIModule
bool FindPath ( const FVector & Start, const FVector & End, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPoints ) const
[]
UNavLocalGridManager::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static [UNavLocalGridManager](API\Runtime\AIModule\Navigation\UNavLocalGridManager) * GetCurrent ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UNavLocalGridManager::GetGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get combined, non overlapping grid by index
AIModule
const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GetGridData ( int32 GridIdx ) const
[]
UNavLocalGridManager::GetGridIndex
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Find combined grid at location
AIModule
int32 GetGridIndex ( const FVector & WorldLocation ) const
[]
UNavLocalGridManager::GetGridValueAt
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Find combined grid value at world location
AIModule
uint8 GetGridValueAt ( const FVector & WorldLocation ) const
[]
UNavLocalGridManager::GetMaxActiveSources
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get limit of source grids
AIModule
int32 GetMaxActiveSources() const
[]
UNavLocalGridManager::GetNumGrids
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get number of combined, non overlapping grids
AIModule
int32 GetNumGrids() const
[]
UNavLocalGridManager::GetNumSources
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get number of known source grids
AIModule
int32 GetNumSources() const
[]
UNavLocalGridManager::GetSourceData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get source grid by index
AIModule
const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GetSourceData ( int32 SourceIdx ) const
[]
UNavLocalGridManager::GetVersion
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Get version of grid data, incremented with each rebuild
AIModule
int32 GetVersion() const
[]
GridCellSize
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static float GridCellSize = 50.0f;
[]
UNavLocalGridManager::HasSourceGridLimit
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Check if source grid limit is set
AIModule
bool HasSourceGridLimit() const
[]
UNavLocalGridManager::RebuildGrids
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Rebuild overlapping grids if needed
AIModule
void RebuildGrids()
[]
UNavLocalGridManager::ProjectGrids
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Projects combined grids to navigation data
AIModule
virtual void ProjectGrids ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GridIndices )
[]
UNavLocalGridManager::RemoveGridData
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Removes grid
AIModule
void RemoveGridData ( int32 GridId, bool bUpdate )
[]
UNavLocalGridManager::RemoveLocalNavigationGrid
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static void RemoveLocalNavigationGrid ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 GridId, bool bRebuildGrids )
[]
UNavLocalGridManager::SetCellSize
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Set shared size of grid cell, allowed only when there's no grid added
AIModule
bool SetCellSize ( float CellSize )
[]
UNavLocalGridManager::SetLocalNavigationGridDensity
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
static bool SetLocalNavigationGridDensity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float CellSize )
[]
UNavLocalGridManager::SetMaxActiveSources
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Set limit of source grids, 0 or negative means unlimited
AIModule
void SetMaxActiveSources ( int32 NumActiveSources )
[]
UNavLocalGridManager::UpdateAccessTime
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Updates LastAccessTime in all source grids
AIModule
void UpdateAccessTime ( int32 CombinedGridIdx )
[]
UNavLocalGridManager::UNavLocalGridManager
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
AIModule
UNavLocalGridManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UNavLocalGridManager::UpdateSourceGrids
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Ensures limit of source grids, removing oldest entries (LastAccessTime)
AIModule
bool UpdateSourceGrids()
[]
UNavLocalGridManager
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridManager.h
Builds non overlapping grid from multiple sources, that can be used later for pathfinding. Check also:UGridPathFollowingComponent,FNavLocalGridData
AIModule
class UNavLocalGridManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "uint32: 1", "name": "bNeedsRebuilds", "description": "" }, { "type": "TArray<FCombin...", "name": "CombinedGrids", "description": "" }, { "type": "int32", "name": "MaxActiveSourceGrids", "description": "" }, { "type": "int32", "name": "NextGridId", "description": "" }, { "type": "TArray<FNavLoc...", "name": "SourceGrids", "description": "" }, { "type": "int32", "name": "VersionNum", "description": "" } ]
UPathFollowingComponent::AbortMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.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 )
[]
UPathFollowingComponent::Cleanup
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Cleanup component before destroying
AIModule
virtual void Cleanup()
[]
UPathFollowingComponent::ClearResourceLock
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Clear resource lock of the given origin
AIModule
virtual void ClearResourceLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )
[]
UPathFollowingComponent::DebugReachTest
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Debug point reach test values
AIModule
void DebugReachTest ( float & CurrentDot, float & CurrentDistance, float & CurrentHeight, uint8 & bDotFailed, uint8 & bDistanceFailed, uint8 & bHeightFailed ) const
[]
DefaultAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Special float constant to symbolize "use default value". This does not contain value to be used, it's used to detect the fact that it's requested, and appropriate value from querier/doer will be pulled
AIModule
static const float DefaultAcceptanceRadius = -1.f;
[]
UPathFollowingComponent::DescribeSelfToVisLog
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
UPathFollowingComponent::DetermineCurrentTargetPathPoint
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
index of path point, that should be target of current move segment
AIModule
virtual int32 DetermineCurrentTargetPathPoint ( int32 StartIndex )
[]
UPathFollowingComponent::DetermineStartingPathPoint
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
