| [ |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bAllowStrafe", |
| "Type": "uint32: 1", |
| "Description": "Is strafing allowed during movement?" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "Blackboard", |
| "Type": "UBlackboardComponent", |
| "Description": "Blackboard" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bLOSflag", |
| "Type": "uint32: 1", |
| "Description": "Used for alternating LineOfSight traces" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "BrainComponent", |
| "Type": "UBrainComponent", |
| "Description": "Component responsible for behaviors." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bSetControlRotationFromPawnOrientation", |
| "Type": "uint32: 1", |
| "Description": "Copy Pawn rotation to ControlRotation, if there is no focus point." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bSkipExtraLOSChecks", |
| "Type": "uint32: 1", |
| "Description": "Skip extra line of sight traces to extremities of target being checked." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bStartAILogicOnPossess", |
| "Type": "uint32: 1", |
| "Description": "By default AI's logic does not start when controlled Pawn is possessed." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bStopAILogicOnUnposses", |
| "Type": "uint32: 1", |
| "Description": "By default AI's logic gets stopped when controlled Pawn is unpossessed." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "bWantsPlayerState", |
| "Type": "uint32: 1", |
| "Description": "Specifies if this AI wants its own PlayerState." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "CachedGameplayTasksComponent", |
| "Type": "UGameplayTasksComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "DefaultNavigationFilterClass", |
| "Type": "TSubclassOf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "FocusInformation", |
| "Type": "FFocusKnowledge", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PerceptionComponent", |
| "Type": "UAIPerceptionComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ReceiveMoveCompleted", |
| "Type": "FAIMoveCompletedSignature", |
| "Description": "Blueprint notification that we've completed the current movement request" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ActorsPerceptionUpdated(const TArray< AActor* >& Upda...)", |
| "Type": "void", |
| "Description": "Notifies AIController of changes in given actors' perception" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "AreAIIgnoringPlayers()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "BuildPathfindingQuery(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", |
| "Type": "bool", |
| "Description": "Helper function for creating pathfinding query for this agent from move request data" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ClaimTaskResource(TSubclassOf< UGameplayTaskResource ...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ClearFocus(EAIFocusPriority::Type InPriority)", |
| "Type": "void", |
| "Description": "Clears Focus for given priority, will also clear FocalPoint as a result" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "FindPathForMoveRequest(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query,FNavPathSharedPtr& OutPath)", |
| "Type": "void", |
| "Description": "Finds path for given move request" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetActionsComp()", |
| "Type": "UPawnActionsComponent", |
| "Description": "Returns ActionsComp subobject" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetAIPerceptionComponent()", |
| "Type": "UAIPerceptionComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetAIPerceptionComponent()", |
| "Type": "UAIPerceptionComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetBlackboardComponent()", |
| "Type": "UBlackboardComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetBlackboardComponent()", |
| "Type": "UBlackboardComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetBrainComponent()", |
| "Type": "UBrainComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetCurrentMoveRequestID()", |
| "Type": "FAIRequestID", |
| "Description": "Returns the Move Request ID for the current move" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetDebugIcon()", |
| "Type": "FString", |
| "Description": "Debug/dev-time" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetDefaultNavigationFilterClass()", |
| "Type": "TSubclassOf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetFocalPoint()", |
| "Type": "FVector", |
| "Description": "Retrieve the final position that controller should be looking at." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetFocalPointForPriority(EAIFocusPriority::Type InPriority)", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetFocalPointOnActor(const AActor* Actor)", |
| "Type": "FVector", |
| "Description": "Retrieve the focal point this controller should focus to on given actor." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetFocusActor()", |
| "Type": "AActor *", |
| "Description": "Get the focused actor." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetFocusActorForPriority(EAIFocusPriority::Type InPriority)", |
| "Type": "AActor *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGameplayTasksComponent()", |
| "Type": "UGameplayTasksComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetImmediateMoveDestination()", |
| "Type": "FVector", |
| "Description": "Returns position of current path segment's end." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetMoveStatus()", |
| "Type": "EPathFollowingStatus::Type", |
| "Description": "Returns status of path following" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetPathFollowingComponent()", |
| "Type": "UPathFollowingComponent", |
| "Description": "Returns PathFollowingComponent subobject" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "HasPartialPath()", |
| "Type": "bool", |
| "Description": "Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination)." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "InitializeBlackboard(UBlackboardComponent& BlackboardCo...,UBlackboardData& BlackboardAsset)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "K2_ClearFocus()", |
| "Type": "void", |
| "Description": "Clears Focus, will also clear FocalPoint as a result" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "K2_SetFocalPoint(FVector FP)", |
| "Type": "void", |
| "Description": "Set the position that controller should be looking at." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "K2_SetFocus(AActor* NewFocus)", |
| "Type": "void", |
| "Description": "Set Focus for actor, will set FocalPoint as a result." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "LineOfSightTo(const AActor* Other,FVector ViewPoint,bool bAlternateChecks)", |
| "Type": "bool", |
| "Description": "Checks line to center and top of other actor" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "MoveTo(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr* OutPath)", |
| "Type": "FPathFollowingRequestResult", |
| "Description": "Makes AI go toward specified destination" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "MoveToActor(AActor* Goal,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)", |
| "Type": "EPathFollowingRequestResult::Type", |
