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AAIController::GetFocalPointOnActor | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Retrieve the focal point this controller should focus to on given actor. | AIModule | virtual FVector GetFocalPointOnActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const | [] |
AAIController::GetFocusActor | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Get the focused actor. | AIModule | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetFocusActor() const | [] |
AAIController::GetFocusActorForPriority | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | [AActor](API\Runtime\Engine\GameFramework\AActor) * GetFocusActorForPriority ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) const | [] |
|
AAIController::GetGameplayTaskAvatar | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) | AIModule | virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const | [] |
AAIController::GetGameplayTaskDefaultPriority | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Get default priority for running a task | AIModule | virtual uint8 GetGameplayTaskDefaultPriority() const | [] |
AAIController::GetGameplayTaskOwner | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Get owner of a task or default one when task is null | AIModule | virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const | [] |
AAIController::GetGameplayTasksComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent() const | [] |
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AAIController::GetGameplayTasksComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! | AIModule | virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const | [] |
AAIController::GetGenericTeamId | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Retrieve team identifier in form ofFGenericTeamId | AIModule | virtual [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) GetGenericTeamId() const | [] |
AAIController::GetImmediateMoveDestination | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Returns position of current path segment's end. | AIModule | FVector GetImmediateMoveDestination() const | [] |
AAIController::GetMoveStatus | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Returns status of path following | AIModule | [EPathFollowingStatus::Type](API\Runtime\AIModule\Navigation\EPathFollowingStatus__Type) GetMoveStatus() const | [] |
AAIController::GetPathFollowingAgent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Retrieves PathFollowingAgent for this NavAgent | AIModule | virtual [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * GetPathFollowingAgent() const | [] |
AAIController::GetPathFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Returns PathFollowingComponent subobject | AIModule | [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) * GetPathFollowingComponent() const | [] |
AAIController::GetPerceptionComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * GetPerceptionComponent() | [] |
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AAIController::GrabDebugSnapshot | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual void GrabDebugSnapshot ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const | [] |
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AAIController::HasPartialPath | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination). | AIModule | bool HasPartialPath() const | [] |
AAIController::InitializeBlackboard | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual bool InitializeBlackboard ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset ) | [] |
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AAIController::IsFollowingAPath | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Checks if the agent is actively following a navigation path | AIModule | virtual bool IsFollowingAPath() const | [] |
AAIController::K2_ClearFocus | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Clears Focus, will also clear FocalPoint as a result | AIModule | void K2_ClearFocus() | [] |
AAIController::K2_SetFocalPoint | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Set the position that controller should be looking at. | AIModule | void K2_SetFocalPoint ( FVector FP ) | [] |
AAIController::K2_SetFocus | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Set Focus for actor, will set FocalPoint as a result. | AIModule | void K2_SetFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewFocus ) | [] |
AAIController::LineOfSightTo | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Checks line to center and top of other actor
true if controller's pawn can see Other actor. | AIModule | virtual bool LineOfSightTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, FVector ViewPoint, bool bAlternateChecks ) const | [] |
AAIController::MoveTo | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Makes AI go toward specified destination
struct holding MoveId and enum code | AIModule | virtual [FPathFollowingRequestResult](API\Runtime\AIModule\Navigation\FPathFollowingRequestResult) MoveTo ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, FNavPathSharedPtr * OutPath ) | [] |
AAIController::MoveToActor | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius | AIModule | [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) MoveToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass, bool bAllowPartialPath ) | [] |
AAIController::MoveToLocation | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius | AIModule | [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) MoveToLocation ( const FVector & Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass, bool bAllowPartialPath ) | [] |
AAIController::OnGameplayTaskActivated | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Notify called after GameplayTask changes state to Active (initial activation or resuming) | AIModule | virtual void OnGameplayTaskActivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) | [] |
AAIController::OnGameplayTaskDeactivated | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Notify called after GameplayTask changes state from Active (finishing or pausing) | AIModule | virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) | [] |
AAIController::OnGameplayTaskInitialized | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency | AIModule | virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) | [] |
AAIController::OnMoveCompleted | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Called on completing current movement request | AIModule | virtual void OnMoveCompleted ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result ) | [] |
AAIController::OnGameplayTaskResourcesClaimed | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual void OnGameplayTaskResourcesClaimed ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) NewlyClaimed, [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) FreshlyReleased ) | [] |
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AAIController::OnMoveCompleted | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual void OnMoveCompleted ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) Result ) | [] |