this function does not set MoveSegmentEndIndex what PathFollowingComponent thinks should be next path point. INDEX_NONE if given path is invalid
AIModule
virtual int32 DetermineStartingPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * ConsideredPath ) const
[]
UPathFollowingComponent::DidMoveReachGoal
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool DidMoveReachGoal() const
[]
UPathFollowingComponent::FindPreciseAcceptanceRadiusTestsStartNodeIndex
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
For given path finds a path node at which PathfollowingComponent should start doing precise is-goal-in-acceptance-radius tests
AIModule
int32 FindPreciseAcceptanceRadiusTestsStartNodeIndex ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & PathInstance, const FVector & GoalLocation ) const
[]
UPathFollowingComponent::DisplayDebug
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
virtual void DisplayDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos ) const
[]
UPathFollowingComponent::FinishUsingCustomLink
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.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 )
[]
FMoveComplete
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
typedef TMulticastDelegate_TwoParams< void, [FAIRequestID](API\Runtime\AIModule\FAIRequestID), const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & > FMoveComplete
[]
UPathFollowingComponent::FollowPathSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Follow current path segment
AIModule
virtual void FollowPathSegment ( float DeltaTime )
[]
FMoveCompletedSignature
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
typedef TMulticastDelegate_TwoParams< void, [FAIRequestID](API\Runtime\AIModule\FAIRequestID), [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) > FMoveCompletedSignature
[]
FPostProcessMoveSignature
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
typedef TBaseDelegate_TwoParams< void, [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) *, FVector & > FPostProcessMoveSignature
[]
FRequestCompletedSignature
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
typedef TBaseDelegate_OneParam< void, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) > FRequestCompletedSignature
[]
UPathFollowingComponent::ForceUnlockResource
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Force-clears all locks on resource
AIModule
virtual void ForceUnlockResource()
[]
UPathFollowingComponent::GetAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
float GetAcceptanceRadius() const
[]
UPathFollowingComponent::GetCurrentCustomLinkOb
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCurrentCustomLinkOb() const
[]
UPathFollowingComponent::ForceBlockDetectionUpdate
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Force creating new location sample for block detection
AIModule
void ForceBlockDetectionUpdate()
[]
UPathFollowingComponent::GetCurrentMoveInput
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Note that CurrentMoveInput is only valid if MovementComp->UseAccelerationForPathFollowing() == true
AIModule
FVector GetCurrentMoveInput() const
[]
UPathFollowingComponent::GetCurrentDirection
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FVector GetCurrentDirection() const
[]
UPathFollowingComponent::GetCurrentNavLocation
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Returns current location on navigation data
AIModule
[FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) GetCurrentNavLocation() const
[]
UPathFollowingComponent::GetCurrentPathElement
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.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
[]
UPathFollowingComponent::GetCurrentPathIndex
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
uint32 GetCurrentPathIndex() const
[]
UPathFollowingComponent::GetCurrentRequestId
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[FAIRequestID](API\Runtime\AIModule\FAIRequestID) GetCurrentRequestId() const
[]
UPathFollowingComponent::GetCurrentTargetLocationBased
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[FBasedPosition](API\Runtime\Engine\Engine\FBasedPosition) GetCurrentTargetLocationBased() const
[]
UPathFollowingComponent::GetCurrentTargetLocation
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FVector GetCurrentTargetLocation() const
[]
UPathFollowingComponent::GetDebugString
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const
[]
UPathFollowingComponent::GetDefaultAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
float GetDefaultAcceptanceRadius() const
[]
UPathFollowingComponent::GetDebugStringTokens
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.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
[]
UPathFollowingComponent::GetFinalAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Based on Path's properties, original move goal location and requested AcceptanceRadius this function calculates actual acceptance radius to apply when testing if the agent has successfully reached requested goal's vicinity
AIModule
float GetFinalAcceptanceRadius ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & PathInstance, const FVector OriginalGoalLocation, const FVector * PathEndOverride ) const
[]
UPathFollowingComponent::GetMoveFocus
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Get current focal point of movement
AIModule
virtual FVector GetMoveFocus ( bool bAllowStrafe ) const
[]
UPathFollowingComponent::GetMoveGoalLocationOffset
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FVector GetMoveGoalLocationOffset() const
[]
UPathFollowingComponent::GetNextPathIndex
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
uint32 GetNextPathIndex() const
[]
UPathFollowingComponent::GetNextRequestId
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
static uint32 GetNextRequestId()
[]
UPathFollowingComponent::GetPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
const FNavPathSharedPtr GetPath() const
[]
UPathFollowingComponent::GetPathActionType
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[EPathFollowingAction::Type](API\Runtime\AIModule\Navigation\EPathFollowingAction__Type) GetPathActionType() const
[]
UPathFollowingComponent::GetPathDestination
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
FVector GetPathDestination() const
[]
UPathFollowingComponent::GetMoveGoal
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[AActor](API\Runtime\Engine\GameFramework\AActor) * GetMoveGoal() const
[]