| "Description": "Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "MoveToLocation(const FVector& Dest,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bProjectDestinationToNavigatio...,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)", |
| "Type": "EPathFollowingRequestResult::Type", |
| "Description": "Makes AI go toward specified Dest location, aborts any active path following" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed,FGameplayResourceSet FreshlyRelease...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnMoveCompleted(FAIRequestID RequestID,const FPathFollowingResult& Result)", |
| "Type": "void", |
| "Description": "Called on completing current movement request" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnUsingBlackBoard(UBlackboardComponent* Blackboa...,UBlackboardData* BlackboardAss...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PauseMove(FAIRequestID RequestToPause)", |
| "Type": "bool", |
| "Description": "If AI is currently moving due to request given by RequestToPause, then the move will be paused" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PerformAction(UPawnAction& Action,EAIRequestPriority::Type Priority,UObject*const Instigator)", |
| "Type": "bool", |
| "Description": "Actions." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PreparePathfinding(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "RequestMove(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr Path)", |
| "Type": "FAIRequestID", |
| "Description": "Passes move request and path object to path following" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "RequestPathAndMove(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)", |
| "Type": "FAIRequestID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ResumeMove(FAIRequestID RequestToResume)", |
| "Type": "bool", |
| "Description": "Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "RunBehaviorTree(UBehaviorTree* BTAsset)", |
| "Type": "bool", |
| "Description": "Starts executing behavior tree." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetFocalPoint(FVector NewFocus,EAIFocusPriority::Type InPriority)", |
| "Type": "void", |
| "Description": "Set FocalPoint for given priority as absolute position or offset from base." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetFocus(AActor* NewFocus,EAIFocusPriority::Type InPriority)", |
| "Type": "void", |
| "Description": "Set Focus actor for given priority, will set FocalPoint as a result." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetMoveBlockDetection(bool bEnable)", |
| "Type": "void", |
| "Description": "Updates state of movement block detection." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetPathFollowingComponent(UPathFollowingComponent* NewPF...)", |
| "Type": "void", |
| "Description": "That his function does not do any pathfollowing state transfer." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetPerceptionComponent(UAIPerceptionComponent& InPercepti...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ShouldSyncBlackboardWith(const UBlackboardComponent& OtherB...)", |
| "Type": "bool", |
| "Description": "Does this AIController allow given UBlackboardComponent sync data with it" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SuggestTossVelocity(FVector& OutTossVelocity,FVector Start,FVector End,float TossSpeed,bool bPreferHighArc,float CollisionRadius,bool bOnlyTraceUp)", |
| "Type": "bool", |
| "Description": "Computes a launch velocity vector to toss a projectile and hit the given destination." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ToggleAIIgnorePlayers()", |
| "Type": "void", |
| "Description": "Cheat/debugging functions." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "UnclaimTaskResource(TSubclassOf< UGameplayTaskResource ...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "UpdateControlRotation(float DeltaTime,bool bUpdatePawn)", |
| "Type": "void", |
| "Description": "Update direction AI is looking based on FocalPoint" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "UseBlackboard(UBlackboardData* BlackboardAss...,UBlackboardComponent*& Blackbo...)", |
| "Type": "bool", |
| "Description": "Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "DisplayDebug(UCanvas* Canvas,const FDebugDisplayInfo& DebugDisp...,float& YL,float& YPos)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnPossess(APawn* InPawn)", |
| "Type": "void", |
| "Description": "Overridable native function for when this controller is asked to possess a pawn." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnUnPossess()", |
| "Type": "void", |
| "Description": "Overridable native function for when this controller unpossesses its pawn." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetPawn(APawn* InPawn)", |
| "Type": "void", |
| "Description": "Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "StopMovement()", |
| "Type": "void", |
| "Description": "Aborts the move the controller is currently performing" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PostInitializeComponents()", |
| "Type": "void", |
| "Description": "Overridden to create the player replication info and perform other mundane initialization tasks." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "PostRegisterAllComponents()", |
| "Type": "void", |
| "Description": "Called after all the components in the Components array are registered, called both in editor and during gameplay" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "Reset()", |
| "Type": "void", |
| "Description": "Reset actor to initial state - used when restarting level without reloading." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "Tick(float DeltaSeconds)", |
| "Type": "void", |
| "Description": "Function called every frame on this Actor." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetPathFollowingAgent()", |
| "Type": "IPathFollowingAgentInterface", |
| "Description": "Retrieves PathFollowingAgent for this NavAgent" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "IsFollowingAPath()", |
| "Type": "bool", |
| "Description": "Checks if the agent is actively following a navigation path" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "ShouldPostponePathUpdates()", |
| "Type": "bool", |
| "Description": "Allows delaying repath requests" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetPerceptionComponent()", |
| "Type": "UAIPerceptionComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGameplayTaskAvatar(const UGameplayTask* Task)", |
| "Type": "AActor *", |
| "Description": "Get \"body\" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGameplayTaskDefaultPriority()", |
| "Type": "uint8", |
| "Description": "Get default priority for running a task" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGameplayTaskOwner(const UGameplayTask* Task)", |
| "Type": "AActor *", |
| "Description": "Get owner of a task or default one when task is null" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGameplayTasksComponent(const UGameplayTask& Task)", |
| "Type": "UGameplayTasksComponent", |
| "Description": "Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnGameplayTaskActivated(UGameplayTask& Task)", |
| "Type": "void", |
| "Description": "Notify called after GameplayTask changes state to Active (initial activation or resuming)" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnGameplayTaskDeactivated(UGameplayTask& Task)", |
