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UDEPRECATED_PawnAction::HandleAIMessage | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | This function will change its signature once AI messaging is rewritten | AIModule | virtual void HandleAIMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) *, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & ) | [] |
UDEPRECATED_PawnAction::HasActionObserver | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool HasActionObserver() const | [] |
|
UDEPRECATED_PawnAction::HasBeenStarted | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool HasBeenStarted() const | [] |
|
UDEPRECATED_PawnAction::IsActive | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool IsActive() const | [] |
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UDEPRECATED_PawnAction::IsBeingAborted | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool IsBeingAborted() const | [] |
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UDEPRECATED_PawnAction::IsFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool IsFinished() const | [] |
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UDEPRECATED_PawnAction::IsPaused | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool IsPaused() const | [] |
|
UDEPRECATED_PawnAction::OnChildFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Called to give Action chance to react to child action finishing. gets calledAFTERchild's OnFinished to give child action chance to prepare "finishing data" for parent to read. clears parent-child binding | AIModule | virtual void OnChildFinished ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult ) | [] |
UDEPRECATED_PawnAction::OnFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Called when this action is being removed from action stacks | AIModule | virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult ) | [] |
UDEPRECATED_PawnAction::OnPopped | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void OnPopped() | [] |
|
UDEPRECATED_PawnAction::PerformAbort | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Performs actual work on aborting Action. Should be called exclusively by Abort function
only valid return values here are LatendAbortInProgress and AbortDone | AIModule | virtual [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) PerformAbort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce ) | [] |
UDEPRECATED_PawnAction::Pause | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Called to pause action when higher priority or child action kicks in | AIModule | virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy ) | [] |
UDEPRECATED_PawnAction::PushChildAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Apart from doing regular push request copies additional values from Parent, like Priority and Instigator | AIModule | bool PushChildAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action ) | [] |
UDEPRECATED_PawnAction::Resume | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Called to resume action after being paused | AIModule | virtual bool Resume() | [] |
UDEPRECATED_PawnAction::SendEvent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void SendEvent ( [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event ) | [] |
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UDEPRECATED_PawnAction::SetActionObserver | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void SetActionObserver ( const FPawnActionEventDelegate & InActionObserver ) | [] |
|
UDEPRECATED_PawnAction::SetInstigator | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void SetInstigator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const InInstigator ) | [] |
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UDEPRECATED_PawnAction::SetOwnerComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void SetOwnerComponent ( [UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * Component ) | [] |
|
UDEPRECATED_PawnAction::ShouldPauseMovement | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool ShouldPauseMovement() const | [] |
|
UDEPRECATED_PawnAction::Tick | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | virtual void Tick ( float DeltaTime ) | [] |
|
UDEPRECATED_PawnAction::Start | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Called to start off the Action
'true' if actions successfully started. if action fails to start no finishing or aborting mechanics will be triggered | AIModule | virtual bool Start() | [] |
UDEPRECATED_PawnAction::TickAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void TickAction ( float DeltaTime ) | [] |
|
UDEPRECATED_PawnAction::StopWaitingForMessages | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | void StopWaitingForMessages() | [] |
|
UDEPRECATED_PawnAction::WaitForMessage | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Messaging | AIModule | void WaitForMessage ( [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID ) | [] |
UDEPRECATED_PawnAction::WantsTick | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | bool WantsTick() const | [] |
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UDEPRECATED_PawnAction::UDEPRECATED_PawnAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | AIModule | UDEPRECATED_PawnAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UDEPRECATED_PawnAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h | Things to remember: | AIModule | class UDEPRECATED_PawnAction : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "uint32: 1",
"name": "bAllowNewSameClassInstance",
"description": "If this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push"
},
{
"type": "uint32: 1",
"name": "bAlwaysNotifyOnFinished",
"description": "If set, action will call OnFinished notify even when ending as FailedToStart"
},
{
"type": "TObjectPtr<UBr...",
"name": "BrainComp",
"description": ": THIS IS HEREONLYBECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY!"
},
{
"type": "uint32: 1",
"name": "bReplaceActiveSameClassInstance",
"description": "If this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)"
},
{
"type": "uint32: 1",
"name": "bShouldPauseMovement",
"description": "This is a temporary solution to allow having movement action running in background while there's another action on top doing its thing"
},
{
"type": "uint32: 1",
"name": "bWantsTick",
"description": "TickAction will get called only if this flag is set."
},
{
"type": "friend",
"name": "FPawnActionStack",
"description": ""
},
{
"type": "FAIRequestID",
"name": "RequestID",
"description": ""
},
{
"type": "FAIResourcesSet",
"name": "RequiredResources",
"description": "Specifies which resources will be locked by this action."
