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UPathFollowingComponent::OnActorBump
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when moving agent collides with another actor
AIModule
virtual void OnActorBump ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SelfActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )
[]
UPathFollowingComponent::OnLanded
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when falling movement ends.
AIModule
virtual void OnLanded()
[]
UPathFollowingComponent::OnNavDataRegistered
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when NavigationSystem registers new navigation data type while this component instance has empty MyNavData. This is usually the case for AI agents hand-placed on levels.
AIModule
void OnNavDataRegistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData )
[]
UPathFollowingComponent::OnNavigationInitDone
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.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()
[]
UPathFollowingComponent::OnNewPawn
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called if owning Controller possesses new pawn or ends up pawn-less. Doesn't get called if owner is not an AContoller
AIModule
virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )
[]
UPathFollowingComponent::OnPathfindingQuery
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when owner is preparing new pathfinding request
AIModule
virtual void OnPathfindingQuery ( [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )
[]
UPathFollowingComponent::OnPathEvent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Path observer
AIModule
void OnPathEvent ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event )
[]
UPathFollowingComponent::OnPathFinished
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Notify about finished movement
AIModule
virtual void OnPathFinished ( const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result )
[]
UPathFollowingComponent::OnPathFinished
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
void OnPathFinished ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) ResultCode, uint16 ExtraResultFlags )
[]
UPathFollowingComponent::OnPathUpdated
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Notify about changing current path: new pointer or update from path event
AIModule
virtual void OnPathUpdated()
[]
UPathFollowingComponent::OnRegister
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
AIModule
virtual void OnRegister()
[]
UPathFollowingComponent::OnSegmentFinished
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Notify about finishing move along current path segment
AIModule
virtual void OnSegmentFinished()
[]
UPathFollowingComponent::OnUnableToMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called when pathfollowing agent is not able to move anymore
AIModule
virtual void OnUnableToMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator )
[]
UPathFollowingComponent::OnWaitingPathTimeout
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Called from timer if component spends too much time in Waiting state
AIModule
virtual void OnWaitingPathTimeout()
[]
UPathFollowingComponent::OnStartedFalling
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Virtual void OnMoveBlockedBy(const FHitResult& BlockingImpact) {}
AIModule
virtual void OnStartedFalling()
[]
UPathFollowingComponent::RequestMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Start movement along path MoveId of requested move
AIModule
virtual [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestMove ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & RequestData, FNavPathSharedPtr InPath )
[]
UPathFollowingComponent::PauseMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Pause path following
AIModule
virtual void PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )
[]
UPathFollowingComponent::RequestMoveWithImmediateFinish
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Create new request and finish it immediately (e.g. already at goal) MoveId of requested (and already finished) move
AIModule
[FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestMoveWithImmediateFinish ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) Result, EPathFollowingVelocityMode VelocityMode )
[]
UPathFollowingComponent::Reset
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Reset path following data
AIModule
virtual void Reset()
[]
UPathFollowingComponent::ResetBlockDetectionData
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Clears Block Detection stored data effectively resetting the mechanism
AIModule
void ResetBlockDetectionData()
[]
UPathFollowingComponent::ResumeMove
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Resume path following
AIModule
virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )
[]
UPathFollowingComponent::SetAcceptanceRadius
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
void SetAcceptanceRadius ( const float InAcceptanceRadius )
[]
UPathFollowingComponent::SetBlockDetectionState
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Update state of block detection
AIModule
void SetBlockDetectionState ( bool bEnable )
[]
UPathFollowingComponent::SetDestinationActor
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
void SetDestinationActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestinationActor )
[]
UPathFollowingComponent::SetLastMoveAtGoal
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set status of last requested move, works only in Idle state
AIModule
void SetLastMoveAtGoal ( bool bFinishedAtGoal )
[]
UPathFollowingComponent::SetMovementComponent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set associated movement component
AIModule
virtual void SetMovementComponent ( [UNavMovementComponent](API\Runtime\Engine\GameFramework\UNavMovementComponent) * MoveComp )
[]
UPathFollowingComponent::SetNextMoveSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Switch to next segment on path
AIModule
void SetNextMoveSegment()
[]
UPathFollowingComponent::SetMoveSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Sets variables related to current move segment
AIModule
virtual void SetMoveSegment ( int32 SegmentStartIndex )
[]
UPathFollowingComponent::SetPreciseReachThreshold
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set threshold for precise reach tests in intermediate goals (minimal test radius)
AIModule
void SetPreciseReachThreshold ( float AgentRadiusMultiplier, float AgentHalfHeightMultiplier )
[]
UPathFollowingComponent::SetBlockDetection
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set block detection params
AIModule
void SetBlockDetection ( float DistanceThreshold, float Interval, int32 NumSamples )
[]
UPathFollowingComponent::SetStopMovementOnFinish
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set whether movement is stopped on finish of move.