| "Type": "void", |
| "Description": "Notify called after GameplayTask changes state from Active (finishing or pausing)" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "OnGameplayTaskInitialized(UGameplayTask& Task)", |
| "Type": "void", |
| "Description": "Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GetGenericTeamId()", |
| "Type": "FGenericTeamId", |
| "Description": "Retrieve team identifier in form of FGenericTeamId" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "SetGenericTeamId(const FGenericTeamId& TeamID)", |
| "Type": "void", |
| "Description": "Assigns Team Agent to given TeamID" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nAAIController\n", |
| "Name": "GrabDebugSnapshot(FVisualLogEntry* Snapshot)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIBasicCounter\n", |
| "Name": "NextAvailableID", |
| "Type": "Type", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIBasicCounter\n", |
| "Name": "GetNextAvailableID()", |
| "Type": "Type", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIBasicCounter\n", |
| "Name": "GetSize()", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIBasicCounter\n", |
| "Name": "OnIndexForced(Type ForcedIndex)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "Index", |
| "Type": "const TCounter:...", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "GetCounter()", |
| "Type": "TCounter &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "GetNextID()", |
| "Type": "FAIGenericID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "GetSize()", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "InvalidID()", |
| "Type": "FAIGenericID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "IsValid()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "operator typename TCounter::Type()", |
| "Type": "", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIGenericID\n", |
| "Name": "operator=(const FAIGenericID& Other)", |
| "Type": "FAIGenericID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "MessageFlags", |
| "Type": "uint8", |
| "Description": "Message param: custom flags" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "MessageName", |
| "Type": "FName", |
| "Description": "Type of message" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "RequestID", |
| "Type": "FAIRequestID", |
| "Description": "Message param: ID" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Sender", |
| "Type": "FWeakObjectPtr", |
| "Description": "Message source" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Status", |
| "Type": "TEnumAsByte", |
| "Description": "Message param: status" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Broadcast(UObject* WorldContextObject,const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "ClearFlag(uint8 Flag)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "HasFlag(uint8 Flag)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Send(AController* Controller,const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Send(APawn* Pawn,const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "Send(UBrainComponent* BrainComp,const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "SetFlag(uint8 Flag)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessage\n", |
| "Name": "SetFlags(uint8 Flags)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(AController* Controller,FName MessageType,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(APawn* Pawn,FName MessageType,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(AController* Controller,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(APawn* Pawn,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)", |
| "Type": "FAIMessageObserverHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "DescribeObservedMessage()", |
| "Type": "FString", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "GetObservedMessageID()", |
| "Type": "FAIRequestID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "GetObservedMessageType()", |
| "Type": "FName", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "IsObservingMessageID()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nFAIMessageObserver\n", |
| "Name": "OnMessage(const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "AcceptanceRadius", |
| "Type": "float", |
| "Description": "Pathfollowing: required distance to goal to complete move" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bAllowPartialPath", |
| "Type": "uint32: 1", |
| "Description": "Pathfinding: allow using incomplete path going toward goal but not reaching it" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bCanStrafe", |
| "Type": "uint32: 1", |
| "Description": "Pathfollowing: keep focal point at move goal" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bInitialized", |
| "Type": "uint32: 1", |
| "Description": "Move goal is an actor" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bMoveToActor", |
| "Type": "uint32: 1", |
| "Description": "Move goal is an actor" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bProjectGoalOnNavigation", |
| "Type": "uint32: 1", |
| "Description": "Pathfinding: goal location will be projected on navigation data before use" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bReachTestIncludesAgentRadius", |
| "Type": "uint32: 1", |
| "Description": "Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bReachTestIncludesGoalRadius", |
| "Type": "uint32: 1", |
| "Description": "Pathfollowing: acceptance radius needs to be increased by goal actor radius" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "bUsePathfinding", |
| "Type": "uint32: 1", |
| "Description": "Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "FilterClass", |
| "Type": "TSubclassOf", |
| "Description": "Pathfinding: navigation filter to use" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GoalActor", |
| "Type": "AActor *", |
| "Description": "Move goal: actor" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GoalLocation", |
| "Type": "FVector", |
| "Description": "Move goal: location" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "UserData", |
| "Type": "FCustomMoveSharedPtr", |
| "Description": "Custom user data: structure" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "UserFlags", |
| "Type": "int32", |
| "Description": "Custom user data: flags" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "CanStrafe()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetAcceptanceRadius()", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetDestination()", |
| "Type": "FVector", |
| "Description": "Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetGoalActor()", |
| "Type": "AActor *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetGoalLocation()", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetNavigationFilter()", |
| "Type": "TSubclassOf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetUserData()", |
| "Type": "FCustomMoveSharedPtr", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "GetUserFlags()", |
| "Type": "int32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsMoveToActorRequest()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsProjectingGoal()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsReachTestIncludingAgentRadius()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsReachTestIncludingGoalRadius()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsUsingPartialPaths()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsUsingPathfinding()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "IsValid()", |
