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UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & Class, [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, [FName](API\Runtime\Core\UObject\FName) InstanceName )
[]
UAITask::NewAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
template<class T> static T * NewAITask ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & Class, [AAIController](API\Runtime\AIModule\AAIController) & AIOwner, [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & InTaskOwner, EAITaskPriority InPriority, [FName](API\Runtime\Core\UObject\FName) InstanceName )
[]
UAITask::RequestAILogicLocking
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
Effectively addsUAIResource_Logicto the set of Claimed resources
AIModule
void RequestAILogicLocking()
[]
UAITask::UAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
UAITask ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAITask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask.h
AIModule
class UAITask : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)
[ { "type": "TObjectPtr<AAI...", "name": "OwnerController", "description": "" } ]
UAITask_LockLogic::UAITask_LockLogic
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_LockLogic.h
AIModule
UAITask_LockLogic ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAITask_LockLogic
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_LockLogic.h
Locks AI logic until removed by external trigger
AIModule
class UAITask_LockLogic : public [UAITask](API\Runtime\AIModule\Tasks\UAITask)
[]
UAITask_MoveTo::Activate
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it
AIModule
virtual void Activate()
[]
UAITask_MoveTo::AIMoveTo
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
static [UAITask_MoveTo](API\Runtime\AIModule\Tasks\UAITask_MoveTo) * AIMoveTo ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, FVector GoalLocation, [AActor](API\Runtime\Engine\GameFramework\AActor) * GoalActor, float AcceptanceRadius, [EAIOptionFlag::Type](API\Runtime\AIModule\EAIOptionFlag__Type) StopOnOverlap, [EAIOptionFlag::Type](API\Runtime\AIModule\EAIOptionFlag__Type) AcceptPartialPath, bool bUsePathfinding, bool bLockAILogic, bool bUseContinuousGoalTracking, [EAIOptionFlag::Type](API\Runtime\AIModule\EAIOptionFlag__Type) ProjectGoalOnNavigation )
[]
UAITask_MoveTo::ConditionalPerformMove
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Tries to start move request and handles retry timer
AIModule
void ConditionalPerformMove()
[]
UAITask_MoveTo::ConditionalUpdatePath
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Tries to update invalidated path and handles retry timer
AIModule
void ConditionalUpdatePath()
[]
UAITask_MoveTo::FinishMoveTask
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Finish task
AIModule
void FinishMoveTask ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) InResult )
[]
UAITask_MoveTo::GetMoveRequestRef
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Allows custom move request tweaking. Note that all MoveRequest need to be performed before PerformMove is called.
AIModule
[FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & GetMoveRequestRef()
[]
UAITask_MoveTo::OnDestroy
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. IMPORTANT! Do NOT call directly! CallEndTask()orTaskOwnerEnded()IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing, since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics
AIModule
virtual void OnDestroy ( bool bInOwnerFinished )
[]
UAITask_MoveTo::GetMoveResult
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
[EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) GetMoveResult() const
[]
UAITask_MoveTo::OnPathEvent
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Event from followed path
AIModule
virtual void OnPathEvent ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event )
[]
UAITask_MoveTo::OnRequestFinished
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Event from path following
AIModule
virtual void OnRequestFinished ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result )
[]
UAITask_MoveTo::Pause
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Protected by design. Not meant to be called outside from GameplayTaskComponent mechanics
AIModule
virtual void Pause()
[]
UAITask_MoveTo::PerformMove
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Start move request
AIModule
virtual void PerformMove()
[]
UAITask_MoveTo::ResetObservers
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Remove all delegates
AIModule
virtual void ResetObservers()
[]
UAITask_MoveTo::ResetTimers
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Remove all timers
AIModule
virtual void ResetTimers()
[]
UAITask_MoveTo::Resume
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
virtual void Resume()
[]
UAITask_MoveTo::SetContinuousGoalTracking
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Switch task into continuous tracking mode: keep restarting move toward goal actor. Only pathfinding failure or external cancel will be able to stop this task.
