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
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
[]
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()
[]
AAIController::GrabDebugSnapshot
/Engine/Source/Runtime/AIModule/Classes/AIController.h
AIModule
virtual void GrabDebugSnapshot ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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, } }
[]
EPawnActionMoveMode::Type
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
namespace EPawnActionMoveMode { enum Type { UsePathfinding, StraightLine, } }
[]
EPawnSubActionTriggeringPolicy::Type
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
namespace EPawnSubActionTriggeringPolicy { enum Type { CopyBeforeTriggering, ReuseInstances, } }
[]
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
[]
FPawnActionEvent::FPawnActionEvent
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
FPawnActionEvent()
[]
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 )
[]
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
[]
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()
[]
FPawnActionStack::FPawnActionStack
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
FPawnActionStack()
[]
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
[]
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 )
[]
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 )
[]
UDEPRECATED_PawnAction::GetAbortState
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) GetAbortState() const
[]
UDEPRECATED_PawnAction::GetChildAction
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetChildAction() const
[]
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()
[]
UDEPRECATED_PawnAction::GetController
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[AController](API\Runtime\Engine\GameFramework\AController) * GetController() const
[]
UDEPRECATED_PawnAction::GetDisplayName
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const
[]
UDEPRECATED_PawnAction::GetInstigator
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetInstigator() const
[]
UDEPRECATED_PawnAction::GetOwnerComponent
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetOwnerComponent() const
[]
UDEPRECATED_PawnAction::GetOwnerComponent
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * GetOwnerComponent()
[]
UDEPRECATED_PawnAction::GetParentAction
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetParentAction() const
[]
UDEPRECATED_PawnAction::GetPawn
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const
[]
UDEPRECATED_PawnAction::GetPriority
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) GetPriority() const
[]
UDEPRECATED_PawnAction::GetPriorityName
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[FString](API\Runtime\Core\Containers\FString) GetPriorityName() const
[]
UDEPRECATED_PawnAction::GetResult
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
[EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) GetResult() const
[]
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
[]