UPathFollowingComponent::GetRemainingPathCost
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
estimated cost of unprocessed path segments 0 means, that component is following final path segment or doesn't move
AIModule
[FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetRemainingPathCost() const
[]
UPathFollowingComponent::GetResultDesc
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Readable name of result enum
AIModule
[FString](API\Runtime\Core\Containers\FString) GetResultDesc ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) Result ) const
[]
UPathFollowingComponent::GetStatus
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
[EPathFollowingStatus::Type](API\Runtime\AIModule\Navigation\EPathFollowingStatus__Type) GetStatus() const
[]
UPathFollowingComponent::GetStatusDesc
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Readable name of current status
AIModule
[FString](API\Runtime\Core\Containers\FString) GetStatusDesc() const
[]
UPathFollowingComponent::HandlePathUpdateEvent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called after receiving update event from current path false if path was not accepted and move request needs to be aborted
AIModule
virtual bool HandlePathUpdateEvent()
[]
UPathFollowingComponent::HasDirectPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool HasDirectPath() const
[]
UPathFollowingComponent::HasPartialPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool HasPartialPath() const
[]
UPathFollowingComponent::HasMovementAuthority
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if path following has authority over movement (e.g. not falling) and can update own state
AIModule
bool HasMovementAuthority() const
[]
UPathFollowingComponent::HasReached
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Simple test for stationary agent (used as early finish condition), check if reached target specified in move request
AIModule
bool HasReached ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest ) const
[]
UPathFollowingComponent::HasReached
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Simple test for stationary agent (used as early finish condition), check if reached given goal
AIModule
bool HasReached ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & TestGoal, EPathFollowingReachMode ReachMode, float AcceptanceRadius, bool bUseNavAgentGoalLocation ) const
[]
UPathFollowingComponent::HasReached
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Simple test for stationary agent (used as early finish condition), check if reached given point
AIModule
bool HasReached ( const FVector & TestPoint, EPathFollowingReachMode ReachMode, float AcceptanceRadius ) const
[]
UPathFollowingComponent::HasReachedCurrentTarget
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if segment is completed
AIModule
virtual bool HasReachedCurrentTarget ( const FVector & CurrentLocation ) const
[]
UPathFollowingComponent::HasValidPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool HasValidPath() const
[]
UPathFollowingComponent::HasReachedDestination
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if move is completed
AIModule
virtual bool HasReachedDestination ( const FVector & CurrentLocation ) const
[]
UPathFollowingComponent::IsBlocked
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if movement is blocked
AIModule
bool IsBlocked() const
[]
UPathFollowingComponent::HasStartedNavLinkMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool HasStartedNavLinkMove() const
[]
UPathFollowingComponent::HasReachedInternal
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if moving agent has reached goal defined by cylinder
AIModule
bool HasReachedInternal ( const FVector & GoalLocation, float GoalRadius, float GoalHalfHeight, const FVector & AgentLocation, float RadiusThreshold, float AgentRadiusMultiplier ) const
[]
UPathFollowingComponent::Initialize
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Initialize component to use
AIModule
virtual void Initialize()
[]
UPathFollowingComponent::IsBlockDetectionActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
state of block detection
AIModule
bool IsBlockDetectionActive() const
[]
UPathFollowingComponent::IsCurrentSegmentNavigationLink
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
bool IsCurrentSegmentNavigationLink() const
[]
UPathFollowingComponent::IsDecelerating
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Returns true if pathfollowing is doing deceleration at the end of the path.
AIModule
bool IsDecelerating() const
[]
UPathFollowingComponent::IsOnPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if agent is on path
AIModule
virtual bool IsOnPath() const
[]
UPathFollowingComponent::IsPathFollowingAllowed
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if path following can be activated
AIModule
virtual bool IsPathFollowingAllowed() const
[]
UPathFollowingComponent::IsResourceLocked
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check whether resource is currently locked
AIModule
virtual bool IsResourceLocked() const
[]
UPathFollowingComponent::IsStopMovementOnFinishActive
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
state of movement stopping on finish
AIModule
bool IsStopMovementOnFinishActive() const
[]
UPathFollowingComponent::LockResource
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
If resource is lockable lock it with indicated priority
AIModule
virtual void LockResource ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )
[]
UPathFollowingComponent::LogPathHelper
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Helper function for sending a path for visual log
AIModule
static void LogPathHelper ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogOwner, FNavPathSharedPtr InLogPath, const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogGoalActor )
[]
UPathFollowingComponent::LogPathHelper
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Helper function for sending a path for visual log
AIModule
static void LogPathHelper ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogOwner, [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InLogPath, const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogGoalActor )
[]
NextRequestId
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Used for debugging purposes to be able to identify which logged information results from which request, if there was multiple ones during one frame
AIModule
static uint32 NextRequestId = 1;
[]