| "Type": "bool", |
| "Description": "The request should be either set up to move to a location, of go to a valid actor" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetAcceptanceRadius(float Radius)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetAllowPartialPath(bool bAllowPartial)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetCanStrafe(bool bStrafe)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetGoalActor(const AActor* InGoalActor)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetGoalLocation(const FVector& InGoalLocation)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetNavigationFilter(TSubclassOf< UNavigationQueryFilter...)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetProjectGoalLocation(bool bProject)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetReachTestIncludesAgentRadius(bool bIncludeRadius)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetReachTestIncludesGoalRadius(bool bIncludeRadius)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetUsePathfinding(bool bPathfinding)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetUserData(const FCustomMoveSharedPtr& InUser...)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetUserFlags(int32 InUserFlags)", |
| "Type": "FAIMoveRequest", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "ToString()", |
| "Type": "FString", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "UpdateGoalLocation(const FVector& NewLocation)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "CanStopOnOverlap()", |
| "Type": "bool", |
| "Description": "This function is deprecated, please use IsReachTestIncludingAgentRadius instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIMoveRequest\n", |
| "Name": "SetStopOnOverlap(bool bStop)", |
| "Type": "FAIMoveRequest", |
| "Description": "This function is deprecated, please use SetReachTestIncludesAgentRadius instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "Index", |
| "Type": "const TCounter:...", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "Name", |
| "Type": "const FName", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "GetCounter()", |
| "Type": "TCounter &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "GetSize()", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "InvalidID()", |
| "Type": "FAINamedID", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "IsValid()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "operator typename TCounter::Type()", |
| "Type": "", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAINamedID\n", |
| "Name": "operator=(const FAINamedID& Other)", |
| "Type": "FAINamedID &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "GetID()", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "IsEquivalent(uint32 OtherID)", |
| "Type": "bool", |
| "Description": "Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "IsEquivalent(FAIRequestID Other)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "IsValid()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "ToString()", |
| "Type": "FString", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "operator uint32()", |
| "Type": "", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIRequestID\n", |
| "Name": "operator=(uint32 OtherID)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "ClearLock(EAIRequestPriority::Type LockPriori...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "ForceClearAllLocks()", |
| "Type": "void", |
| "Description": "Force-clears all locks" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "GetLockPriorityName()", |
| "Type": "FString", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "IsAvailableFor(EAIRequestPriority::Type LockPriori...)", |
| "Type": "bool", |
| "Description": "Answers the question if given priority is allowed to use this resource." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "IsLocked()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "IsLockedBy(EAIRequestPriority::Type LockPriori...)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "SetLock(EAIRequestPriority::Type LockPriori...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "SetUseResourceLockCount(bool inUseResourceLockCount)", |
| "Type": "void", |
| "Description": "Set whether we should use resource lock count. clears all existing locks." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "operator+=(const FAIResourceLock& Other)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourceLock\n", |
| "Name": "operator==(const FAIResourceLock& Other)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "AddResource(const FAIResourceID& Resource)", |
| "Type": "FAIResourcesSet", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "AddResourceIndex(uint8 ResourceIndex)", |
| "Type": "FAIResourcesSet", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "Clear()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "ContainsResource(const FAIResourceID& Resource)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "ContainsResourceIndex(uint8 ResourceID)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "IsEmpty()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "RemoveResource(const FAIResourceID& Resource)", |
| "Type": "FAIResourcesSet", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFAIResourcesSet\n", |
| "Name": "RemoveResourceIndex(uint8 ResourceIndex)", |
| "Type": "FAIResourcesSet", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIController.h\"", |
| "ClassName": "\nFFocusKnowledge\n", |
| "Name": "Priorities", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "TeamID", |
| "Type": "uint8", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "GetAttitude(const AActor* A,const AActor* B)", |
| "Type": "ETeamAttitude::Type", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "GetAttitude(FGenericTeamId TeamA,FGenericTeamId TeamB)", |
| "Type": "ETeamAttitude::Type", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "GetId()", |
| "Type": "uint8", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "GetTeamIdentifier(const AActor* TeamMember)", |
| "Type": "FGenericTeamId", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "ResetAttitudeSolver()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "SetAttitudeSolver(const FAttitudeSolverFunction& Sol...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GenericTeamAgentInterface.h\"", |
| "ClassName": "\nFGenericTeamId\n", |
| "Name": "operator uint8()", |
| "Type": "", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "Graph", |
| "Type": "const TGraph &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "NodePool", |
| "Type": "FNodePool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "NodeSorter", |
| "Type": "FNodeSorter", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "OpenList", |
| "Type": "FOpenList", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "FindPath(const FSearchNode& StartNode,const FSearchNode& EndNode,const TQueryFilter& Filter,TResultPathInfo& OutPath)", |
| "Type": "EGraphAStarResult", |
| "Description": "Performs the actual search." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "FloodFrom(const FSearchNode& StartNode,const TQueryFilter& Filter)", |