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AAIController::OnPossess | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Overridable native function for when this controller is asked to possess a pawn. | AIModule | virtual void OnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn ) | [] |
AAIController::OnUnPossess | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Overridable native function for when this controller unpossesses its pawn. | AIModule | virtual void OnUnPossess() | [] |
AAIController::OnUsingBlackBoard | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | void OnUsingBlackBoard ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * BlackboardAsset ) | [] |
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AAIController::PauseMove | /Engine/Source/Runtime/AIModule/Classes/AIController.h | If AI is currently moving due to request given by RequestToPause, then the move will be paused | AIModule | bool PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestToPause ) | [] |
AAIController::PerformAction | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Deprecated* PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead. | AIModule | bool PerformAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) *const Instigator ) | [] |
AAIController::PostRegisterAllComponents | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function. | AIModule | virtual void PostRegisterAllComponents() | [] |
AAIController::PostInitializeComponents | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Overridden to create the player replication info and perform other mundane initialization tasks. | AIModule | virtual void PostInitializeComponents() | [] |
AAIController::PreparePathfinding | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual bool PreparePathfinding ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) | [] |
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AAIController::RequestMove | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Passes move request and path object to path following | AIModule | virtual [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestMove ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, FNavPathSharedPtr Path ) | [] |
AAIController::RequestPathAndMove | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | virtual [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestPathAndMove ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) | [] |
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AAIController::Reset | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Reset actor to initial state - used when restarting level without reloading. | AIModule | virtual void Reset() | [] |
AAIController::ResumeMove | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume | AIModule | bool ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestToResume ) | [] |
AAIController::RunBehaviorTree | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Starts executing behavior tree. | AIModule | virtual bool RunBehaviorTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BTAsset ) | [] |
AAIController::SetFocus | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Set Focus actor for given priority, will set FocalPoint as a result. | AIModule | virtual void SetFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewFocus, [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) | [] |
AAIController::SetFocalPoint | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Set FocalPoint for given priority as absolute position or offset from base. | AIModule | virtual void SetFocalPoint ( FVector NewFocus, [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) | [] |
AAIController::SetGenericTeamId | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Assigns Team Agent to given TeamID | AIModule | virtual void SetGenericTeamId ( const [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) & TeamID ) | [] |
AAIController::SetMoveBlockDetection | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Updates state of movement block detection. | AIModule | void SetMoveBlockDetection ( bool bEnable ) | [] |
AAIController::SetPathFollowingComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Note that this function does not do any pathfollowing state transfer. Intended to be called as part of initialization/setup process | AIModule | void SetPathFollowingComponent ( [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) * NewPFComponent ) | [] |
AAIController::SetPawn | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn. | AIModule | virtual void SetPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn ) | [] |
AAIController::SetPerceptionComponent | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | void SetPerceptionComponent ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & InPerceptionComponent ) | [] |
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AAIController::ShouldPostponePathUpdates | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Allows delaying repath requests | AIModule | virtual bool ShouldPostponePathUpdates() const | [] |
AAIController::ShouldSyncBlackboardWith | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Does this AIController allow givenUBlackboardComponentsync data with it | AIModule | virtual bool ShouldSyncBlackboardWith ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OtherBlackboardComponent ) const | [] |
AAIController::StopMovement | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Aborts the move the controller is currently performing | AIModule | virtual void StopMovement() | [] |
AAIController::SuggestTossVelocity | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Computes a launch velocity vector to toss a projectile and hit the given destination. Performance note: Potentially expensive. Nonzero CollisionRadius and bOnlyTraceUp=false are the more expensive options. | AIModule | bool SuggestTossVelocity ( FVector & OutTossVelocity, FVector Start, FVector End, float TossSpeed, bool bPreferHighArc, float CollisionRadius, bool bOnlyTraceUp ) | [] |
AAIController::Tick | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it. | AIModule | virtual void Tick ( float DeltaSeconds ) | [] |
AAIController::ToggleAIIgnorePlayers | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Cheat/debugging functions. | AIModule | static void ToggleAIIgnorePlayers() | [] |
AAIController::UnclaimTaskResource | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | void UnclaimTaskResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass ) | [] |
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AAIController::UpdateControlRotation | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Update direction AI is looking based on FocalPoint | AIModule | virtual void UpdateControlRotation ( float DeltaTime, bool bUpdatePawn ) | [] |
AAIController::UseBlackboard | /Engine/Source/Runtime/AIModule/Classes/AIController.h | Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist.