AIModule
void SetStopMovementOnFinish ( bool bEnable )
[]
UPathFollowingComponent::ShouldCheckPathOnResume
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Should verify if agent if still on path ater movement has been resumed?
AIModule
virtual bool ShouldCheckPathOnResume() const
[]
UPathFollowingComponent::ShouldStopMovementOnPathFinished
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Defines if the agent should reset his velocity when the path is finished
AIModule
virtual bool ShouldStopMovementOnPathFinished() const
[]
UPathFollowingComponent::StartUsingCustomLink
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Next path segment if custom nav link, try passing control to it
AIModule
virtual void StartUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink, const FVector & DestPoint )
[]
UPathFollowingComponent::StoreRequestId
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Assign new request Id
AIModule
void StoreRequestId()
[]
UPathFollowingComponent::TickComponent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.
AIModule
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
[]
UPathFollowingComponent::UpdateBlockDetection
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Update blocked movement detection, true if new sample was added
AIModule
virtual bool UpdateBlockDetection()
[]
UPathFollowingComponent::UpdateCachedComponents
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Updates cached pointers to relevant owner's components
AIModule
virtual void UpdateCachedComponents()
[]
UPathFollowingComponent::UpdateDecelerationData
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Updates braking distance and deceleration segment
AIModule
virtual void UpdateDecelerationData()
[]
UPathFollowingComponent::UpdateMoveFocus
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Set move focus in AI owner
AIModule
virtual void UpdateMoveFocus()
[]
UPathFollowingComponent::UpdateMovementComponent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check if movement component is valid or tries to grab one from owner
AIModule
virtual bool UpdateMovementComponent ( bool bForce )
[]
UPathFollowingComponent::UpdatePathSegment
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
Check state of path following, update move segment if needed
AIModule
virtual void UpdatePathSegment()
[]
UPathFollowingComponent::UPathFollowingComponent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
UPathFollowingComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UPathFollowingComponent
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
AIModule
class UPathFollowingComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IAIResourceInterface](API\Runtime\AIModule\IAIResourceInterface), public [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface)
[ { "type": "float", "name": "AcceptanceRadius", "description": "Min distance to destination to consider request successful." }, { "type": "uint8: 1", "name": "bCollidedWithGoal", "description": "Set when agent collides with goal actor" }, { "type": "uint8: 1", "name": "bIsDecelerating", "description": "True if pathfollowing is doing deceleration at the end of the path." }, { "type": "uint8: 1", "name": "bIsUsingMetaPath", "description": "If set, path following is usingFMetaNavMeshPath" }, { "type": "uint8: 1", "name": "bLastMoveReachedGoal", "description": "Set when last move request was finished at goal" }, { "type": "float", "name": "BlockDetectionDistance", "description": "Detect blocked movement when distance between center of location samples and furthest one (centroid radius) is below threshold" }, { "type": "float", "name": "BlockDetectionInterval", "description": "Interval for collecting location samples" }, { "type": "int32", "name": "BlockDetectionSampleCount", "description": "Number of samples required for block detection" }, { "type": "uint8: 1", "name": "bMoveToGoalOnLastSegment", "description": "If set, target location will be constantly updated to match goal actor while following last segment of full path" }, { "type": "uint8: 1", "name": "bReachTestIncludesAgentRadius", "description": "Increase acceptance radius with agent's radius" }, { "type": "uint8: 1", "name": "bReachTestIncludesGoalRadius", "description": "Increase