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UAISystem::SeedRandomStream
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
static void SeedRandomStream ( const int32 Seed )
[]
UAISystem::StartPlay
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Called byUWorld::BeginPlayto indicate the gameplay has started. Should be called by overriding functions.
AIModule
virtual void StartPlay()
[]
UAISystem::UnregisterBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Unregisters aUBlackboardComponentinstance with this blackboard data asset. This should be called before the component has been uninitialized (i.e. UninitializeComponent).
AIModule
void UnregisterBlackboardComponent ( class [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset, class [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp )
[]
UAISystem::WorldOriginLocationChanged
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
Event called on world origin location changes
AIModule
virtual void WorldOriginLocationChanged ( FIntVector OldOriginLocation, FIntVector NewOriginLocation )
[]
UAISystem
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
class UAISystem : public [UAISystemBase](API\Runtime\Engine\AI\UAISystemBase)
[ { "type": "float", "name": "AcceptanceRadius", "description": "Default AI movement's acceptance radius used to determine whether AI reached path's end" }, { "type": "FDelegateHandle", "name": "ActorSpawnedDelegateHandle", "description": "" }, { "type": "TArray<TObject...", "name": "AllProxyObjects", "description": "" }, { "type": "bool", "name": "bAcceptPartialPaths", "description": "Sets default value for rather move tasks accept partial paths or not" }, { "type": "bool", "name": "bAddBlackboardSelfKey", "description": "If set to true will result in automatically adding the SelfActor key to new Blackboard assets." }, { "type": "bool", "name": "bAllowControllersAsEQSQuerier", "description": "If enable will make EQS not complaint about using Controllers as queriers." }, { "type": "bool", "name": "bAllowStrafing", "description": "Sets default value for rather move tasks allow strafing or not" }, { "type": "bool", "name": "bBlackboardKeyDecoratorAllowsNoneAsValue", "description": "If enabled, blackboard based decorators will set key to 'Invalid' on creation or when selected key no longer exists (instead of using the first key of the blackboard)." }, { "type": "bool", "name": "bClearBBEntryOnBTEQSFail", "description": "" }, { "type": "TObjectPtr<UBe...", "name": "BehaviorTreeManager", "description": "Behavior tree manager used by game" }, { "type": "bool", "name": "bEnableDebuggerPlugin", "description": "If set, GameplayDebuggerPlugin will be loaded on module's startup" }, { "type": "bool", "name": "bFinishMoveOnGoalOverlap", "description": "If true, overlapping the goal will be counted by default as finishing a move" }, { "type": "bool", "name": "bForgetStaleActors", "description": "If set, actors will be forgotten by the perception system when their stimulus has expired." }, { "type": "FBlackboardData...", "name": "BlackboardDataToComponentsMap", "description": "UBlackboardComponentinstances that reference the blackboard data definition" }, { "type": "TSoftObjectPtr<...", "name": "DefaultBlackboard", "description": "If set, new BTs will use this BB as default." }, { "type": "TEnumAsByte< EC...", "name": "DefaultSightCollisionChannel", "description": "Which collision channel to use for sight checks by default" }, { "type": "TObjectPtr<UEn...", "name": "EnvironmentQueryManager", "description": "Environment query manager used by game" }, { "type": "FSoftClassPath", "name": "EnvQueryManagerClassName", "description": "Class that will be used to spawn the env query manager, can be game-specific" }, { "type": "TObjectPtr<UAI...", "name": "HotSpotManager", "description": "" }, { "type": "FSoftClassPath", "name": "HotSpotManagerClassName", "description": "Class that will be used to spawn the hot spot manager, can be game-specific" }, { "type": "TObjectPtr<UNa...", "name": "NavLocalGrids", "description": "" }, { "type": "float", "name": "PathfollowingNavLinkAcceptanceRadius", "description": "Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link" }, { "type": "float", "name": "PathfollowingRegularPathPointAcceptanceRadius", "description": "Value used for pathfollowing's internal code to determine whether AI reached path's point." }, { "type": "FDelegateHandle", "name": "PawnBeginPlayDelegateHandle", "description": "" }, { "type": "TObjectPtr<UAI...", "name": "PerceptionSystem", "description": "" }, { "type": "FSoftClassPath", "name": "PerceptionSystemClassName", "description": "Class that will be used to spawn the perception system, can be game-specific" } ]
UAISystem::UAISystem
/Engine/Source/Runtime/AIModule/Classes/AISystem.h
AIModule
UAISystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AIMessage_MoveFinished
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Static names to be used with SendMessage. Fell free to define game-specific messages anywhere you want
AIModule
static const [FName](API\Runtime\Core\UObject\FName) AIMessage_MoveFinished = TEXT("MoveFinished");
[]
AIMessage_QueryFinished
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static const [FName](API\Runtime\Core\UObject\FName) AIMessage_QueryFinished = TEXT("QueryFinished");
[]
UBrainComponent::CacheBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