true if we successfully linked the blackboard asset to the blackboard component. | AIModule | bool UseBlackboard ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * BlackboardAsset, [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) *& BlackboardComponent ) | [] |
AAIController::AAIController | /Engine/Source/Runtime/AIModule/Classes/AIController.h | AIModule | AAIController ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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AAIController | /Engine/Source/Runtime/AIModule/Classes/AIController.h | https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/ | AIModule | class AAIController : public [AController](API\Runtime\Engine\GameFramework\AController), public [IAIPerceptionListenerInterface](API\Runtime\AIModule\Perception\IAIPerceptionListenerInterface), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface), public [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface), public [IVisualLoggerDebugSnapshotInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerDebugSnapshotInterf-) | [
{
"type": "uint32: 1",
"name": "bAllowStrafe",
"description": "Is strafing allowed during movement?"
},
{
"type": "TObjectPtr<UBl...",
"name": "Blackboard",
"description": "Blackboard"
},
{
"type": "uint32: 1",
"name": "bLOSflag",
"description": "Used for alternating LineOfSight traces"
},
{
"type": "TObjectPtr<UBr...",
"name": "BrainComponent",
"description": "Component responsible for behaviors."
},
{
"type": "uint32: 1",
"name": "bSetControlRotationFromPawnOrientation",
"description": "Copy Pawn rotation to ControlRotation, if there is no focus point."
},
{
"type": "uint32: 1",
"name": "bSkipExtraLOSChecks",
"description": "Skip extra line of sight traces to extremities of target being checked."
},
{
"type": "uint32: 1",
"name": "bStartAILogicOnPossess",
"description": "Bydefault AI's logic does not start when controlled Pawn is possessed."
},
{
"type": "uint32: 1",
"name": "bStopAILogicOnUnposses",
"description": "Bydefault AI's logic gets stopped when controlled Pawn is unpossessed."
},
{
"type": "uint32: 1",
"name": "bWantsPlayerState",
"description": "Specifies if this AI wants its own PlayerState."
},
{
"type": "TObjectPtr<UGa...",
"name": "CachedGameplayTasksComponent",
"description": ""
},
{
"type": "TSubclassOf<UN...",
"name": "DefaultNavigationFilterClass",
"description": ""
},
{
"type": "FFocusKnowledge",
"name": "FocusInformation",
"description": ""
},
{
"type": "TObjectPtr<UAI...",
"name": "PerceptionComponent",
"description": ""
},
{
"type": "FAIMoveComplete...",
"name": "ReceiveMoveCompleted",
"description": "Blueprint notification that we've completed the current movement request"
}
] |
EPawnActionFailHandling::Type | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | namespace EPawnActionFailHandling { enum Type { RequireSuccess, IgnoreFailure, } } | [] |
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EPawnActionMoveMode::Type | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | namespace EPawnActionMoveMode { enum Type { UsePathfinding, StraightLine, } } | [] |
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EPawnSubActionTriggeringPolicy::Type | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | namespace EPawnSubActionTriggeringPolicy { enum Type { CopyBeforeTriggering, ReuseInstances, } } | [] |
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FakeActionIndex | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Used for markingFPawnActionEventinstances created solely for comparisons uses | AIModule | static const int32 FakeActionIndex = INDEX_NONE; | [] |
FPawnActionEvent::operator== | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | bool operator== ( const [FPawnActionEvent](API\Runtime\AIModule\Actions\FPawnActionEvent) & Other ) const | [] |
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FPawnActionEvent::FPawnActionEvent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | FPawnActionEvent() | [] |
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FPawnActionEvent::FPawnActionEvent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | FPawnActionEvent ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) EventType, uint32 Index ) | [] |
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FPawnActionEvent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | struct FPawnActionEvent | [
{
"type": "EPawnActionEven...",
"name": "EventType",
"description": ""
},
{
"type": "uint32",
"name": "Index",
"description": "Used to maintain order of equally-important messages"
},
{
"type": "EAIRequestPrior...",
"name": "Priority",
"description": ""
}
] |
|
FPawnActionStack::GetStackSize | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Debugging-testing purposes. | AIModule | int32 GetStackSize() const | [] |
FPawnActionStack::GetTop | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetTop() const | [] |
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FPawnActionStack::IsEmpty | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | bool IsEmpty() const | [] |
|
FPawnActionStack::Pause | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | void Pause() | [] |
|