acceptance radius with goal's radius" }, { "type": "uint8: 1", "name": "bStopMovementOnFinish", "description": "If set, movement will be stopped on finishing path" }, { "type": "uint8: 1", "name": "bUseBlockDetection", "description": "If set, movement block detection will be used" }, { "type": "uint8: 1", "name": "bWalkingNavLinkStart", "description": "Gets set when agent starts following a navigation link." }, { "type": "float", "name": "CachedBrakingDistance", "description": "Braking distance for acceleration driven path following" }, { "type": "float", "name": "CachedBrakingMaxSpeed", "description": "Max speed used for CachedBrakingDistance" }, { "type": "float", "name": "CurrentAcceptanceRadius", "description": "Min distance to end of current path segment to consider segment finished" }, { "type": "FWeakObjectPtr", "name": "CurrentCustomLinkOb", "description": "Currently traversed custom nav link" }, { "type": "FBasedPosition", "name": "CurrentDestination", "description": "Destination for current path segment" }, { "type": "FVector", "name": "CurrentMoveInput", "description": "Last MoveInput calculated and passed over to MovementComponent." }, { "type": "uint8: 1", "name": "DEBUG_bMovingDirectlyToGoal", "description": "" }, { "type": "int32", "name": "DecelerationSegmentIndex", "description": "Index of path point for starting deceleration" }, { "type": "TWeakObjectPtr<...", "name": "DestinationActor", "description": "Destination actor. Use SetDestinationActor to set this" }, { "type": "constINavAgent...", "name": "DestinationAgent", "description": "Cached DestinationActor cast toINavAgentInterface." }, { "type": "FCustomMoveShar...", "name": "GameData", "description": "Game specific data" }, { "type": "double", "name": "LastSampleTime", "description": "Timestamp of last location sample" }, { "type": "TArray<FBasedP...", "name": "LocationSamples", "description": "Location samples for stuck detection" }, { "type": "FVector", "name": "LocationWhenPaused", "description": "Agent location when movement was paused" }, { "type": "float", "name": "MinAgentHalfHeightPct", "description": "Part of agent height used as min acceptable height difference" }, { "type": "float", "name": "MinAgentRadiusPct", "description": "Part of agent radius used as min acceptance radius" }, { "type": "TObjectPtr<UNa...", "name": "MovementComp", "description": "Associated movement component" }, { "type": "FVector", "name": "MoveOffset", "description": "Relative offset from goal actor's location to end of path" }, { "type": "FVector", "name": "MoveSegmentDirection", "description": "Direction of current move segment" }, { "type": "int32", "name": "MoveSegmentEndIndex", "description": "Index of path point being current move target" }, { "type": "NavNodeRef", "name": "MoveSegmentEndRef", "description": "Reference of node at segment end" }, { "type": "int32", "name": "MoveSegmentStartIndex", "description": "Index of path point being current move beginning" }, { "type": "NavNodeRef", "name": "MoveSegmentStartRef", "description": "Reference of node at segment start" }, { "type": "float", "name": "MyDefaultAcceptanceRadius", "description": "Value based on navigation agent's properties that's used for AcceptanceRadius when DefaultAcceptanceRadius is requested" }, { "type": "TObjectPtr<ANa...", "name": "MyNavData", "description": "Navigation data for agent described in movement component" }, { "type": "int32", "name": "NextSampleIdx", "description": "Index of next location sample in array" }, { "type": "FMoveComplete", "name": "OnRequestFinished", "description": "Delegate for move completion notify" }, { "type": "FVector", "name": "OriginalMoveRequestGoalLocation", "description": "This is needed for partial paths when trying to figure out if following a path should finish before reaching path end, due to reaching requested acceptance radius away from original move goal Is being set for non-partial paths as well" }, { "type": "FNavPathSharedP...", "name": "Path", "description": "Requested path" }, { "type": "double", "name": "PathTimeWhenPaused", "description": "Timestamp of path update when movement was paused" }, { "type": "FPostProcessMov...", "name": "PostProcessMove", "description": "Delegate for modifying path following