className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
3
36
code
stringlengths
0
11.4k
variables
listlengths
0
395
NumLevels
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
AIModule
static const int32 NumLevels = InNumLevels;
[]
THierarchicalHashGrid2D::Query
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns items that potentially touch the bounds. Operates on grid level, can have false positives.
AIModule
void Query ( const FBox & Bounds, [TArray](API\Runtime\Core\Containers\TArray)< [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) > & OutResults ) const
[]
THierarchicalHashGrid2D::QuerySmall
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Returns items that potentially touch the bounds. Operates on grid level, can have false positives. This can be faster thanQuery()for small query box sizes (i.e. max dimension CellSize*4) due to simpler logic.
AIModule
void QuerySmall ( const FBox & Bounds, [TArray](API\Runtime\Core\Containers\TArray)< [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) > & OutResults ) const
[]
THierarchicalHashGrid2D::Remove
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Removes item based on the bounding box it was added with.
AIModule
void Remove ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const FBox & OldBounds )
[]
THierarchicalHashGrid2D::Reset
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Reset the grid to empty.
AIModule
void Reset()
[]
THierarchicalHashGrid2D::THierarchicalHashGrid2D
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Constructor, initializes the grid for specific cell size.
AIModule
THierarchicalHashGrid2D ( const float InCellSize )
[]
THierarchicalHashGrid2D
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Potential optimizations:
AIModule
template<int32 InNumLevels, int32 InLevelRatio, typename InItemIDType> class THierarchicalHashGrid2D
[ { "type": "TSet<FCell>", "name": "Cells", "description": "Number items per level, can be used to skip certain levels." }, { "type": "TStaticArray< f...", "name": "CellSize", "description": "" }, { "type": "TStaticArray< f...", "name": "InvCellSize", "description": "Lowest level cell size" }, { "type": "TSparseArray<F...", "name": "Items", "description": "TSetuses hash buckets to locate items." }, { "type": "TStaticArray< i...", "name": "LevelItemCount", "description": "1 / CellSize" }, { "type": "int32", "name": "SpillList", "description": "TSparseArrayuses freelist to recycled used items." } ]
TSimpleCellGrid::AllocateMemory
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void AllocateMemory()
[]
TSimpleCellGrid::CleanUp
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void CleanUp()
[]
THierarchicalHashGrid2D::Remove
/Engine/Source/Runtime/AIModule/Public/HierarchicalHashGrid2D.h
Removes item based on the cell location it was added with.
AIModule
void Remove ( const [ItemIDType](API\Runtime\AIModule\THierarchicalHashGrid2D\ItemIDType) ID, const [FCellLocation](API\Runtime\AIModule\THierarchicalHashGrid2D\FCellLocation) & OldLocation )
[]
FCellType
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
typedef CellType FCellType
[]
TSimpleCellGrid::FreeMemory
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void FreeMemory()
[]
TSimpleCellGrid::GetAllocatedSize
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
uint32 GetAllocatedSize() const
[]
TSimpleCellGrid::GetCellAtIndexUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
[FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & GetCellAtIndexUnsafe ( int32 CellIndex )
[]
TSimpleCellGrid::GetCellAtIndexUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
const [FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & GetCellAtIndexUnsafe ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetCellAtWorldLocation
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
const [FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & GetCellAtWorldLocation ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellAtWorldLocationUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
const [FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & GetCellAtWorldLocationUnsafe ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellCoords
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert world location to (X,Y) coords on grid, result is clamped to grid
AIModule
FIntVector GetCellCoords ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellCoords
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert cell index to (X,Y) coords on grid
AIModule
FIntVector GetCellCoords ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetCellCoordsUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert world location to (X,Y) coords on grid, result can be outside grid
AIModule
FIntVector GetCellCoordsUnsafe ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellCoordX
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert cell index to coord X on grid, result can be invalid
AIModule
int32 GetCellCoordX ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetCellCoordY
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert cell index to coord Y on grid, result can be invalid