| "Type": "EGraphAStarResult", |
| "Description": "Floods node pool until running out of either free nodes or open set" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetCostLimit(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetCostLimit(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetHeuristicCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetHeuristicCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetNeighbour(const TemplateClass& Obj,const FSearchNode& Param1,const int32 Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetNeighbour(const TemplateClass& Obj,const FSearchNode& Param1,const int32 Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetNeighbourCount(const TemplateClass& Obj,const FGraphNodeRef Param1)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetNeighbourCount(const TemplateClass& Obj,const FGraphNodeRef Param1)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetTraversalCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "GetTraversalCost(const TemplateClass& Obj,const FSearchNode& Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "HasExceededCostLimit(const TemplateClass& Obj,float Cost)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "HasExceededCostLimit(const TemplateClass& Obj,float Cost)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "HasReachMaxSearchNodes(const TQueryFilter& Filter)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "HasReachMaxSearchNodes(const TemplateClass& Obj,uint32 NodeCount)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "HasReachMaxSearchNodes(const TemplateClass& Obj,uint32 NodeCount)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "ProcessSingleNode(const FSearchNode& EndNode,const bool bIsBound,const TQueryFilter& Filter,int32& OutBestNodeIndex,float& OutBestNodeCost)", |
| "Type": "bool", |
| "Description": "Single run of A* loop: get node from open set and process neighbors returns true if loop should be continued" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "SetPathInfo(TemplateClass& Obj,const int32 Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "SetPathInfo(TemplateClass& Obj,const int32 Param1,const FSearchNode& Param2)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "ShouldIgnoreClosedNodes(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "ShouldIgnoreClosedNodes(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "ShouldIncludeStartNodeInPath(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStar\n", |
| "Name": "ShouldIncludeStartNodeInPath(const TemplateClass& Obj)", |
| "Type": "TEnableIf", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "bIsClosed", |
| "Type": "uint8: 1", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "bIsOpened", |
| "Type": "uint8: 1", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "NodeRef", |
| "Type": "FGraphNodeRef", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "ParentNodeIndex", |
| "Type": "int32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "ParentRef", |
| "Type": "FGraphNodeRef", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "SearchNodeIndex", |
| "Type": "int32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "TotalCost", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "TraversalCost", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "IsClosed()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "IsOpened()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "MarkClosed()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "MarkNotClosed()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "MarkNotOpened()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"GraphAStar.h\"", |
| "ClassName": "\nFGraphAStarDefaultNode\n", |
| "Name": "MarkOpened()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nFGridSize2D\n", |
| "Name": "Height", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nFGridSize2D\n", |
| "Name": "Width", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "Interval", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "TimeLeft", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "GetElapsedTime()", |
| "Type": "float", |
| "Description": "That this function returns meaningful results only if Interval > 0" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "GetElapsedTimeWithFallback(const float FallbackValue)", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "Reset()", |
| "Type": "void", |
| "Description": "Resets the countdown back to Interval" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "Set(const float InNewTimeLeft)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AITypes.h\"", |
| "ClassName": "\nFIntervalCountdown\n", |
| "Name": "Tick(const float TimeDelta)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "CurrentTimestamp", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "EQSRenderingComponents", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "SelectedEQSId", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "DrawData(IVisualLoggerEditorInterface* ...,UCanvas* Canvas)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "OnItemsSelectionChanged(IVisualLoggerEditorInterface* ...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "OnLogLineSelectionChanged(IVisualLoggerEditorInterface* ...,TSharedPtr< struct FLogEntryItem > ...,int64 UserData)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"VisualLoggerExtension.h\"", |
| "ClassName": "\nFVisualLoggerExtension\n", |
| "Name": "ResetData(IVisualLoggerEditorInterface* ...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIModule.h\"", |
| "ClassName": "\nIAIModule\n", |
| "Name": "Get()", |
| "Type": "IAIModule &", |
| "Description": "Singleton-like access to this module's interface." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIModule.h\"", |
| "ClassName": "\nIAIModule\n", |
| "Name": "GetAIAssetCategoryBit()", |
| "Type": "EAssetTypeCategories::Type", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AIModule.h\"", |
| "ClassName": "\nIAIModule\n", |
| "Name": "IsAvailable()", |
| "Type": "bool", |
| "Description": "Checks to see if this module is loaded and ready." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "CalcElementBounds(const FElement&)", |
| "Type": "FBox", |
| "Description": "You have to supply this yourself" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "CalcNodeBounds(const TArray< FElementBox >& Eleme...,const int StartIndex,const int LimitIndex)", |
| "Type": "FBox", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "Create(TArray< FElement >&& InElements)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "Create(const TArray< FElement >& InElemen...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "CreateCommonInternal()", |
| "Type": "void", |
| "Description": "Assumes Elements has been set up" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "GetBoundingBoxes()", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "GetElements()", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "GetLongestAxis(const FBox& NodeBounds)", |