velocity" }, { "type": "int32", "name": "PreciseAcceptanceRadiusCheckStartNodeIndex", "description": "Indicates a path node index at which precise \"is at goal\" tests are going to be performed every frame, in regards to acceptance radius" }, { "type": "FAIResourceLock", "name": "ResourceLock", "description": "Used to keep track of which subsystem requested this AI resource be locked" }, { "type": "TEnumAsByte<EP...", "name": "Status", "description": "Current status" }, { "type": "FTimerHandle", "name": "WaitingForPathTimer", "description": "Timer handle for OnWaitingPathTimeout function" }, { "type": "float", "name": "WaitingTimeout", "description": "Timeout for Waiting state, negative value = infinite" } ]
UPathFollowingManager::IsFollowingAPath
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingManager.h
AIModule
static bool IsFollowingAPath ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller )
[]
UPathFollowingManager::StopMovement
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingManager.h
AIModule
static void StopMovement ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller )
[]
UPathFollowingManager::UPathFollowingManager
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingManager.h
AIModule
UPathFollowingManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UPathFollowingManager
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingManager.h
AIModule
class UPathFollowingManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IPathFollowingManagerInterface](API\Runtime\Engine\AI\IPathFollowingManagerInterface)
[]
ESightPerceptionEventName::Type
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
namespace ESightPerceptionEventName { enum Type { Undefined, GainedSight, LostSight, } }
[]
FActorPerceptionBlueprintInfo::FActorPerceptionBlueprintInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionBlueprintInfo()
[]
FActorPerceptionBlueprintInfo::FActorPerceptionBlueprintInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionBlueprintInfo ( const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) & Info )
[]
FActorPerceptionBlueprintInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
struct FActorPerceptionBlueprintInfo
[ { "type": "uint32: 1", "name": "bIsHostile", "description": "" }, { "type": "TArray<FAIStim...", "name": "LastSensedStimuli", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "Target", "description": "" } ]
FActorPerceptionInfo::GetLastStimulusLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Retrieves last known location. Active (last reported as "successful") stimuli are preferred.
AIModule
FVector GetLastStimulusLocation ( float * OptionalAge ) const
[]
FActorPerceptionForgetUpdatedDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
class FActorPerceptionForgetUpdatedDelegate
[]
FActorPerceptionInfo::GetReceiverLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Retrieves receiver location of the last sense stimuli for a given sense Location of the receiver for the last sensed stimuli or FAISystem::InvalidLocation if given sense has never registered related Target actor or last stimuli has expired.
AIModule
FVector GetReceiverLocation ( FAISenseID Sense ) const
[]
FActorPerceptionInfo::GetStimulusLocation
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Retrieves location of the last sensed stimuli for a given sense Location of the last sensed stimuli or FAISystem::InvalidLocation if given sense has never registered related Target actor or if last stimuli has expired.
AIModule
FVector GetStimulusLocation ( FAISenseID Sense ) const
[]
FActorPerceptionInfo::HasAnyCurrentStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Indicates currently live (visible) stimulus from any sense
AIModule
bool HasAnyCurrentStimulus() const
[]
FActorPerceptionInfo::HasAnyKnownStimulus
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
It includes both currently live (visible) stimulus, as well as "remembered" ones
AIModule
bool HasAnyKnownStimulus() const
[]
FActorPerceptionInfo::HasKnownStimulusOfSense
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Indicates a currently active or "remembered" stimuli for a given sense True if a target has been registered (even if not currently sensed) for the given sense and the stimuli is not expired.
