ClassName stringclasses 24
values | HeaderPath stringclasses 12
values | Name stringlengths 4 216 | Description stringlengths 0 182 | Module stringclasses 1
value | Type stringclasses 78
values |
|---|---|---|---|---|---|
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Origin | AIModule | FVector | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | WorldBounds | AIModule | FBox | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | AllocateMemory() | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | CleanUp() | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | FreeMemory() | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetAllocatedSize() | AIModule | uint32 | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellAtIndexUnsafe(int32 CellIndex) | AIModule | FCellType | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellAtIndexUnsafe(int32 CellIndex) | AIModule | FCellType & | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellAtWorldLocation(const FVector& WorldLocation) | AIModule | FCellType | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellAtWorldLocationUnsafe(const FVector& WorldLocation) | AIModule | FCellType | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellCoords(const FVector& WorldLocation) | Convert world location to (X,Y) coords on grid, result is clamped to grid | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellCoords(int32 CellIndex) | Convert cell index to (X,Y) coords on grid | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellCoordsUnsafe(const FVector& WorldLocation) | Convert world location to (X,Y) coords on grid, result can be outside grid | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellCoordX(int32 CellIndex) | Convert cell index to coord X on grid, result can be invalid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellCoordY(int32 CellIndex) | Convert cell index to coord Y on grid, result can be invalid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellIndex(int32 LocationX,int32 LocationY) | Convert (X,Y) coords on grid to cell index, returns -1 for position outside grid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellIndex(const FVector& WorldLocation) | Convert world location to cell index, returns -1 for position outside grid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellIndexUnsafe(const FVector& WorldLocation) | Convert world location to cell index, result can be invalid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellIndexUnsafe(int32 LocationX,int32 LocationY) | Convert (X,Y) coords on grid to cell index, result can be invalid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellIndexUnsafe(const FIntVector& CellCoords) | Convert (X,Y) coords on grid to cell index, result can be invalid | AIModule | int32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellsCount() | AIModule | int32 | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetWorldCellBox(int32 CellIndex) | AIModule | FBox | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetWorldCellBox(int32 LocationX,int32 LocationY) | AIModule | FBox | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetWorldCellCenter(int32 CellIndex) | AIModule | FVector | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetWorldCellCenter(int32 LocationX,int32 LocationY) | AIModule | FVector | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Init(float InCellSize,const FBox& Bounds) | AIModule | bool | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | IsValid() | AIModule | bool | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | IsValidCoord(const FIntVector& CellCoords) | AIModule | bool | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | IsValidCoord(int32 LocationX,int32 LocationY) | AIModule | bool | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | IsValidIndex(const int32 CellIndex) | AIModule | bool | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Num() | AIModule | int32 | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Serialize(FArchive& Ar) | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | UpdateWorldBounds() | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Zero() | AIModule | void | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | operator[](int32 CellIndex) | AIModule | FCellType & | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | operator[](int32 CellIndex) | AIModule | FCellType | |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | CellCoordsToCellIndex(const int32 LocationX,const int32 LocationY) | This function is now deprecated, please use GetCellIndex instead. | AIModule | uint32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | CellIndexToCoords(uint32 