| "Type": "int", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "GetNodes()", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "GetOverlapping(const FBox& Box,TArray< FElement >& OutOverlapping...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "IsEmpty()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "RecreateTree(const TArray< FElement >& InElemen...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "RecreateTree(TArray< FElement >&& InElements)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "Reset()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BVTree.h\"", |
| "ClassName": "\nTBVTree\n", |
| "Name": "Subdivide(TArray< FElementBox >& ElementBBox...,const int StartIndex,const int LimitIndex,int& CurrentNode)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", |
| "ClassName": "\nTDefaultManagerInstanceTracker\n", |
| "Name": "bCreateIfMissing", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", |
| "ClassName": "\nTDefaultManagerInstanceTracker\n", |
| "Name": "WorldToInstanceMap", |
| "Type": "TMap", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", |
| "ClassName": "\nTDefaultManagerInstanceTracker\n", |
| "Name": "GetManagerInstance(UWorld& World)", |
| "Type": "FManager \u0004...", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"DefaultManagerInstanceTracker.h\"", |
| "ClassName": "\nTDefaultManagerInstanceTracker\n", |
| "Name": "OnWorldCleanup(UWorld* World,bool,bool)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "BoundsSize", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Cells", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "CellSize", |
| "Type": "uint32", |
| "Description": "DEPRECATED, use GridCellSize instead of this." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GridCellSize", |
| "Type": "float", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GridSize", |
| "Type": "FGridSize2D", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Origin", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "WorldBounds", |
| "Type": "FBox", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "AllocateMemory()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "CleanUp()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "FreeMemory()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetAllocatedSize()", |
| "Type": "uint32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellAtIndexUnsafe(int32 CellIndex)", |
| "Type": "FCellType", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellAtIndexUnsafe(int32 CellIndex)", |
| "Type": "FCellType &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellAtWorldLocation(const FVector& WorldLocation)", |
| "Type": "FCellType", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellAtWorldLocationUnsafe(const FVector& WorldLocation)", |
| "Type": "FCellType", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellCoords(const FVector& WorldLocation)", |
| "Type": "FIntVector", |
| "Description": "Convert world location to (X,Y) coords on grid, result is clamped to grid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellCoords(int32 CellIndex)", |
| "Type": "FIntVector", |
| "Description": "Convert cell index to (X,Y) coords on grid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellCoordsUnsafe(const FVector& WorldLocation)", |
| "Type": "FIntVector", |
| "Description": "Convert world location to (X,Y) coords on grid, result can be outside grid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellCoordX(int32 CellIndex)", |
| "Type": "int32", |
| "Description": "Convert cell index to coord X on grid, result can be invalid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellCoordY(int32 CellIndex)", |
| "Type": "int32", |
| "Description": "Convert cell index to coord Y on grid, result can be invalid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellIndex(int32 LocationX,int32 LocationY)", |
| "Type": "int32", |
| "Description": "Convert (X,Y) coords on grid to cell index, returns -1 for position outside grid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellIndex(const FVector& WorldLocation)", |
| "Type": "int32", |
| "Description": "Convert world location to cell index, returns -1 for position outside grid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellIndexUnsafe(const FVector& WorldLocation)", |
| "Type": "int32", |
| "Description": "Convert world location to cell index, result can be invalid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellIndexUnsafe(int32 LocationX,int32 LocationY)", |
| "Type": "int32", |
| "Description": "Convert (X,Y) coords on grid to cell index, result can be invalid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellIndexUnsafe(const FIntVector& CellCoords)", |
| "Type": "int32", |
| "Description": "Convert (X,Y) coords on grid to cell index, result can be invalid" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellsCount()", |
| "Type": "int32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetWorldCellBox(int32 CellIndex)", |
| "Type": "FBox", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetWorldCellBox(int32 LocationX,int32 LocationY)", |
| "Type": "FBox", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetWorldCellCenter(int32 CellIndex)", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetWorldCellCenter(int32 LocationX,int32 LocationY)", |
| "Type": "FVector", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Init(float InCellSize,const FBox& Bounds)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "IsValid()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "IsValidCoord(const FIntVector& CellCoords)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "IsValidCoord(int32 LocationX,int32 LocationY)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "IsValidIndex(const int32 CellIndex)", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Num()", |
| "Type": "int32", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Serialize(FArchive& Ar)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "UpdateWorldBounds()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Zero()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "operator[](int32 CellIndex)", |
| "Type": "FCellType &", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "operator[](int32 CellIndex)", |
| "Type": "FCellType", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "CellCoordsToCellIndex(const int32 LocationX,const int32 LocationY)", |
| "Type": "uint32", |
| "Description": "This function is now deprecated, please use GetCellIndex instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "CellIndexToCoords(uint32 CellIndex,uint32& LocationX,uint32& LocationY)", |
| "Type": "FIntVector", |
| "Description": "This function is now deprecated, please use GetCellCoords instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "CellIndexToCoords(uint32 CellIndex)", |
| "Type": "FIntVector", |
| "Description": "This function is now deprecated, please use GetCellCoords instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetCellAtWorldLocationSafe(const FVector& WorldLocation)", |
| "Type": "FCellType", |
| "Description": "This function is now deprecated, please use GetCellAtWorldLocation instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "GetValuesMemorySize()", |
| "Type": "uint32", |
| "Description": "This function is now deprecated, please use GetAllocatedSize instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "Init(uint32 InCellSize,const FBox& Bounds)", |
| "Type": "void", |
