ClassName stringclasses 24
values | HeaderPath stringclasses 12
values | Name stringlengths 4 216 | Description stringlengths 0 182 | Module stringclasses 1
value | Type stringclasses 78
values |
|---|---|---|---|---|---|
FAIGenericID
| #include "AITypes.h" | InvalidID() | AIModule | FAIGenericID | |
FAIGenericID
| #include "AITypes.h" | IsValid() | AIModule | bool | |
FAIGenericID
| #include "AITypes.h" | operator typename TCounter::Type() | AIModule | ||
FAIGenericID
| #include "AITypes.h" | operator=(const FAIGenericID& Other) | AIModule | FAIGenericID | |
FAIMessage
| #include "BrainComponent.h" | MessageFlags | Message param: custom flags | AIModule | uint8 |
FAIMessage
| #include "BrainComponent.h" | MessageName | Type of message | AIModule | FName |
FAIMessage
| #include "BrainComponent.h" | RequestID | Message param: ID | AIModule | FAIRequestID |
FAIMessage
| #include "BrainComponent.h" | Sender | Message source | AIModule | FWeakObjectPtr |
FAIMessage
| #include "BrainComponent.h" | Status | Message param: status | AIModule | TEnumAsByte |
FAIMessage
| #include "BrainComponent.h" | Broadcast(UObject* WorldContextObject,const FAIMessage& Message) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | ClearFlag(uint8 Flag) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | HasFlag(uint8 Flag) | AIModule | bool | |
FAIMessage
| #include "BrainComponent.h" | Send(AController* Controller,const FAIMessage& Message) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | Send(APawn* Pawn,const FAIMessage& Message) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | Send(UBrainComponent* BrainComp,const FAIMessage& Message) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | SetFlag(uint8 Flag) | AIModule | void | |
FAIMessage
| #include "BrainComponent.h" | SetFlags(uint8 Flags) | AIModule | void | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(AController* Controller,FName MessageType,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(APawn* Pawn,FName MessageType,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(UBrainComponent* BrainComp,FName MessageType,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(AController* Controller,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(APawn* Pawn,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | Create(UBrainComponent* BrainComp,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate) | AIModule | FAIMessageObserverHandle | |
FAIMessageObserver
| #include "BrainComponent.h" | DescribeObservedMessage() | AIModule | FString | |
FAIMessageObserver
| #include "BrainComponent.h" | GetObservedMessageID() | AIModule | FAIRequestID | |
FAIMessageObserver
| #include "BrainComponent.h" | GetObservedMessageType() | AIModule | FName | |
FAIMessageObserver
| #include "BrainComponent.h" | IsObservingMessageID() | AIModule | bool | |
FAIMessageObserver
| #include "BrainComponent.h" | OnMessage(const FAIMessage& Message) | AIModule | void | |
FAIMoveRequest
| #include "AITypes.h" | AcceptanceRadius | Pathfollowing: required distance to goal to complete move | AIModule | float |
FAIMoveRequest
| #include "AITypes.h" | bAllowPartialPath | Pathfinding: allow using incomplete path going toward goal but not reaching it | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bCanStrafe | Pathfollowing: keep focal point at move goal | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bInitialized | Move goal is an actor | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bMoveToActor | Move goal is an actor | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bProjectGoalOnNavigation | Pathfinding: goal location will be projected on navigation data before use | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bReachTestIncludesAgentRadius | Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point) | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bReachTestIncludesGoalRadius | Pathfollowing: acceptance radius needs to be increased by goal actor radius | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | bUsePathfinding | Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points | AIModule | uint32: 1 |
FAIMoveRequest
| #include "AITypes.h" | FilterClass | Pathfinding: navigation filter to use | AIModule | TSubclassOf |
FAIMoveRequest
| #include "AITypes.h" | GoalActor | Move goal: actor | AIModule | AActor * |
FAIMoveRequest
| #include "AITypes.h" | GoalLocation | Move goal: location | AIModule | FVector |
FAIMoveRequest
| #include "AITypes.h" | UserData | Custom user data: structure | AIModule | FCustomMoveSharedPtr |
FAIMoveRequest
| #include "AITypes.h" | UserFlags | Custom user data: flags | AIModule | int32 |
FAIMoveRequest
| #include "AITypes.h" | CanStrafe() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | GetAcceptanceRadius() | AIModule | float | |
FAIMoveRequest
| #include "AITypes.h" | GetDestination() | Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself | AIModule | FVector |
FAIMoveRequest
| #include "AITypes.h" | GetGoalActor() | AIModule | AActor * | |
FAIMoveRequest
| #include "AITypes.h" | GetGoalLocation() | AIModule | FVector | |
FAIMoveRequest
| #include "AITypes.h" | GetNavigationFilter() | AIModule | TSubclassOf | |
