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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 ) | [] |
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 ) | [] |
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 | [] |
THierarchicalHashGrid2D::GetFirstSpillListItem | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | Indexin items of the first item on the spill list. | AIModule | int32 GetFirstSpillListItem() const | [] |
THierarchicalHashGrid2D::GetCellSize | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | Cell size at specific grid level. | AIModule | float GetCellSize ( const int32 Level ) const | [] |
THierarchicalHashGrid2D::GetInvCellSize | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | 1/cellSize at specific grid level. | AIModule | float GetInvCellSize ( const int32 Level ) const | [] |
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 | [] |
THierarchicalHashGrid2D::Initialize | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | Resets and initializes the grid for specific cell size. | AIModule | void Initialize ( const float InCellSize ) | [] |
THierarchicalHashGrid2D::GetLevelItemCount | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | Array containing all the items. | AIModule | int32 GetLevelItemCount ( const int32 Level ) const | [] |
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 | [] |
ItemIDType | /Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h | AIModule | typedef InItemIDType ItemIDType | [] |
|
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; | [] |
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 ) | [] |
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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