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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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FPostProcessMoveSignature | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | typedef TBaseDelegate_TwoParams< void, [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) *, FVector & > FPostProcessMoveSignature | [] |
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FRequestCompletedSignature | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | typedef TBaseDelegate_OneParam< void, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) > FRequestCompletedSignature | [] |
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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 | [] |
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UPathFollowingComponent::GetCurrentCustomLinkOb | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetCurrentCustomLinkOb() const | [] |
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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 | [] |
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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 | [] |
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UPathFollowingComponent::GetCurrentRequestId | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | [FAIRequestID](API\Runtime\AIModule\FAIRequestID) GetCurrentRequestId() const | [] |
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UPathFollowingComponent::GetCurrentTargetLocationBased | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | [FBasedPosition](API\Runtime\Engine\Engine\FBasedPosition) GetCurrentTargetLocationBased() const | [] |
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UPathFollowingComponent::GetCurrentTargetLocation | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | FVector GetCurrentTargetLocation() const | [] |
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UPathFollowingComponent::GetDebugString | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const | [] |
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UPathFollowingComponent::GetDefaultAcceptanceRadius | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | float GetDefaultAcceptanceRadius() const | [] |
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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 | [] |
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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 | [] |
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UPathFollowingComponent::GetNextPathIndex | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | uint32 GetNextPathIndex() const | [] |
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UPathFollowingComponent::GetNextRequestId | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | static uint32 GetNextRequestId() | [] |
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UPathFollowingComponent::GetPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | const FNavPathSharedPtr GetPath() const | [] |
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UPathFollowingComponent::GetPathActionType | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | [EPathFollowingAction::Type](API\Runtime\AIModule\Navigation\EPathFollowingAction__Type) GetPathActionType() const | [] |
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UPathFollowingComponent::GetPathDestination | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | FVector GetPathDestination() const | [] |
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UPathFollowingComponent::GetMoveGoal | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMoveGoal() const | [] |
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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 | [] |
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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 | [] |
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UPathFollowingComponent::HasPartialPath | /Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h | AIModule | bool HasPartialPath() const | [] |
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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 | [] |
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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 | [] |
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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 | [] |
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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; | [] |
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