AIModule
bool HasKnownStimulusOfSense ( FAISenseID Sense ) const
[]
FActorPerceptionInfo::IsSenseActive
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Indicates a currently active stimuli for a given sense True if a target is still sensed for the given sense and the stimuli is not expired.
AIModule
bool IsSenseActive ( FAISenseID Sense ) const
[]
FActorPerceptionInfo::Merge
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
Takes all "newer" info from Other and absorbs it
AIModule
void Merge ( const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) & Other )
[]
FActorPerceptionInfo::FActorPerceptionInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTarget )
[]
FActorPerceptionInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
struct FActorPerceptionInfo
[ { "type": "uint32: 1", "name": "bIsHostile", "description": "Indicates whether this Actor is hostile to perception holder" }, { "type": "FAISenseID", "name": "DominantSense", "description": "If != MAX indicates the sense that takes precedense over other senses when it comes to determining last stimulus location" }, { "type": "TArray<FAIStim...", "name": "LastSensedStimuli", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Target", "description": "" } ]
FActorPerceptionInfoUpdatedDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
class FActorPerceptionInfoUpdatedDelegate
[]
FActorPerceptionUpdatedDelegate
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
class FActorPerceptionUpdatedDelegate
[]
FActorPerceptionUpdateInfo::FActorPerceptionUpdateInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionUpdateInfo()
[]
FActorPerceptionUpdateInfo::FActorPerceptionUpdateInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
FActorPerceptionUpdateInfo ( const int32 TargetId, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & Target, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )
[]
FActorPerceptionUpdateInfo
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionComponent.h
AIModule
struct FActorPerceptionUpdateInfo
[ { "type": "FAIStimulus", "name": "Stimulus", "description": "Updated stimulus" }, { "type": "TWeakObjectPtr<...", "name": "Target", "description": "Actor associated to the stimulus (can be null)" }, { "type": "int32", "name": "TargetId", "description": "Id of to the stimulus source" } ]
FAIDamageEvent::Compile
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
void Compile()
[]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
typedef class [UAISense_Damage](API\Runtime\AIModule\Perception\UAISense_Damage) FSenseClass
[]
FAIDamageEvent::GetDamagedActorAsPerceptionListener
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
[IAIPerceptionListenerInterface](API\Runtime\AIModule\Perception\IAIPerceptionListenerInterface) * GetDamagedActorAsPerceptionListener() const
[]
FAIDamageEvent::IsValid
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
bool IsValid() const
[]
FAIDamageEvent::FAIDamageEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
FAIDamageEvent()
[]
FAIDamageEvent::FAIDamageEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
FAIDamageEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InDamagedActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, float DamageAmount, const FVector & EventLocation, const FVector & InHitLocation, [FName](API\Runtime\Core\UObject\FName) InTag )
[]
FAINoiseEvent::Compile
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
Verifies and calculates derived data
AIModule
void Compile()
[]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
typedef class [UAISense_Hearing](API\Runtime\AIModule\Perception\UAISense_Hearing) FSenseClass
[]
FAINoiseEvent::FAINoiseEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
FAINoiseEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, const FVector & InNoiseLocation, float InLoudness, float InMaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )
[]
FAINoiseEvent::FAINoiseEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
FAINoiseEvent()
[]
FAINoiseEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Hearing.h
AIModule
struct FAINoiseEvent
[ { "type": "float", "name": "Age", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "Instigator", "description": "Actor triggering the sound." }, { "type": "float", "name": "Loudness", "description": "Loudness modifier of the sound." }, { "type": "float", "name": "MaxRange", "description": "Max range at which the sound can be heard." }, { "type": "FVector", "name": "NoiseLocation", "description": "If not set Instigator's location will be used" }, { "type": "FName", "name": "Tag", "description": "Named identifier for the noise." }, { "type": "FGenericTeamId", "name": "TeamIdentifier", "description": "" } ]