ENDUActorComponentoverrides caches BlackboardComponent's pointer to be used with this brain component
AIModule
void CacheBlackboardComponent ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BBComp )
[]
AIMessage_RepathFailed
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
static const [FName](API\Runtime\Core\UObject\FName) AIMessage_RepathFailed = TEXT("RepathFailed");
[]
UBrainComponent::Cleanup
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AI logic won't be needed anymore, stop all activity and run cleanup
AIModule
virtual void Cleanup()
[]
UBrainComponent::ClearResourceLock
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Clear resource lock of the given origin
AIModule
virtual void ClearResourceLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )
[]
UBrainComponent::DescribeSelfToVisLog
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
UBrainComponent::ForceUnlockResource
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Force-clears all locks on resource
AIModule
virtual void ForceUnlockResource()
[]
UBrainComponent::GetAIOwner
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
[AAIController](API\Runtime\AIModule\AAIController) * GetAIOwner() const
[]
UBrainComponent::GetBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
blackboard used with this component
AIModule
[UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboardComponent()
[]
UBrainComponent::GetBlackboardComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
blackboard used with this component
AIModule
const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboardComponent() const
[]
UBrainComponent::GetDebugInfoString
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetDebugInfoString() const
[]
UBrainComponent::HandleMessage
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
virtual void HandleMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )
[]
UBrainComponent::InitializeComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
BEGINUActorComponentoverrides
AIModule
virtual void InitializeComponent()
[]
UBrainComponent::IsPaused
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
virtual bool IsPaused() const
[]
UBrainComponent::IsResourceLocked
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Check whether resource is currently locked
AIModule
virtual bool IsResourceLocked() const
[]
UBrainComponent::IsRunning
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
virtual bool IsRunning() const
[]
UBrainComponent::LockResource
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
If resource is lockable lock it with indicated priority
AIModule
virtual void LockResource ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )
[]
UBrainComponent::OnRegister
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
AIModule
virtual void OnRegister()
[]
UBrainComponent::PauseLogic
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Pause logic and blackboard updates.
AIModule
virtual void PauseLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBrainComponent::RequestLogicRestartOnUnlock
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
this call does nothing if logic is not locked at the moment of call
AIModule
void RequestLogicRestartOnUnlock()
[]
UBrainComponent::RestartLogic
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Restarts currently running or previously ran brain logic.
AIModule
virtual void RestartLogic()
[]
UBrainComponent::ResumeLogic
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Resumes paused brain logic. MUST be called by child implementations! indicates whether child class' ResumeLogic should be called (true) or has it been handled in a different way and no other actions are required (false)
AIModule
virtual [EAILogicResuming::Type](API\Runtime\AIModule\EAILogicResuming__Type) ResumeLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBrainComponent::StartLogic
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Starts brain logic. If brain is already running, will not do anything.
AIModule
virtual void StartLogic()
[]
UBrainComponent::StopLogic
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
Stops currently running brain logic.
AIModule
virtual void StopLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )
[]
UBrainComponent::UBrainComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
UBrainComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBrainComponent::TickComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.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 )
[]
UBrainComponent
/Engine/Source/Runtime/AIModule/Classes/BrainComponent.h
AIModule
class UBrainComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IAIResourceInterface](API\Runtime\AIModule\IAIResourceInterface)
[ { "type": "TObjectPtr<AAI...", "name": "AIOwner", "description": "" }, { "type": "TObjectPtr<UBl...", "name": "BlackboardComp", "description": "Blackboard component" }, { "type": "TArray<FAIMess...", "name": "MessageObservers", "description": "Active message observers" }, { "type": "TArray<FAIMess...", "name": "MessagesToProcess", "description": "This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented" }, { "type": "FAIResourceLock", "name": "ResourceLock", "description": "Used to keep track of which subsystem requested this AI resource be locked" } ]
UE::AI::Bilinear
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
Interpolates bilinear patch A,B,C,D. U interpolates from A->B, and C->D, and V interpolates from AB->CD. interpolated value.