AIModule
int32 GetCellCoordY ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetCellIndex
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert world location to cell index, returns -1 for position outside grid
AIModule
int32 GetCellIndex ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellIndex
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert (X,Y) coords on grid to cell index, returns -1 for position outside grid
AIModule
int32 GetCellIndex ( int32 LocationX, int32 LocationY ) const
[]
TSimpleCellGrid::GetCellIndexUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert world location to cell index, result can be invalid
AIModule
int32 GetCellIndexUnsafe ( const FVector & WorldLocation ) const
[]
TSimpleCellGrid::GetCellIndexUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert (X,Y) coords on grid to cell index, result can be invalid
AIModule
int32 GetCellIndexUnsafe ( const FIntVector & CellCoords ) const
[]
TSimpleCellGrid::GetCellIndexUnsafe
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
Convert (X,Y) coords on grid to cell index, result can be invalid
AIModule
int32 GetCellIndexUnsafe ( int32 LocationX, int32 LocationY ) const
[]
TSimpleCellGrid::GetCellsCount
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
int32 GetCellsCount() const
[]
TSimpleCellGrid::GetWorldCellBox
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
FBox GetWorldCellBox ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetWorldCellBox
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
FBox GetWorldCellBox ( int32 LocationX, int32 LocationY ) const
[]
TSimpleCellGrid::GetWorldCellCenter
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
FVector GetWorldCellCenter ( int32 CellIndex ) const
[]
TSimpleCellGrid::GetWorldCellCenter
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
FVector GetWorldCellCenter ( int32 LocationX, int32 LocationY ) const
[]
TSimpleCellGrid::Init
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
bool Init ( float InCellSize, const FBox & Bounds )
[]
TSimpleCellGrid::IsValid
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
bool IsValid() const
[]
TSimpleCellGrid::IsValidCoord
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
bool IsValidCoord ( const FIntVector & CellCoords ) const
[]
TSimpleCellGrid::IsValidCoord
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
bool IsValidCoord ( int32 LocationX, int32 LocationY ) const
[]
TSimpleCellGrid::IsValidIndex
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
bool IsValidIndex ( const int32 CellIndex ) const
[]
TSimpleCellGrid::Num
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
int32 Num() const
[]
TSimpleCellGrid::operator[]
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
[FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & operator[] ( int32 CellIndex )
[]
TSimpleCellGrid::operator[]
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
const [FCellType](API\Runtime\AIModule\TSimpleCellGrid\FCellType) & operator[] ( int32 CellIndex ) const
[]
TSimpleCellGrid::Serialize
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
TSimpleCellGrid::UpdateWorldBounds
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void UpdateWorldBounds()
[]
TSimpleCellGrid::TSimpleCellGrid
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
TSimpleCellGrid()
[]
TSimpleCellGrid::Zero
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
AIModule
void Zero()
[]
TSimpleCellGrid
/Engine/Source/Runtime/AIModule/Public/SimpleCellGrid.h
No virtuals on purpose
AIModule
template<typename CellType, int InvalidCellValue> struct TSimpleCellGrid
[ { "type": "FVector", "name": "BoundsSize", "description": "" }, { "type": "TArray<FCellTy...", "name": "Cells", "description": "" }, { "type": "float", "name": "GridCellSize", "description": "" }, { "type": "FGridSize2D", "name": "GridSize", "description": "" }, { "type": "FVector", "name": "Origin", "description": "" }, { "type": "FBox", "name": "WorldBounds", "description": "" } ]
Type
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
typedef uint8 Type
[]
UAIResourceInterface::UAIResourceInterface
/Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h
AIModule
UAIResourceInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAIResourceInterface
/Engine/Source/Runtime/AIModule/Classes/AIResourceInterface.h
AIModule
class UAIResourceInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UAIResource_Logic
/Engine/Source/Runtime/AIModule/Classes/AIResources.h
AIModule
class UAIResource_Logic : public [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource)
[]
UAIResource_Movement
/Engine/Source/Runtime/AIModule/Classes/AIResources.h
AIModule
class UAIResource_Movement : public [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource)
[]
UAISubsystem::GetStatId
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
Return the stat id to use for this tickable
AIModule
virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const
[]
UAISubsystem::GetTickableGameObjectWorld
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
FTickableGameObjectbegin.