AIModule
void SetContinuousGoalTracking ( bool bEnable )
[]
UAITask_MoveTo::SetObservedPath
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Stores path and starts observing its events
AIModule
void SetObservedPath ( FNavPathSharedPtr InPath )
[]
UAITask_MoveTo::SetUp
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
Prepare move task for activation
AIModule
void SetUp ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & InMoveRequest )
[]
UAITask_MoveTo::WasMovePartial
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
bool WasMovePartial() const
[]
UAITask_MoveTo::UAITask_MoveTo
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
UAITask_MoveTo ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAITask_MoveTo
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
class UAITask_MoveTo : public [UAITask](API\Runtime\AIModule\Tasks\UAITask)
[ { "type": "uint8: 1", "name": "bUseContinuousTracking", "description": "" }, { "type": "FAIMoveRequest", "name": "MoveRequest", "description": "Parameters of move request" }, { "type": "FAIRequestID", "name": "MoveRequestID", "description": "Request ID of path following's request" }, { "type": "TEnumAsByte<EP...", "name": "MoveResult", "description": "" }, { "type": "FTimerHandle", "name": "MoveRetryTimerHandle", "description": "Handle of active ConditionalPerformMove timer" }, { "type": "FMoveTaskComple...", "name": "OnMoveFinished", "description": "" }, { "type": "FGenericGamepla...", "name": "OnRequestFailed", "description": "" }, { "type": "FNavPathSharedP...", "name": "Path", "description": "Currently followed path" }, { "type": "FDelegateHandle", "name": "PathFinishDelegateHandle", "description": "Handle of path following's OnMoveFinished delegate" }, { "type": "FTimerHandle", "name": "PathRetryTimerHandle", "description": "Handle of active ConditionalUpdatePath timer" }, { "type": "FDelegateHandle", "name": "PathUpdateDelegateHandle", "description": "Handle of path's update event delegate" } ]
UAITask_RunEQS::Activate
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it
AIModule
virtual void Activate()
[]
UAITask_RunEQS::OnEQSRequestFinished
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
void OnEQSRequestFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )
[]
UAITask_MoveTo::WasMoveSuccessful
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_MoveTo.h
AIModule
bool WasMoveSuccessful() const
[]
UAITask_RunEQS::RunEQS
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
static [UAITask_RunEQS](API\Runtime\AIModule\Tasks\UAITask_RunEQS) * RunEQS ( [AAIController](API\Runtime\AIModule\AAIController) * Controller, [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * QueryTemplate )
[]
UAITask_RunEQS::SetNotificationDelegate
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
void SetNotificationDelegate ( const FQueryFinishedSignature & InNotificationDelegate )
[]
UAITask_RunEQS::SetQueryTemplate
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
void SetQueryTemplate ( [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) & InQueryTemplate )
[]
UAITask_RunEQS::UAITask_RunEQS
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
UAITask_RunEQS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAITask_RunEQS
/Engine/Source/Runtime/AIModule/Classes/Tasks/AITask_RunEQS.h
AIModule
class UAITask_RunEQS : public [UAITask](API\Runtime\AIModule\Tasks\UAITask)
[ { "type": "FQueryFinishedS...", "name": "EQSFinishedDelegate", "description": "" }, { "type": "FEQSParametrize...", "name": "EQSRequest", "description": "" }, { "type": "FQueryFinishedS...", "name": "NotificationDelegate", "description": "" }, { "type": "TSharedPtr<FEn...", "name": "QueryResult", "description": "" } ]
TBVTree::CalcElementBounds
/Engine/Source/Runtime/AIModule/Public/BVTree.h
You have to supply this yourself
AIModule
static FBox CalcElementBounds ( const [FElement](API\Runtime\AIModule\TBVTree\FElement) & )
[]
TBVTree::CalcNodeBounds
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
static FBox CalcNodeBounds ( const [TArray](API\Runtime\Core\Containers\TArray)< [FElementBox](API\Runtime\AIModule\TBVTree\FElementBox) > & ElementBBoxes, const int StartIndex, const int LimitIndex )
[]
TBVTree::Create
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void Create ( const [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & InElements )
[]
TBVTree::Create