AIModule
namespace UE { namespace AI { FVector UE::AI::Bilinear ( const FVector2D UV, const FVector VertexA, const FVector VertexB, const FVector VertexC, const FVector VertexD ) } }
[]
UE::AI::Cross2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
2D cross product. Using X and Y components of 3D vectors.
AIModule
namespace UE { namespace AI { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::AI::Cross2D ( const FVector & A, const FVector & B ) } }
[]
UE::AI::Cross2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
2D cross product.
AIModule
namespace UE { namespace AI { [FVector2D::FReal](API\Runtime\Core\Math\TVector2\FReal) UE::AI::Cross2D ( const FVector2D & A, const FVector2D & B ) } }
[]
UE::AI::IntersectLineLine2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
Intersects infinite lines defined by segments A and B in 2D. Using X and Y components of 3D vectors. if segments A and B intersect in 2D
AIModule
namespace UE { namespace AI { bool UE::AI::IntersectLineLine2D ( const FVector & StartA, const FVector & EndA, const FVector & StartB, const FVector & EndB, [FVector2D::FReal](API\Runtime\Core\Math\TVector2\FReal) & OutTA, [FVector2D::FReal](API\Runtime\Core\Math\TVector2\FReal) & OutTB ) } }
[]
UE::AI::InvBilinear2DClamped
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
Finds the UV coordinates of the 'Point' on bilinear patch A,B,C,D. U interpolates from A->B, and C->D, and V interpolates from AB->CD. The UV coordinate is clamped to [0..1] range after inversion. UV interpolation coordinates of the 'Point' in [0..1] range.
AIModule
namespace UE { namespace AI { FVector2D UE::AI::InvBilinear2DClamped ( const FVector Point, const FVector VertexA, const FVector VertexB, const FVector VertexC, const FVector VertexD ) } }
[]
UE::AI::ProjectPointOnLine2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
value of the 'Point' project on infinite line defined by segment 'Start-End'. Using X and Y components of 3D vectors.
AIModule
namespace UE { namespace AI { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::AI::ProjectPointOnLine2D ( const FVector Point, const FVector Start, const FVector End ) } }
[]
UE::AI::ProjectPointOnSegment2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
value in range [0..1] of the 'Point' project on segment 'Start-End'. Using X and Y components of 3D vectors.
AIModule
namespace UE { namespace AI { [FVector2D::FReal](API\Runtime\Core\Math\TVector2\FReal) UE::AI::ProjectPointOnSegment2D ( const FVector Point, const FVector Start, const FVector End ) } }
[]
UE::AI::SignedDistancePointLine2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
signed distance of the 'Point' to infinite line defined by segment 'Start-End'. Using X and Y components of 3D vectors.
AIModule
namespace UE { namespace AI { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::AI::SignedDistancePointLine2D ( const FVector Point, const FVector Start, const FVector End ) } }
[]
UE::AI::TriArea2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
2D area of triangle.
AIModule
namespace UE { namespace AI { [FVector2D::FReal](API\Runtime\Core\Math\TVector2\FReal) UE::AI::TriArea2D ( const FVector2D & A, const FVector2D & B, const FVector2D & C ) } }
[]
UGenericTeamAgentInterface::UGenericTeamAgentInterface
/Engine/Source/Runtime/AIModule/Classes/GenericTeamAgentInterface.h
AIModule
UGenericTeamAgentInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UGenericTeamAgentInterface
/Engine/Source/Runtime/AIModule/Classes/GenericTeamAgentInterface.h
AIModule
class UGenericTeamAgentInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UVisualLoggerExtension
/Engine/Source/Runtime/AIModule/Classes/VisualLoggerExtension.h
AIModule
class UVisualLoggerExtension : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UE::AI::TriArea2D
/Engine/Source/Runtime/AIModule/Public/GeomUtils.h
2D area of triangle. Using X and Y components of 3D vectors.