AIModule
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetTickableGameObjectWorld() const
[]
UAISubsystem::GetWorld
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
AIModule
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UAISubsystem::GetWorldFast
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
AIModule
[UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorldFast() const
[]
UAISubsystem::UAISubsystem
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
AIModule
UAISubsystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAISubsystem::Tick
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)
AIModule
virtual void Tick ( float DeltaTime )
[]
UAISubsystem
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
A class representing a common interface and behavior for AI subsystems
AIModule
class UAISubsystem : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)
[]
UAISystem::AddReferenceFromProxyObject
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
void AddReferenceFromProxyObject ( [UAIAsyncTaskBlueprintProxy](API\Runtime\AIModule\Blueprint\UAIAsyncTaskBlueprintProxy) * BlueprintProxy )
[]
UAISystem::AIIgnorePlayers
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Cheats
AIModule
virtual void AIIgnorePlayers()
[]
UAISystem::AILoggingVerbose
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
virtual void AILoggingVerbose()
[]
UAISubsystem::GetTickableTickType
/Engine/Source/Runtime/AIModule/Classes/AISubsystem.h
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame true if object will ever want to be ticked, false otherwise.
AIModule
virtual ETickableTickType GetTickableTickType() const
[]
UAISystem::BeginDestroy
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
AIModule
virtual void BeginDestroy()
[]
UAISystem::CleanupWorld
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Called byUWorld::CleanupWorld. Should be called by overriding functions.
AIModule
virtual void CleanupWorld ( bool bSessionEnded, bool bCleanupResources )
[]
UAISystem::CleanupWorld
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Deprecated* NewWorld was unused and not always calculated correctly and we expect it is not needed; let us know on UDN if it is necessary.
AIModule
virtual void CleanupWorld ( bool bSessionEnded, bool bCleanupResources, [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )
[]
UAISystem::ConditionalLoadDebuggerPlugin
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
virtual void ConditionalLoadDebuggerPlugin()
[]
UAISystem::CreateBlackboardDataToComponentsIterator
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Creates a forward only iterator for that will iterate allUBlackboardComponentinstances that reference the specified BlackboardAsset and it's parents.
AIModule
[FBlackboardDataToComponentsIterator](API\Runtime\AIModule\UAISystem\FBlackboardDataToComponentsItera-) CreateBlackboardDataToComponentsIterator ( class [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset )
[]
InlineSize
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
static InlineSize = 8;
[]
UAISystem::FBlackboardDataToComponentsIterator::Key
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
UBlackboardData &42; Key&40;&41; const
[]
UAISystem::FBlackboardDataToComponentsIterator::operator bool
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
operator bool&40;&41; const
[]
UAISystem::FBlackboardDataToComponentsIterator::operator!
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
bool operator&33;&40;&41; const
[]
UAISystem::FBlackboardDataToComponentsIterator::operator++
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
FBlackboardDataToComponentsIterator operator&43;&43; &40; int &41;
[]
UAISystem::FBlackboardDataToComponentsIterator::operator++
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
FBlackboardDataToComponentsIterator & operator&43;&43;&40;&41;
[]
UAISystem::FBlackboardDataToComponentsIterator::Value
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
UBlackboardComponent &42; Value&40;&41; const
[]
UAISystem::FBlackboardDataToComponentsIterator::FBlackboardDataToComponentsIterator
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
FBlackboardDataToComponentsIterator &40; FBlackboardDataToComponentsMap & BlackboardDataToComponentsMap, class UBlackboardData &42; BlackboardAsset &41;
[]
FBlackboardDataToComponentsIterator
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Iterator for traversing allUBlackboardComponentinstances associated with this blackboard data asset. This is a forward only iterator.