FAIPredictionEvent::FAIPredictionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
FAIPredictionEvent()
[]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
typedef [UAISense_Prediction](API\Runtime\AIModule\Perception\UAISense_Prediction) FSenseClass
[]
FAIPredictionEvent::FAIPredictionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
FAIPredictionEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InRequestor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InPredictedActor, float PredictionTime )
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FAIDamageEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Damage.h
AIModule
struct FAIDamageEvent
[ { "type": "float", "name": "Amount", "description": "Damage taken by DamagedActor. 0-damage events do not get ignored" }, { "type": "TObjectPtr<AAc...", "name": "DamagedActor", "description": "Damaged actor" }, { "type": "FVector", "name": "HitLocation", "description": "Event's additional spatial information document" }, { "type": "TObjectPtr<AAc...", "name": "Instigator", "description": "Actor that instigated damage. Can be None" }, { "type": "FVector", "name": "Location", "description": "Event's \"Location\", or what will be later treated as the perceived location for this sense." }, { "type": "FName", "name": "Tag", "description": "Optional named identifier for the damage." } ]
FAIPredictionEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Prediction.h
AIModule
struct FAIPredictionEvent
[ { "type": "TObjectPtr<AAc...", "name": "PredictedActor", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "Requestor", "description": "" }, { "type": "float", "name": "TimeToPredict", "description": "" } ]
FAISenseAffiliationFilter::DetectAllFlags
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
static uint8 DetectAllFlags()
[]
FAISenseAffiliationFilter::GetAsFlags
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
uint8 GetAsFlags() const
[]
FAISenseAffiliationFilter::ShouldDetectAll
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
bool ShouldDetectAll() const
[]
FAISenseAffiliationFilter::ShouldSenseTeam
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
static bool ShouldSenseTeam ( [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamA, [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamB, uint8 AffiliationFlags )
[]
FAISenseAffiliationFilter::ShouldSenseTeam
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
static bool ShouldSenseTeam ( const [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface) * TeamAgent, const [AActor](API\Runtime\Engine\GameFramework\AActor) & TargetActor, uint8 AffiliationFlags )
[]
FAISenseAffiliationFilter::FAISenseAffiliationFilter
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
FAISenseAffiliationFilter()
[]
FAISenseAffiliationFilter
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FAISenseAffiliationFilter
[ { "type": "uint32: 1", "name": "bDetectEnemies", "description": "" }, { "type": "uint32: 1", "name": "bDetectFriendlies", "description": "" }, { "type": "uint32: 1", "name": "bDetectNeutrals", "description": "" } ]
FAISenseCounter
/Engine/Source/Runtime/AIModule/Classes/Perception/AIPerceptionTypes.h
AIModule
struct FAISenseCounter : public [FAIBasicCounter< uint8 >](API\Runtime\AIModule\FAIBasicCounter)
[]
FSenseClass
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
typedef [UAISense_Sight](API\Runtime\AIModule\Perception\UAISense_Sight) FSenseClass
[]
FAISightEvent::FAISightEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightEvent()
[]
FAISightEvent::FAISightEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FAISightEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InSeenActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InObserver, [ESightPerceptionEventName::Type](API\Runtime\AIModule\Perception\ESightPerceptionEventName__Type) InEventType )
[]
FAISightEvent
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
struct FAISightEvent
[ { "type": "float", "name": "Age", "description": "" }, { "type": "ESightPerceptio...", "name": "EventType", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "Observer", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "SeenActor", "description": "" } ]
FAISightQuery::ForgetPreviousResult
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
void ForgetPreviousResult()
[]
FAISightQuery::FSortPredicate::operator()
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
bool operator&40;&41; &40; const FAISightQuery & A, const FAISightQuery & B &41; const
[]
FAISightQuery::FSortPredicate::FSortPredicate
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
FSortPredicate&40;&41;
[]
FSortPredicate
/Engine/Source/Runtime/AIModule/Classes/Perception/AISense_Sight.h
AIModule
class FSortPredicate
[]