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void Create ( [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > && InElements )
[]
TBVTree::CreateCommonInternal
/Engine/Source/Runtime/AIModule/Public/BVTree.h
Assumes Elements has been set up
AIModule
void CreateCommonInternal()
[]
FElement
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
typedef InElementType FElement
[]
TBVTree::FElementBox::FElementBox
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
FElementBox&40;&41;
[]
TBVTree::FElementBox::FElementBox
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
FElementBox &40; const FBox & Box &41;
[]
FElementBox
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
struct FElementBox : public [UE::Math::TBox< double >](API\Runtime\Core\Math\TBox)
[ { "type": "int", "name": "ElementIndex", "description": "Index to TBVTree.Elements" } ]
TBVTree::GetBoundingBoxes
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
const [TArray](API\Runtime\Core\Containers\TArray)< FBox, InAllocator > & GetBoundingBoxes() const
[]
TBVTree::GetElements
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
const [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & GetElements() const
[]
TBVTree::GetElements
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
[TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & GetElements()
[]
TBVTree::GetLongestAxis
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
static int GetLongestAxis ( const FBox & NodeBounds )
[]
TBVTree::GetNodes
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
const [TArray](API\Runtime\Core\Containers\TArray)< int16, InAllocator > & GetNodes() const
[]
TBVTree::GetOverlapping
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void GetOverlapping ( const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & OutOverlappingElements ) const
[]
TBVTree::IsEmpty
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
bool IsEmpty() const
[]
TBVTree::RecreateTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
Recreate the tree based on the current content of Elements. Callers are expected to have filled theGetElements()array before calling this function.
AIModule
void RecreateTree()
[]
TBVTree::RecreateTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void RecreateTree ( const [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & InElements )
[]
TBVTree::RecreateTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void RecreateTree ( [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > && InElements )
[]
TBVTree::Reset
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void Reset()
[]
TBVTree::Subdivide
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
void Subdivide ( [TArray](API\Runtime\Core\Containers\TArray)< [FElementBox](API\Runtime\AIModule\TBVTree\FElementBox) > & ElementBBoxes, const int StartIndex, const int LimitIndex, int & CurrentNode )
[]
TBVTree::TBVTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
TBVTree()
[]
TBVTree::TBVTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
TBVTree ( const [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > & InElements )
[]
TBVTree::TBVTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
AIModule
TBVTree ( [TArray](API\Runtime\Core\Containers\TArray)< [FElement](API\Runtime\AIModule\TBVTree\FElement) > && InElements )
[]
TBVTree
/Engine/Source/Runtime/AIModule/Public/BVTree.h
Users are expected to provide an implementation of CalcElementBounds for ElementType: static FBox CalcElementBounds(const FElement& Element) const
AIModule
template<typename InElementType, typename InAllocator> struct TBVTree
[]
TDefaultManagerInstanceTracker::GetManagerInstance
/Engine/Source/Runtime/AIModule/Public/DefaultManagerInstanceTracker.h
Deprecated*TDefaultManagerInstanceTrackeris deprecated and will be removed. Consider inheriting from a subsystem instead.
AIModule
FManager * GetManagerInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )
[]
TDefaultManagerInstanceTracker::OnPostWorldCleanup
/Engine/Source/Runtime/AIModule/Public/DefaultManagerInstanceTracker.h
AIModule
void OnPostWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool, bool )
[]
TDefaultManagerInstanceTracker::TDefaultManagerInstanceTracker
/Engine/Source/Runtime/AIModule/Public/DefaultManagerInstanceTracker.h
Deprecated*TDefaultManagerInstanceTrackeris deprecated and will be removed. Consider inheriting from a subsystem instead.