},
{
"type": "friend",
"name": "UDEPRECATED_PawnActionsComponent",
"description": ""
}
] |
UDEPRECATED_PawnActionsComponent::AbortAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.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 | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) AbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToAbort ) | [] |
UDEPRECATED_PawnActionsComponent::AbortActionsInstigatedBy | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Removes all actions instigated with Priority by Instigator
number of action abortions requested (performed asyncronously) | AIModule | uint32 AbortActionsInstigatedBy ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const Instigator, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority ) | [] |
UDEPRECATED_PawnActionsComponent::CacheControlledPawn | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [APawn](API\Runtime\Engine\GameFramework\APawn) * CacheControlledPawn() | [] |
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UDEPRECATED_PawnActionsComponent::DescribeEventType | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | static [FString](API\Runtime\Core\Containers\FString) DescribeEventType ( [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) EventType ) | [] |
|
UDEPRECATED_PawnActionsComponent::DescribeSelfToVisLog | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const | [] |
|
UDEPRECATED_PawnActionsComponent::ForceAbortAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.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 | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) ForceAbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToAbort ) | [] |
UDEPRECATED_PawnActionsComponent::GetActionEventsQueueSize | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | int32 GetActionEventsQueueSize() const | [] |
|
UDEPRECATED_PawnActionsComponent::GetActionStackSize | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Debugging-testing purposes. | AIModule | int32 GetActionStackSize ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority ) const | [] |
UDEPRECATED_PawnActionsComponent::GetActiveAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetActiveAction ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority ) const | [] |
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UDEPRECATED_PawnActionsComponent::GetControlledPawn | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | const [APawn](API\Runtime\Engine\GameFramework\APawn) * GetControlledPawn() const | [] |
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UDEPRECATED_PawnActionsComponent::GetControlledPawn | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [APawn](API\Runtime\Engine\GameFramework\APawn) * GetControlledPawn() | [] |
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UDEPRECATED_PawnActionsComponent::GetController | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [AController](API\Runtime\Engine\GameFramework\AController) * GetController() | [] |
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UDEPRECATED_PawnActionsComponent::GetCurrentAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetCurrentAction() | [] |
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UDEPRECATED_PawnActionsComponent::HasActiveActionOfType | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | bool HasActiveActionOfType ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) > PawnActionClass ) const | [] |
|
UDEPRECATED_PawnActionsComponent::K2_AbortAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Aborts given action instance | AIModule | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) K2_AbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToAbort ) | [] |
UDEPRECATED_PawnActionsComponent::K2_ForceAbortAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Aborts given action instance | AIModule | [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) K2_ForceAbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToAbort ) | [] |
UDEPRECATED_PawnActionsComponent::K2_PerformAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | static bool K2_PerformAction ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * Action, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) > Priority ) | [] |
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UDEPRECATED_PawnActionsComponent::K2_PushAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | bool K2_PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * NewAction, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instigator ) | [] |
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UDEPRECATED_PawnActionsComponent::OnEvent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | bool OnEvent ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event ) | [] |
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UDEPRECATED_PawnActionsComponent::OnUnregister | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | UActorComponent. | AIModule | virtual void OnUnregister() | [] |
UDEPRECATED_PawnActionsComponent::PerformAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.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 bool PerformAction ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) > Priority ) | [] |
UDEPRECATED_PawnActionsComponent::SetControlledPawn | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Use it to save component work to figure out what it's controlling or if component can't/won't be able to figure it out properly will throw a log warning if trying to set ControlledPawn if it's already set | AIModule | void SetControlledPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn ) | [] |
UDEPRECATED_PawnActionsComponent::PushAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.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 PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & NewAction, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instigator ) | [] |
UDEPRECATED_PawnActionsComponent::TickComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.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 ) | [] |
UDEPRECATED_PawnActionsComponent::UpdateAILogicLock | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | void UpdateAILogicLock() | [] |
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UDEPRECATED_PawnActionsComponent::UpdateCurrentAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | Finds the action that should be running. If it's different from CurrentAction then CurrentAction gets paused and newly selected action gets started up | AIModule | void UpdateCurrentAction() | [] |