AIModule
namespace UE { namespace AI { [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) UE::AI::TriArea2D ( const FVector & A, const FVector & B, const FVector & C ) } }
[]
IAISupportModule::Get
/Engine/Plugins/AI/AISupport/Source/AISupportModule/Public/AISupportModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
AISupportModule
static [IAISupportModule](API\Plugins\AISupportModule\IAISupportModule) & Get()
[]
IAISupportModule::IsAvailable
/Engine/Plugins/AI/AISupport/Source/AISupportModule/Public/AISupportModule.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
AISupportModule
static bool IsAvailable()
[]
IAISupportModule
/Engine/Plugins/AI/AISupport/Source/AISupportModule/Public/AISupportModule.h
The public interface to this module
AISupportModule
class IAISupportModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
DoBTStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTStopAction.h
AITestSuite
void DoBTStopAction ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, const [EBTTestStopAction](API\Developer\AITestSuite\BehaviorTree\EBTTestStopAction) StopAction )
[]
EBPConditionType
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
AITestSuite
enum EBPConditionType { NoCondition, TrueCondition, FalseCondition, }
[]
EBTTestChangeFlagBehavior
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
AITestSuite
enum EBTTestChangeFlagBehavior { Set, Toggle, }
[]
EBTTestServiceStopTiming
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
AITestSuite
enum EBTTestServiceStopTiming { DuringBecomeRelevant, DuringTick, DuringCeaseRelevant, }
[]
EBTTestStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTStopAction.h
AITestSuite
enum EBTTestStopAction { StopTree, UnInitialize, Cleanup, Restart_ForceReevaluateRootNode, Restart_Complete, StartTree, }
[]
EBTTestTaskStopTiming
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
AITestSuite
enum EBTTestTaskStopTiming { DuringExecute, DuringTick, DuringAbort, DuringFinish, }
[]
FBTDelayedAbortMemory
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
AITestSuite
struct FBTDelayedAbortMemory
[ { "type": "uint64", "name": "EndFrameIdx", "description": "" } ]
FBTLatentTaskMemory
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
AITestSuite
struct FBTLatentTaskMemory
[ { "type": "uint8: 1", "name": "bFlagSet", "description": "" }, { "type": "uint8: 1", "name": "bIsAborting", "description": "" }, { "type": "uint64", "name": "EndFrameIdx", "description": "" }, { "type": "uint64", "name": "FlagFrameIdx", "description": "" } ]
FBTLogTaskMemory
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_Log.h
AITestSuite
struct FBTLogTaskMemory
[ { "type": "uint64", "name": "EndFrameIdx", "description": "" } ]
UTestBTDecorator_Blackboard::CalculateRawConditionValue
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blackboard.h
Calculates raw, core value of decorator's condition. Should not include calling IsInversed
AITestSuite
virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UTestBTDecorator_Blackboard::OnBecomeRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blackboard.h
Called when execution flow controller becomes active
AITestSuite
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_Blackboard::OnCeaseRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blackboard.h
Called when execution flow controller becomes inactive
AITestSuite
virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_Blackboard::UTestBTDecorator_Blackboard
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blackboard.h
AITestSuite
UTestBTDecorator_Blackboard ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTDecorator_Blackboard
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blackboard.h
AITestSuite
class UTestBTDecorator_Blackboard : public [UBTDecorator_Blackboard](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_Blackboard)
[ { "type": "int32", "name": "LogIndexBecomeRelevant", "description": "" }, { "type": "int32", "name": "LogIndexCalculate", "description": "" }, { "type": "int32", "name": "LogIndexCeaseRelevant", "description": "" } ]
UTestBTDecorator_Blueprint::UTestBTDecorator_Blueprint
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
AITestSuite
UTestBTDecorator_Blueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTDecorator_Blueprint::CalculateRawConditionValue
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Calculates raw, core value of decorator's condition. Should not include calling IsInversed
AITestSuite
virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UTestBTDecorator_Blueprint::PostInitProperties
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Setup node name
AITestSuite
virtual void PostInitProperties()
[]
UTestBTDecorator_Blueprint::OnBecomeRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_Blueprint::PostLoad
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AITestSuite
virtual void PostLoad()
[]
UTestBTDecorator_Blueprint::OnCeaseRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_CantExecute::CalculateRawConditionValue
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_CantExecute.h
Calculates raw, core value of decorator's condition. Should not include calling IsInversed
AITestSuite
virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const
[]
UTestBTDecorator_Blueprint
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_Blueprint.h
AITestSuite
class UTestBTDecorator_Blueprint : public [UBTDecorator_BlueprintBase](API\Runtime\AIModule\BehaviorTree\Decorators\UBTDecorator_BlueprintBase)
[ { "type": "EBPConditionTyp...", "name": "BPConditionType", "description": "" }, { "type": "int32", "name": "LogIndexBecomeRelevant", "description": "" }, { "type": "int32", "name": "LogIndexCalculate", "description": "" }, { "type": "int32", "name": "LogIndexCeaseRelevant", "description": "" }, { "type": "FName", "name": "ObservingKeyName", "description": "" } ]
UTestBTDecorator_CantExecute
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_CantExecute.h
AITestSuite
class UTestBTDecorator_CantExecute : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[]
UTestBTDecorator_CantExecute::UTestBTDecorator_CantExecute
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_CantExecute.h
AITestSuite
UTestBTDecorator_CantExecute ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTDecorator_DelayedAbort::GetInstanceMemorySize