AIModule
struct FBlackboardDataToComponentsIterator
[]
FBlackboardDataToComponentsMap
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) > > FBlackboardDataToComponentsMap
[]
UAISystem::GetBehaviorTreeManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Behavior tree manager getter
AIModule
[UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetBehaviorTreeManager()
[]
UAISystem::GetBehaviorTreeManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Behavior tree manager const getter
AIModule
const [UBehaviorTreeManager](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeManager) * GetBehaviorTreeManager() const
[]
UAISystem::GetCurrent
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
static [UAISystem](API\Runtime\AIModule\UAISystem) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )
[]
UAISystem::GetCurrentSafe
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
static [UAISystem](API\Runtime\AIModule\UAISystem) * GetCurrentSafe ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UAISystem::GetEnvironmentQueryManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Environment Query manager getter
AIModule
[UEnvQueryManager](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryManager) * GetEnvironmentQueryManager()
[]
UAISystem::GetEnvironmentQueryManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Environment Query manager const getter
AIModule
const [UEnvQueryManager](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryManager) * GetEnvironmentQueryManager() const
[]
UAISystem::GetHotSpotManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
[UAIHotSpotManager](API\Runtime\AIModule\HotSpots\UAIHotSpotManager) * GetHotSpotManager()
[]
UAISystem::GetHotSpotManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
const [UAIHotSpotManager](API\Runtime\AIModule\HotSpots\UAIHotSpotManager) * GetHotSpotManager() const
[]
UAISystem::GetNavLocalGridManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
[UNavLocalGridManager](API\Runtime\AIModule\Navigation\UNavLocalGridManager) * GetNavLocalGridManager()
[]
UAISystem::GetNavLocalGridManager
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
const [UNavLocalGridManager](API\Runtime\AIModule\Navigation\UNavLocalGridManager) * GetNavLocalGridManager() const
[]
UAISystem::GetOuterWorld
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
[UWorld](API\Runtime\Engine\Engine\UWorld) * GetOuterWorld() const
[]
UAISystem::GetPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
[UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetPerceptionSystem()
[]
UAISystem::GetPerceptionSystem
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
const [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetPerceptionSystem() const
[]
UAISystem::GetRandomStream
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
static const [FRandomStream](API\Runtime\Core\Math\FRandomStream) & GetRandomStream()
[]
UAISystem::GetWorld
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UAISystem::InitializeActorsForPlay
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
UAISystemBasebegin.
AIModule
virtual void InitializeActorsForPlay ( bool bTimeGotReset )
[]
UAISystem::LoadDebuggerPlugin
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
void LoadDebuggerPlugin()
[]
UAISystem::OnActorSpawned
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
virtual void OnActorSpawned ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnedActor )
[]
UAISystem::OnPawnBeginPlay
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
virtual void OnPawnBeginPlay ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn )
[]
UAISystem::PostInitProperties
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
AIModule
virtual void PostInitProperties()
[]
UAISystem::RegisterBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Registers aUBlackboardComponentinstance with this blackboard data asset. This will also register the component for each parentUBlackboardDataasset. This should be called after the component has been initialized (i.e. InitializeComponent). The user is responsible for calling UnregisterBlackboardComponent (i.e. UninitializeComponent).
AIModule
void RegisterBlackboardComponent ( class [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset, class [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp )
[]
RandomStream
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Random number stream to be used by all things AI. WIP
AIModule
static [FRandomStream](API\Runtime\Core\Math\FRandomStream) RandomStream;
[]
UAISystem::RemoveReferenceToProxyObject
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
void RemoveReferenceToProxyObject ( [UAIAsyncTaskBlueprintProxy](API\Runtime\AIModule\Blueprint\UAIAsyncTaskBlueprintProxy) * BlueprintProxy )
[]
UAISystem::RunEQS
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Insta-runs EQS query for given Target
AIModule
void RunEQS ( const [FString](API\Runtime\Core\Containers\FString) & QueryName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Target )
[]