UDEPRECATED_PawnActionsComponent::UDEPRECATED_PawnActionsComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | UDEPRECATED_PawnActionsComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UDEPRECATED_PawnActionsComponent | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h | AIModule | class UDEPRECATED_PawnActionsComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent) | [
{
"type": "TArray<FPawnAc...",
"name": "ActionEvents",
"description": ""
},
{
"type": "TArray<FPawnAc...",
"name": "ActionStacks",
"description": ""
},
{
"type": "uint32: 1",
"name": "bLockedAILogic",
"description": "Set when logic was locked by hi priority stack"
},
{
"type": "TObjectPtr<APa...",
"name": "ControlledPawn",
"description": ""
}
] |
|
UDEPRECATED_PawnAction_BlueprintBase::ActionFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | void ActionFinished ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::ActionPause | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | void ActionPause ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::ActionResume | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | void ActionResume ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::ActionStart | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | void ActionStart ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::ActionTick | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | void ActionTick ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, float DeltaSeconds ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::OnFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | Called when this action is being removed from action stacks | AIModule | virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult ) | [] |
UDEPRECATED_PawnAction_BlueprintBase::Pause | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | Called to pause action when higher priority or child action kicks in | AIModule | virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy ) | [] |
UDEPRECATED_PawnAction_BlueprintBase::Resume | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | Called to resume action after being paused | AIModule | virtual bool Resume() | [] |
UDEPRECATED_PawnAction_BlueprintBase::UDEPRECATED_PawnAction_BlueprintBase | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | UDEPRECATED_PawnAction_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UDEPRECATED_PawnAction_BlueprintBase::Start | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | Called to start off the Action
'true' if actions successfully started. if action fails to start no finishing or aborting mechanics will be triggered | AIModule | virtual bool Start() | [] |
UDEPRECATED_PawnAction_BlueprintBase | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | class UDEPRECATED_PawnAction_BlueprintBase : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) | [] |
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UDEPRECATED_PawnAction_Move::BeginDestroy | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process. | AIModule | virtual void BeginDestroy() | [] |
UDEPRECATED_PawnAction_BlueprintBase::Tick | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h | AIModule | virtual void Tick ( float DeltaTime ) | [] |
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UDEPRECATED_PawnAction_Move::CheckAlreadyAtGoal | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | static bool CheckAlreadyAtGoal ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, const FVector & TestLocation, float Radius ) | [] |
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UDEPRECATED_PawnAction_Move::ClearPath | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void ClearPath() | [] |
|
UDEPRECATED_PawnAction_Move::ClearPendingRepath | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void ClearPendingRepath() | [] |
|
UDEPRECATED_PawnAction_Move::ClearTimers | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void ClearTimers() | [] |
|
UDEPRECATED_PawnAction_Move::CheckAlreadyAtGoal | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | static bool CheckAlreadyAtGoal ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, const [AActor](API\Runtime\Engine\GameFramework\AActor) & TestGoal, float Radius ) | [] |
|
UDEPRECATED_PawnAction_Move::CreateAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | static [UDEPRECATED_PawnAction_Move](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Move) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [AActor](API\Runtime\Engine\GameFramework\AActor) * GoalActor, [EPawnActionMoveMode::Type](API\Runtime\AIModule\Actions\EPawnActionMoveMode__Type) Mode ) | [] |
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UDEPRECATED_PawnAction_Move::CreateAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | static [UDEPRECATED_PawnAction_Move](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Move) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const FVector & GoalLocation, [EPawnActionMoveMode::Type](API\Runtime\AIModule\Actions\EPawnActionMoveMode__Type) Mode ) | [] |
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UDEPRECATED_PawnAction_Move::DeferredPerformMoveAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void DeferredPerformMoveAction() | [] |
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UDEPRECATED_PawnAction_Move::EnableChildAbortionOnPathUpdate | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Deprecated* Use SetAbortSubActionOnPathUpdate instead. | AIModule | void EnableChildAbortionOnPathUpdate ( bool bEnable ) | [] |
UDEPRECATED_PawnAction_Move::EnablePathUpdateOnMoveGoalLocationChange | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void EnablePathUpdateOnMoveGoalLocationChange ( bool bEnable ) | [] |
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UDEPRECATED_PawnAction_Move::EnableGoalLocationProjectionToNavigation | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void EnableGoalLocationProjectionToNavigation ( bool bEnable ) | [] |
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UDEPRECATED_PawnAction_Move::EnableStrafing | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void EnableStrafing ( bool bNewStrafing ) | [] |
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UDEPRECATED_PawnAction_Move::HandleAIMessage | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | This function will change its signature once AI messaging is rewritten | AIModule | virtual void HandleAIMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) *, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & ) | [] |