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
Size of instance memory
AITestSuite
virtual uint16 GetInstanceMemorySize() const
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UTestBTDecorator_DelayedAbort::OnBecomeRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_DelayedAbort
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
AITestSuite
class UTestBTDecorator_DelayedAbort : public [UBTDecorator](API\Runtime\AIModule\BehaviorTree\UBTDecorator)
[ { "type": "bool", "name": "bOnlyOnce", "description": "" }, { "type": "int32", "name": "DelayTicks", "description": "" } ]
UTestBTDecorator_DelayedAbort::UTestBTDecorator_DelayedAbort
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
AITestSuite
UTestBTDecorator_DelayedAbort ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTService_BTStopAction::OnBecomeRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTDecorator_DelayedAbort::TickNode
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTDecorator_DelayedAbort.h
Tick function this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
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UTestBTService_BTStopAction::OnCeaseRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UTestBTService_BTStopAction::TickNode
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically
AITestSuite
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UTestBTService_BTStopAction::UTestBTService_BTStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
AITestSuite
UTestBTService_BTStopAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTService_BTStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_BTStopAction.h
AITestSuite
class UTestBTService_BTStopAction : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)
[ { "type": "int32", "name": "LogIndex", "description": "" }, { "type": "EBTTestStopActi...", "name": "StopAction", "description": "" }, { "type": "EBTTestServiceS...", "name": "StopTiming", "description": "" } ]
UTestBTService_Log::OnBecomeRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
Called when auxiliary node becomes active this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyBecomeRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnBecomeRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTService_Log::OnCeaseRelevant
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
Called when auxiliary node becomes inactive this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyCeaseRelevant must be set to true for this function to be called Calling INIT_AUXILIARY_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically
AITestSuite
virtual void OnCeaseRelevant ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
[]
UTestBTService_Log::SetFlagOnTick
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
AITestSuite
void SetFlagOnTick ( [FName](API\Runtime\Core\UObject\FName) InKeyNameTick, bool bInCallTickOnSearchStart )
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UTestBTService_Log::TickNode
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically
AITestSuite
virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
[]
UTestBTService_Log::UTestBTService_Log
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
AITestSuite
UTestBTService_Log ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestBTService_Log
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTService_Log.h
AITestSuite
class UTestBTService_Log : public [UBTService](API\Runtime\AIModule\BehaviorTree\UBTService)
[ { "type": "bool", "name": "bToggleValue", "description": "" }, { "type": "FName", "name": "KeyNameBecomeRelevant", "description": "" }, { "type": "FName", "name": "KeyNameCeaseRelevant", "description": "" }, { "type": "FName", "name": "KeyNameTick", "description": "" }, { "type": "int32", "name": "LogActivation", "description": "" }, { "type": "int32", "name": "LogDeactivation", "description": "" }, { "type": "int32", "name": "LogTick", "description": "" } ]
UTestBTTask_BTStopAction::AbortTask
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AITestSuite
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UTestBTTask_BTStopAction::ExecuteTask
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AITestSuite
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UTestBTTask_BTStopAction::OnTaskFinished
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AITestSuite
virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )
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UTestBTTask_BTStopAction::TickTask
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
Ticks this task this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically
AITestSuite
virtual void TickTask ( class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )
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UTestBTTask_BTStopAction::UTestBTTask_BTStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
AITestSuite
UTestBTTask_BTStopAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UTestBTTask_BTStopAction
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_BTStopAction.h
AITestSuite
class UTestBTTask_BTStopAction : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
[ { "type": "int32", "name": "LogIndex", "description": "" }, { "type": "TEnumAsByte<EB...", "name": "LogResult", "description": "" }, { "type": "EBTTestStopActi...", "name": "StopAction", "description": "" }, { "type": "EBTTestTaskStop...", "name": "StopTiming", "description": "" } ]
UTestBTTask_LatentWithFlags::AbortTask
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!
AITestSuite
virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )
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UTestBTTask_LatentWithFlags::ChangeFlag
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
AITestSuite
void ChangeFlag ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) FlagToChange ) const
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UTestBTTask_LatentWithFlags::GetInstanceMemorySize
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
Size of instance memory
AITestSuite
virtual uint16 GetInstanceMemorySize() const
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UTestBTTask_LatentWithFlags::LogExecution
/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
AITestSuite
void LogExecution ( class [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, int32 LogNumber )
[]