| "Description": "This function is now deprecated, please use the one with float CellSize argument" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "IsValidCellIndex(const int32 CellIndex)", |
| "Type": "bool", |
| "Description": "This function is now deprecated, please use IsValidIndex instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "WorldToCellCoords(const FVector& WorldLocation)", |
| "Type": "FIntVector", |
| "Description": "This function is now deprecated, please use GetCellCoords instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "WorldToCellCoords(const FVector& WorldLocation,uint32& LocationX,uint32& LocationY)", |
| "Type": "void", |
| "Description": "This function is now deprecated, please use GetCellCoords instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"SimpleCellGrid.h\"", |
| "ClassName": "\nTSimpleCellGrid\n", |
| "Name": "WorldToCellIndex(const FVector& WorldLocation)", |
| "Type": "uint32", |
| "Description": "This function is now deprecated, please use GetCellIndex instead." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "GetWorld()", |
| "Type": "UWorld *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "GetWorldFast()", |
| "Type": "UWorld *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "GetTickableGameObjectWorld()", |
| "Type": "UWorld *", |
| "Description": "FTickableGameObject begin." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "GetStatId()", |
| "Type": "TStatId", |
| "Description": "Return the stat id to use for this tickable" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "GetTickableTickType()", |
| "Type": "ETickableTickType", |
| "Description": "Virtual that can be overloaded by the inheriting class." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISubsystem.h\"", |
| "ClassName": "\nUAISubsystem\n", |
| "Name": "Tick(float DeltaTime)", |
| "Type": "void", |
| "Description": "Pure virtual that must be overloaded by the inheriting class." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "AcceptanceRadius", |
| "Type": "float", |
| "Description": "Default AI movement's acceptance radius used to determine whether AI reached path's end" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "ActorSpawnedDelegateHandle", |
| "Type": "FDelegateHandle", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "AllProxyObjects", |
| "Type": "TArray", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bAcceptPartialPaths", |
| "Type": "bool", |
| "Description": "Sets default value for rather move tasks accept partial paths or not" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bAddBlackboardSelfKey", |
| "Type": "bool", |
| "Description": "If set to true will result in automatically adding the SelfActor key to new Blackboard assets." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bAllowControllersAsEQSQuerier", |
| "Type": "bool", |
| "Description": "If enable will make EQS not complaint about using Controllers as queriers." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bAllowStrafing", |
| "Type": "bool", |
| "Description": "Sets default value for rather move tasks allow strafing or not" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "BehaviorTreeManager", |
| "Type": "UBehaviorTreeManager", |
| "Description": "Behavior tree manager used by game" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bEnableBTAITasks", |
| "Type": "bool", |
| "Description": "Whether or not to enable Gameplay Tasks for move tasks this property is just a transition-time flag - in the end we're going to switch over to Gameplay Tasks anyway, that's the goal." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bEnableDebuggerPlugin", |
| "Type": "bool", |
| "Description": "If set, GameplayDebuggerPlugin will be loaded on module's startup" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bFinishMoveOnGoalOverlap", |
| "Type": "bool", |
| "Description": "If true, overlapping the goal will be counted by default as finishing a move" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "bForgetStaleActors", |
| "Type": "bool", |
| "Description": "If set, actors will be forgotten by the perception system when their stimulus has expired." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "BlackboardDataToComponentsMap", |
| "Type": "FBlackboardDataToComponentsMap", |
| "Description": "UBlackboardComponent instances that reference the blackboard data definition" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "DefaultSightCollisionChannel", |
| "Type": "TEnumAsByte", |
| "Description": "Which collision channel to use for sight checks by default" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "EnvironmentQueryManager", |
| "Type": "UEnvQueryManager", |
| "Description": "Environment query manager used by game" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "HotSpotManager", |
| "Type": "UAIHotSpotManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "HotSpotManagerClassName", |
| "Type": "FSoftClassPath", |
| "Description": "Class that will be used to spawn the hot spot manager, can be game-specific" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "NavLocalGrids", |
| "Type": "UNavLocalGridManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "PathfollowingNavLinkAcceptanceRadius", |
| "Type": "float", |
| "Description": "Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "PathfollowingRegularPathPointAcceptanceRadius", |
| "Type": "float", |
| "Description": "Value used for pathfollowing's internal code to determine whether AI reached path's point." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "PerceptionSystem", |
| "Type": "UAIPerceptionSystem", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "PerceptionSystemClassName", |
| "Type": "FSoftClassPath", |
| "Description": "Class that will be used to spawn the perception system, can be game-specific" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "AddReferenceFromProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "AIIgnorePlayers()", |
| "Type": "void", |
| "Description": "Cheats" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "AILoggingVerbose()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "ConditionalLoadDebuggerPlugin()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "CreateBlackboardDataToComponentsIterator(UBlackboardData& BlackboardAsset)", |
| "Type": "FBlackboardDataToComponentsIterator", |
| "Description": "Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetBehaviorTreeManager()", |
| "Type": "UBehaviorTreeManager", |
| "Description": "Behavior tree manager const getter" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetBehaviorTreeManager()", |
| "Type": "UBehaviorTreeManager", |
| "Description": "Behavior tree manager getter" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetCurrent(UWorld& World)", |
| "Type": "UAISystem", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetCurrentSafe(UWorld* World)", |
| "Type": "UAISystem", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetEnvironmentQueryManager()", |
| "Type": "UEnvQueryManager", |
| "Description": "Environment Query manager const getter" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetEnvironmentQueryManager()", |
| "Type": "UEnvQueryManager", |
| "Description": "Environment Query manager getter" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetHotSpotManager()", |
| "Type": "UAIHotSpotManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetHotSpotManager()", |