AIModule
TDefaultManagerInstanceTracker()
[]
TDefaultManagerInstanceTracker
/Engine/Source/Runtime/AIModule/Public/DefaultManagerInstanceTracker.h
AIModule
template<typename FManager> struct TDefaultManagerInstanceTracker
[ { "type": "bool", "name": "bCreateIfMissing", "description": "" }, { "type": "TMap<UWorld&#...", "name": "WorldToInstanceMap", "description": "" } ]
THierarchicalHashGrid2D::Add
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Adds item to the grid. Cell location of the item, can be used later to remove the item.
AIModule
[FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) Add ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const FBox & Bounds )
[]
THierarchicalHashGrid2D::Add
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Adds item to the grid. Cell location of the item, can be used later to remove the item.
AIModule
void Add ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const [FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) & Location )
[]
THierarchicalHashGrid2D::CalcCellBounds
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Finds the world box from a cell. CellLocation - Cell location. Returns the bounds of the cell.
AIModule
FBox CalcCellBounds ( const [FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) & CellLocation ) const
[]
THierarchicalHashGrid2D::CalcCellLocation
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Finds grid level where the bounds fit inside a cell. Returns cell location of the item, or location at Level == INDEX_NONE if the item cannot fit in the grid.
AIModule
[FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) CalcCellLocation ( const FBox & Bounds ) const
[]
THierarchicalHashGrid2D::CalcQueryBounds
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Calculates cell based query rectangle. The bounds are expanded by half grid cell size because the items are stored for only one cell based on their center and side. For that reason the items can overlap the neighbor cells by half the cell size. Quantized rectangle representing the cell bounds at specific level of the tree, coordinates inclusive.
AIModule
[FCellRect](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellRect) CalcQueryBounds ( const FBox & Bounds, const int32 Level ) const
[]
THierarchicalHashGrid2D::FCell::operator==
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Need for TSet<>
AIModule
bool operator&61;&61; &40; const FCell & RHS &41; const
[]
THierarchicalHashGrid2D::FCell::FCell
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCell&40;&41;
[]
THierarchicalHashGrid2D::FCell::FCell
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCell &40; const int32 InX, const int32 InY, const int32 InLevel &41;
[]
FCell
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Ratio in cells between consecutive levels. Cells are located based on their hash. Each cell stores linked list of items at that location and how many children are under the same location in the finer grid levels.
AIModule
struct FCell
[ { "type": "int32", "name": "ChildItemCount", "description": "First item in the item linked list. (index to Items array, or INDEX_NONE)" }, { "type": "int32", "name": "First", "description": "Location of the cell" }, { "type": "int32", "name": "Level", "description": "" }, { "type": "int32", "name": "X", "description": "" }, { "type": "int32", "name": "Y", "description": "" } ]
THierarchicalHashGrid2D::FCellLocation::operator==
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
bool operator&61;&61; &40; const FCellLocation & RHS &41; const
[]
THierarchicalHashGrid2D::FCellLocation::operator!=
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
bool operator&33;&61; &40; const FCellLocation & RHS &41; const
[]
THierarchicalHashGrid2D::FCellLocation::FCellLocation
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCellLocation&40;&41;
[]
THierarchicalHashGrid2D::FCellLocation::FCellLocation
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCellLocation &40; const int32 InX, const int32 InY, const int32 InLevel &41;
[]
FCellLocation
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Specifies cell location within the grid at specific level.
AIModule
struct FCellLocation
[ { "type": "int32", "name": "Level", "description": "" }, { "type": "int32", "name": "X", "description": "" }, { "type": "int32", "name": "Y", "description": "" } ]
THierarchicalHashGrid2D::FCellRect::FCellRect
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCellRect&40;&41;
[]
THierarchicalHashGrid2D::FCellRect::FCellRect
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
FCellRect &40; const int32 InMinX, const int32 InMinY, const int32 InMaxX, const int32 InMaxY &41;
[]
FCellRect
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Rectangle bounds, coordinates inclusive.