FPawnActionStack::PopAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Looks through the double-linked action list looking for specified action and if found action will be popped along with all it's siblings | AIModule | void PopAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToPop ) | [] |
FPawnActionStack::PushAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | All it does is tie actions into a double-linked list making NewTopAction new stack's top | AIModule | void PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & NewTopAction ) | [] |
FPawnActionStack::Resume | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | void Resume() | [] |
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FPawnActionStack::FPawnActionStack | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | FPawnActionStack() | [] |
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UDEPRECATED_PawnAction::Abort | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Triggers aborting of an Action
current state of task abort do not make this virtual! Contains some essential logic. | AIModule | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) Abort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce ) | [] |
FPawnActionStack | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | struct FPawnActionStack | [] |
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UDEPRECATED_PawnAction::Activate | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Starts or resumes action, depending on internal state | AIModule | bool Activate() | [] |
UDEPRECATED_PawnAction::CreateActionInstance | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | template<class TActionClass> static TActionClass * CreateActionInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) | [] |
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UDEPRECATED_PawnAction::CreateActionInstance | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Deprecated* PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead. | AIModule | static [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * CreateActionInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) > ActionClass ) | [] |
UDEPRECATED_PawnAction::Finish | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | virtual void Finish ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) > WithResult ) | [] |
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UDEPRECATED_PawnAction::GetAbortState | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) GetAbortState() const | [] |
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UDEPRECATED_PawnAction::GetChildAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetChildAction() const | [] |
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UDEPRECATED_PawnAction::GetActionPriority | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Blueprint inlines. | AIModule | [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) > GetActionPriority() | [] |
UDEPRECATED_PawnAction::GetChildAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetChildAction() | [] |
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UDEPRECATED_PawnAction::GetController | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const | [] |
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UDEPRECATED_PawnAction::GetDisplayName | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const | [] |
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UDEPRECATED_PawnAction::GetInstigator | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetInstigator() const | [] |
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UDEPRECATED_PawnAction::GetOwnerComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetOwnerComponent() const | [] |
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UDEPRECATED_PawnAction::GetOwnerComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetOwnerComponent() | [] |
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UDEPRECATED_PawnAction::GetParentAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetParentAction() const | [] |
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UDEPRECATED_PawnAction::GetPawn | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const | [] |
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UDEPRECATED_PawnAction::GetPriority | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) GetPriority() const | [] |
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UDEPRECATED_PawnAction::GetPriorityName | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [FString](API\Runtime\Core\Containers\FString) GetPriorityName() const | [] |
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UDEPRECATED_PawnAction::GetResult | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) GetResult() const | [] |
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UDEPRECATED_PawnAction::GetStateDescription | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Debug | AIModule | [FString](API\Runtime\Core\Containers\FString) GetStateDescription() const | [] |
UDEPRECATED_PawnAction::GetWorld | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | BeginUObject. | AIModule | virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const | [] |
Subsets and Splits