| "Type": "UAIHotSpotManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetNavLocalGridManager()", |
| "Type": "UNavLocalGridManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetNavLocalGridManager()", |
| "Type": "UNavLocalGridManager", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetOuterWorld()", |
| "Type": "UWorld *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetPerceptionSystem()", |
| "Type": "UAIPerceptionSystem", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetPerceptionSystem()", |
| "Type": "UAIPerceptionSystem", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetRandomStream()", |
| "Type": "FRandomStream", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "GetWorld()", |
| "Type": "UWorld *", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "LoadDebuggerPlugin()", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "OnActorSpawned(AActor* SpawnedActor)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "RegisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)", |
| "Type": "void", |
| "Description": "Registers a UBlackboardComponent instance with this blackboard data asset." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "RemoveReferenceToProxyObject(UAIAsyncTaskBlueprintProxy* Bl...)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "RunEQS(const FString& QueryName,UObject* Target)", |
| "Type": "void", |
| "Description": "Insta-runs EQS query for given Target" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "SeedRandomStream(const int32 Seed)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "UnregisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...)", |
| "Type": "void", |
| "Description": "Unregisters a UBlackboardComponent instance with this blackboard data asset." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "CleanupWorld(bool bSessionEnded,bool bCleanupResources,UWorld* NewWorld)", |
| "Type": "void", |
| "Description": "Called by UWorld::CleanupWorld." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "InitializeActorsForPlay(bool bTimeGotReset)", |
| "Type": "void", |
| "Description": "UAISystemBase begin." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "StartPlay()", |
| "Type": "void", |
| "Description": "Called by UWorld::BeginPlay to indicate the gameplay has started." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "WorldOriginLocationChanged(FIntVector OldOriginLocation,FIntVector NewOriginLocation)", |
| "Type": "void", |
| "Description": "Event called on world origin location changes" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "BeginDestroy()", |
| "Type": "void", |
| "Description": "Called before destroying the object." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"AISystem.h\"", |
| "ClassName": "\nUAISystem\n", |
| "Name": "PostInitProperties()", |
| "Type": "void", |
| "Description": "Called after the C++ constructor and after the properties have been initialized, including those loaded from config." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "AIOwner", |
| "Type": "AAIController", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "BlackboardComp", |
| "Type": "UBlackboardComponent", |
| "Description": "Blackboard component" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "MessageObservers", |
| "Type": "TArray", |
| "Description": "Active message observers" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "MessagesToProcess", |
| "Type": "TArray", |
| "Description": "This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "ResourceLock", |
| "Type": "FAIResourceLock", |
| "Description": "Used to keep track of which subsystem requested this AI resource be locked" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "CacheBlackboardComponent(UBlackboardComponent* BBComp)", |
| "Type": "void", |
| "Description": "END UActorComponent overrides caches BlackboardComponent's pointer to be used with this brain component" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "Cleanup()", |
| "Type": "void", |
| "Description": "AI logic won't be needed anymore, stop all activity and run cleanup" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "DescribeSelfToVisLog(FVisualLogEntry* Snapshot)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "GetAIOwner()", |
| "Type": "AAIController", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "GetBlackboardComponent()", |
| "Type": "UBlackboardComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "GetBlackboardComponent()", |
| "Type": "UBlackboardComponent", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "GetDebugInfoString()", |
| "Type": "FString", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "HandleMessage(const FAIMessage& Message)", |
| "Type": "void", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "IsPaused()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "IsRunning()", |
| "Type": "bool", |
| "Description": "" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "PauseLogic(const FString& Reason)", |
| "Type": "void", |
| "Description": "Pause logic and blackboard updates." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "RequestLogicRestartOnUnlock()", |
| "Type": "void", |
| "Description": "To be called in case we want to restart AI logic while it's still being locked." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "RestartLogic()", |
| "Type": "void", |
| "Description": "Restarts currently running or previously ran brain logic." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "ResumeLogic(const FString& Reason)", |
| "Type": "EAILogicResuming::Type", |
| "Description": "Resumes paused brain logic. MUST be called by child implementations!" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "StartLogic()", |
| "Type": "void", |
| "Description": "Starts brain logic. If brain is already running, will not do anything." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "StopLogic(const FString& Reason)", |
| "Type": "void", |
| "Description": "Stops currently running brain logic." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "InitializeComponent()", |
| "Type": "void", |
| "Description": "BEGIN UActorComponent overrides" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "OnRegister()", |
| "Type": "void", |
| "Description": "Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "TickComponent(float DeltaTime,enum ELevelTick TickType,FActorComponentTickFunction* T...)", |
| "Type": "void", |
| "Description": "Function called every frame on this ActorComponent." |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "ClearResourceLock(EAIRequestPriority::Type LockSource)", |
| "Type": "void", |
| "Description": "Clear resource lock of the given origin" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "ForceUnlockResource()", |
| "Type": "void", |
| "Description": "Force-clears all locks on resource" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "IsResourceLocked()", |
| "Type": "bool", |
| "Description": "Check whether resource is currently locked" |
| }, |
| { |
| "Module": "AIModule", |
| "HeaderPath": "#include \"BrainComponent.h\"", |
| "ClassName": "\nUBrainComponent\n", |
| "Name": "LockResource(EAIRequestPriority::Type LockSource)", |
| "Type": "void", |
| "Description": "If resource is lockable lock it with indicated priority" |
| } |
| ] |