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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
[]
UDEPRECATED_PawnAction::IsBeingAborted
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
bool IsBeingAborted() const
[]
UDEPRECATED_PawnAction::IsFinished
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
bool IsFinished() const
[]
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 )
[]
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 )
[]
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
[]
UDEPRECATED_PawnAction::UDEPRECATED_PawnAction
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
AIModule
UDEPRECATED_PawnAction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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()
[]
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
[]
UDEPRECATED_PawnActionsComponent::GetControlledPawn
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
const [APawn](API\Runtime\Engine\GameFramework\APawn) * GetControlledPawn() const
[]
UDEPRECATED_PawnActionsComponent::GetControlledPawn
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
[APawn](API\Runtime\Engine\GameFramework\APawn) * GetControlledPawn()
[]
UDEPRECATED_PawnActionsComponent::GetController
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
[AController](API\Runtime\Engine\GameFramework\AController) * GetController()
[]
UDEPRECATED_PawnActionsComponent::GetCurrentAction
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
AIModule
[UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetCurrentAction()
[]
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 )
[]
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 )
[]
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 )
[]
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()
[]
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 )
[]
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 )
[]
UDEPRECATED_PawnAction_BlueprintBase::ActionPause
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h
AIModule
void ActionPause ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )
[]
UDEPRECATED_PawnAction_BlueprintBase::ActionResume
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h
AIModule
void ActionResume ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )
[]
UDEPRECATED_PawnAction_BlueprintBase::ActionStart
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_BlueprintBase.h
AIModule
void ActionStart ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )
[]
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 )
[]
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 )
[]
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)
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
UDEPRECATED_PawnAction_Move::DeferredPerformMoveAction
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void DeferredPerformMoveAction()
[]
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 )
[]
UDEPRECATED_PawnAction_Move::EnableGoalLocationProjectionToNavigation
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void EnableGoalLocationProjectionToNavigation ( bool bEnable )
[]
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) & )
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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 )
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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 )
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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 )
[]
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 )
[]
UDEPRECATED_PawnAction_Move::SetAllowPartialPath
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void SetAllowPartialPath ( bool bEnable )
[]
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 )
[]
UDEPRECATED_PawnAction_Move::SetFinishOnOverlap
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void SetFinishOnOverlap ( bool bNewFinishOnOverlap )
[]
UDEPRECATED_PawnAction_Move::SetPath
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void SetPath ( FNavPathSharedRef InPath )
[]
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()
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UDEPRECATED_PawnAction_Move::TryToRepath
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h
AIModule
void TryToRepath()
[]
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 )
[]
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" } ]
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 )
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