FAIMoveRequest
| #include "AITypes.h" | GetUserData() | AIModule | FCustomMoveSharedPtr | |
FAIMoveRequest
| #include "AITypes.h" | GetUserFlags() | AIModule | int32 | |
FAIMoveRequest
| #include "AITypes.h" | IsMoveToActorRequest() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsProjectingGoal() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsReachTestIncludingAgentRadius() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsReachTestIncludingGoalRadius() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsUsingPartialPaths() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsUsingPathfinding() | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | IsValid() | The request should be either set up to move to a location, of go to a valid actor | AIModule | bool |
FAIMoveRequest
| #include "AITypes.h" | SetAcceptanceRadius(float Radius) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetAllowPartialPath(bool bAllowPartial) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetCanStrafe(bool bStrafe) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetGoalActor(const AActor* InGoalActor) | AIModule | void | |
FAIMoveRequest
| #include "AITypes.h" | SetGoalLocation(const FVector& InGoalLocation) | AIModule | void | |
FAIMoveRequest
| #include "AITypes.h" | SetNavigationFilter(TSubclassOf< UNavigationQueryFilter...) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetProjectGoalLocation(bool bProject) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetReachTestIncludesAgentRadius(bool bIncludeRadius) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetReachTestIncludesGoalRadius(bool bIncludeRadius) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetUsePathfinding(bool bPathfinding) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetUserData(const FCustomMoveSharedPtr& InUser...) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | SetUserFlags(int32 InUserFlags) | AIModule | FAIMoveRequest | |
FAIMoveRequest
| #include "AITypes.h" | ToString() | AIModule | FString | |
FAIMoveRequest
| #include "AITypes.h" | UpdateGoalLocation(const FVector& NewLocation) | AIModule | bool | |
FAIMoveRequest
| #include "AITypes.h" | CanStopOnOverlap() | This function is deprecated, please use IsReachTestIncludingAgentRadius instead. | AIModule | bool |
FAIMoveRequest
| #include "AITypes.h" | SetStopOnOverlap(bool bStop) | This function is deprecated, please use SetReachTestIncludesAgentRadius instead. | AIModule | FAIMoveRequest |
FAINamedID
| #include "AITypes.h" | Index | AIModule | const TCounter:... | |
FAINamedID
| #include "AITypes.h" | Name | AIModule | const FName | |
FAINamedID
| #include "AITypes.h" | GetCounter() | AIModule | TCounter & | |
FAINamedID
| #include "AITypes.h" | GetSize() | AIModule | uint32 | |
FAINamedID
| #include "AITypes.h" | InvalidID() | AIModule | FAINamedID | |
FAINamedID
| #include "AITypes.h" | IsValid() | AIModule | bool | |
FAINamedID
| #include "AITypes.h" | operator typename TCounter::Type() | AIModule | ||
FAINamedID
| #include "AITypes.h" | operator=(const FAINamedID& Other) | AIModule | FAINamedID & | |
FAIRequestID
| #include "AITypes.h" | GetID() | AIModule | uint32 | |
FAIRequestID
| #include "AITypes.h" | IsEquivalent(uint32 OtherID) | Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest | AIModule | bool |
FAIRequestID
| #include "AITypes.h" | IsEquivalent(FAIRequestID Other) | AIModule | bool | |
FAIRequestID
| #include "AITypes.h" | IsValid() | AIModule | bool | |
FAIRequestID
| #include "AITypes.h" | ToString() | AIModule | FString | |
FAIRequestID
| #include "AITypes.h" | operator uint32() | AIModule | ||
FAIRequestID
| #include "AITypes.h" | operator=(uint32 OtherID) | AIModule | void | |
FAIResourceLock
| #include "AITypes.h" | ClearLock(EAIRequestPriority::Type LockPriori...) | AIModule | void | |
FAIResourceLock
| #include "AITypes.h" | ForceClearAllLocks() | Force-clears all locks | AIModule | void |
FAIResourceLock
| #include "AITypes.h" | GetLockPriorityName() | AIModule | FString | |
FAIResourceLock
| #include "AITypes.h" | IsAvailableFor(EAIRequestPriority::Type LockPriori...) | Answers the question if given priority is allowed to use this resource. | AIModule | bool |
FAIResourceLock
| #include "AITypes.h" | IsLocked() | AIModule | bool | |
FAIResourceLock
| #include "AITypes.h" | IsLockedBy(EAIRequestPriority::Type LockPriori...) | AIModule | bool | |
FAIResourceLock
| #include "AITypes.h" | SetLock(EAIRequestPriority::Type LockPriori...) | AIModule | void | |
FAIResourceLock
| #include "AITypes.h" | SetUseResourceLockCount(bool inUseResourceLockCount) | Set whether we should use resource lock count. clears all existing locks. | AIModule | void |
FAIResourceLock
| #include "AITypes.h" | operator+=(const FAIResourceLock& Other) | AIModule | void | |
FAIResourceLock
| #include "AITypes.h" | operator==(const FAIResourceLock& Other) | AIModule | bool | |
FAIResourcesSet
| #include "AITypes.h" | AddResource(const FAIResourceID& Resource) | AIModule | FAIResourcesSet | |
FAIResourcesSet
| #include "AITypes.h" | AddResourceIndex(uint8 ResourceIndex) | AIModule | FAIResourcesSet |
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