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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 | [] |
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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 ) | [] |
|
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 | [] |
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