AIModule
struct FCellRect
[ { "type": "int32", "name": "MaxX", "description": "" }, { "type": "int32", "name": "MaxY", "description": "" }, { "type": "int32", "name": "MinX", "description": "" }, { "type": "int32", "name": "MinY", "description": "" } ]
FCellRectIterator
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Iterator state over a rectangle
AIModule
struct FCellRectIterator
[ { "type": "int32", "name": "Level", "description": "Current Y" }, { "type": "FCellRect", "name": "Rect", "description": "Current level" }, { "type": "int32", "name": "X", "description": "" }, { "type": "int32", "name": "Y", "description": "Current X" } ]
THierarchicalHashGrid2D::FindCell
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns a cell for specific location and level. Pointer to cell at specified location, or return nullptr if the cell does not exist.
AIModule
const [FCell](API\Runtime\AIModule\THierarchicalHashGrid2D\FCell) * FindCell ( const int X, const int Y, const int Level ) const
[]
THierarchicalHashGrid2D::FindCellMutable
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns a cell for specific location and level. Pointer to cell at specified location, or return nullptr if the cell does not exist.
AIModule
[FCell](API\Runtime\AIModule\THierarchicalHashGrid2D\FCell) * FindCellMutable ( const int X, const int Y, const int Level )
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THierarchicalHashGrid2D::FindOrAddCell
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns a cell for specific location and level, creates new cell if it does not exist. Reference to cell at specified location.
AIModule
[FCell](API\Runtime\AIModule\THierarchicalHashGrid2D\FCell) & FindOrAddCell ( const int X, const int Y, const int Level )
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FItem
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Item stored in a grid cell.
AIModule
struct FItem
[ { "type": "ItemIDType", "name": "ID", "description": "" }, { "type": "int32", "name": "Next", "description": "External item ID" } ]
THierarchicalHashGrid2D::GetCells
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Set containing all the cells.
AIModule
const [TSet](API\Runtime\Core\Containers\TSet)< [FCell](API\Runtime\AIModule\THierarchicalHashGrid2D\FCell) > & GetCells() const
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THierarchicalHashGrid2D::GetFirstSpillListItem
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Indexin items of the first item on the spill list.
AIModule
int32 GetFirstSpillListItem() const
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THierarchicalHashGrid2D::GetCellSize
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Cell size at specific grid level.
AIModule
float GetCellSize ( const int32 Level ) const
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THierarchicalHashGrid2D::GetInvCellSize
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
1/cellSize at specific grid level.
AIModule
float GetInvCellSize ( const int32 Level ) const
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THierarchicalHashGrid2D::GetItems
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Sparse array containing all the items.
AIModule
const [TSparseArray](API\Runtime\Core\Containers\TSparseArray)< [FItem](API\Runtime\AIModule\THierarchicalHashGrid2D\FItem) > & GetItems() const
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THierarchicalHashGrid2D::Initialize
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Resets and initializes the grid for specific cell size.
AIModule
void Initialize ( const float InCellSize )
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THierarchicalHashGrid2D::GetLevelItemCount
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Array containing all the items.
AIModule
int32 GetLevelItemCount ( const int32 Level ) const
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THierarchicalHashGrid2D::IntersectRect
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns intersection of the two cell bounding rectangles. Intersecting are between left and right.
AIModule
[FCellRect](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellRect) IntersectRect ( const [FCellRect](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellRect) & Left, const [FCellRect](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellRect) & Right ) const
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ItemIDType
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
typedef InItemIDType ItemIDType
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THierarchicalHashGrid2D::LevelDown
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Levels down a coordinate using floor rounding. Coordinate at coarser level.
AIModule
static int32 LevelDown ( int32 X )
[]
LevelRatio
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Number of grid levels in the grid.
AIModule
static const int32 LevelRatio = InLevelRatio;
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THierarchicalHashGrid2D::Move
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Moves item based on previous bounding box and new bounding box. The cell location where the item was added to.
AIModule
[FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) Move ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const FBox & OldBounds, const FBox & NewBounds )
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THierarchicalHashGrid2D::Move
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Moves item based on previous bounding box and new bounding box. The cell location where the item was added to.
AIModule
[FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) Move ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const [FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) & OldLocation, const FBox & NewBounds )
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