UDEPRECATED_PawnAction_Move::IsPartialPathAllowed | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | virtual bool IsPartialPathAllowed() const | [] |
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UDEPRECATED_PawnAction_Move::OnFinished | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Called when this action is being removed from action stacks | AIModule | virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult ) | [] |
UDEPRECATED_PawnAction_Move::OnPathUpdated | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | virtual void OnPathUpdated ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * UpdatedPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event ) | [] |
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UDEPRECATED_PawnAction_Move::Pause | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Called to pause action when higher priority or child action kicks in | AIModule | virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy ) | [] |
UDEPRECATED_PawnAction_Move::PerformAbort | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Performs actual work on aborting Action. Should be called exclusively by Abort function
only valid return values here are LatendAbortInProgress and AbortDone | AIModule | virtual [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) PerformAbort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce ) | [] |
UDEPRECATED_PawnAction_Move::PerformMoveAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | bool PerformMoveAction() | [] |
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UDEPRECATED_PawnAction_Move::RequestMove | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | virtual [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) RequestMove ( [AAIController](API\Runtime\AIModule\AAIController) & Controller ) | [] |
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UDEPRECATED_PawnAction_Move::Resume | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Called to resume action after being paused | AIModule | virtual bool Resume() | [] |
UDEPRECATED_PawnAction_Move::SetAbortSubActionOnPathUpdate | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetAbortSubActionOnPathUpdate ( bool bEnable ) | [] |
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UDEPRECATED_PawnAction_Move::SetAllowPartialPath | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetAllowPartialPath ( bool bEnable ) | [] |
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UDEPRECATED_PawnAction_Move::SetAcceptableRadius | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetAcceptableRadius ( float NewAcceptableRadius ) | [] |
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UDEPRECATED_PawnAction_Move::SetFilterClass | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetFilterClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > NewFilterClass ) | [] |
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UDEPRECATED_PawnAction_Move::SetFinishOnOverlap | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetFinishOnOverlap ( bool bNewFinishOnOverlap ) | [] |
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UDEPRECATED_PawnAction_Move::SetPath | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void SetPath ( FNavPathSharedRef InPath ) | [] |
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UDEPRECATED_PawnAction_Move::Start | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | Called to start off the Action
'true' if actions successfully started. if action fails to start no finishing or aborting mechanics will be triggered | AIModule | virtual bool Start() | [] |
UDEPRECATED_PawnAction_Move::TryToRepath | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | void TryToRepath() | [] |
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UDEPRECATED_PawnAction_Move::UDEPRECATED_PawnAction_Move | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | UDEPRECATED_PawnAction_Move ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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UDEPRECATED_PawnAction_Move | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h | AIModule | class UDEPRECATED_PawnAction_Move : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) | [
{
"type": "float",
"name": "AcceptableRadius",
"description": ""
},
{
"type": "uint32: 1",
"name": "bAbortSubActionOnPathChange",
"description": "If set, other actions with the same priority will be aborted when path is changed"
},
{
"type": "uint32: 1",
"name": "bAllowPartialPath",
"description": "If set, use incomplete path when goal can't be reached"
},
{
"type": "uint32: 1",
"name": "bAllowStrafe",
"description": ""
},
{
"type": "uint32: 1",
"name": "bFinishOnOverlap",
"description": "If set to true (default) will make action succeed when the pawn's collision component overlaps with goal's collision component"
},
{
"type": "uint32: 1",
"name": "bProjectGoalToNavigation",
"description": "If set, GoalLocation will be projected on navigation before using"
},
{
"type": "uint32: 1",
"name": "bUpdatePathToGoal",
"description": "If set, path to GoalActor will be updated with goal's movement"
},
{
"type": "uint32: 1",
"name": "bUsePathfinding",
"description": "If set, movement will use path finding"
},
{
"type": "TSubclassOf<UN...",
"name": "FilterClass",
"description": "\"None\" will result in default filter being used"
},
{
"type": "TObjectPtr<AAc...",
"name": "GoalActor",
"description": ""
},
{
"type": "FVector",
"name": "GoalLocation",
"description": ""
},
{
"type": "FNavPathSharedP...",
"name": "Path",
"description": "Currently followed path"
},
{
"type": "FDelegateHandle",
"name": "PathObserverDelegateHandle",
"description": ""
},
{
"type": "FTimerHandle",
"name": "TimerHandle_DeferredPerformMoveAction",
"description": "Handle for efficient management of DeferredPerformMoveAction timer"
},
{
"type": "FTimerHandle",
"name": "TimerHandle_TryToRepath",
"description": "Handle for efficient management of TryToRepath timer"
}
] |
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UDEPRECATED_PawnAction_Repeat::CreateAction | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Repeat.h | AIModule | static [UDEPRECATED_PawnAction_Repeat](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Repeat) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToRepeat, int32 NumberOfRepeats, [EPawnSubActionTriggeringPolicy::Type](API\Runtime\AIModule\Actions\EPawnSubActionTriggeringPolicy__-) InSubActionTriggeringPolicy ) | [] |
Subsets and Splits