CellIndex,uint32& LocationX,uint32& LocationY) | This function is now deprecated, please use GetCellCoords instead. | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | CellIndexToCoords(uint32 CellIndex) | This function is now deprecated, please use GetCellCoords instead. | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetCellAtWorldLocationSafe(const FVector& WorldLocation) | This function is now deprecated, please use GetCellAtWorldLocation instead. | AIModule | FCellType |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | GetValuesMemorySize() | This function is now deprecated, please use GetAllocatedSize instead. | AIModule | uint32 |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | Init(uint32 InCellSize,const FBox& Bounds) | This function is now deprecated, please use the one with float CellSize argument | AIModule | void |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | IsValidCellIndex(const int32 CellIndex) | This function is now deprecated, please use IsValidIndex instead. | AIModule | bool |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | WorldToCellCoords(const FVector& WorldLocation) | This function is now deprecated, please use GetCellCoords instead. | AIModule | FIntVector |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | WorldToCellCoords(const FVector& WorldLocation,uint32& LocationX,uint32& LocationY) | This function is now deprecated, please use GetCellCoords instead. | AIModule | void |
TSimpleCellGrid
| #include "SimpleCellGrid.h" | WorldToCellIndex(const FVector& WorldLocation) | This function is now deprecated, please use GetCellIndex instead. | AIModule | uint32 |
UAISubsystem
| #include "AISubsystem.h" | GetWorld() | AIModule | UWorld * | |
UAISubsystem
| #include "AISubsystem.h" | GetWorldFast() | AIModule | UWorld * | |
UAISubsystem
| #include "AISubsystem.h" | GetTickableGameObjectWorld() | FTickableGameObject begin. | AIModule | UWorld * |
UAISubsystem
| #include "AISubsystem.h" | GetStatId() | Return the stat id to use for this tickable | AIModule | TStatId |
UAISubsystem
| #include "AISubsystem.h" | GetTickableTickType() | Virtual that can be overloaded by the inheriting class. | AIModule | ETickableTickType |
UAISubsystem
| #include "AISubsystem.h" | Tick(float DeltaTime) | Pure virtual that must be overloaded by the inheriting class. | AIModule | void |
UAISystem
| #include "AISystem.h" | AcceptanceRadius | Default AI movement's acceptance radius used to determine whether AI reached path's end | AIModule | float |
UAISystem
| #include "AISystem.h" | ActorSpawnedDelegateHandle | AIModule | FDelegateHandle | |
UAISystem
| #include "AISystem.h" | AllProxyObjects | AIModule | TArray | |
UAISystem
| #include "AISystem.h" | bAcceptPartialPaths | Sets default value for rather move tasks accept partial paths or not | AIModule | bool |
UAISystem
| #include "AISystem.h" | bAddBlackboardSelfKey | If set to true will result in automatically adding the SelfActor key to new Blackboard assets. | AIModule | bool |
UAISystem
| #include "AISystem.h" | bAllowControllersAsEQSQuerier | If enable will make EQS not complaint about using Controllers as queriers. | AIModule | bool |
UAISystem
| #include "AISystem.h" | bAllowStrafing | Sets default value for rather move tasks allow strafing or not | AIModule | bool |
UAISystem
| #include "AISystem.h" | BehaviorTreeManager | Behavior tree manager used by game | AIModule | UBehaviorTreeManager |
UAISystem
| #include "AISystem.h" | bEnableBTAITasks | 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. | AIModule | bool |
UAISystem
| #include "AISystem.h" | bEnableDebuggerPlugin | If set, GameplayDebuggerPlugin will be loaded on module's startup | AIModule | bool |
UAISystem
| #include "AISystem.h" | bFinishMoveOnGoalOverlap | If true, overlapping the goal will be counted by default as finishing a move | AIModule | bool |
UAISystem
| #include "AISystem.h" | bForgetStaleActors | If set, actors will be forgotten by the perception system when their stimulus has expired. | AIModule | bool |
UAISystem
| #include "AISystem.h" | BlackboardDataToComponentsMap | UBlackboardComponent instances that reference the blackboard data definition | AIModule | FBlackboardDataToComponentsMap |
UAISystem
| #include "AISystem.h" | DefaultSightCollisionChannel | Which collision channel to use for sight checks by default | AIModule | TEnumAsByte |
UAISystem
| #include "AISystem.h" | EnvironmentQueryManager | Environment query manager used by game | AIModule | UEnvQueryManager |
UAISystem
| #include "AISystem.h" | HotSpotManager | AIModule | UAIHotSpotManager | |
UAISystem
| #include "AISystem.h" | HotSpotManagerClassName | Class that will be used to spawn the hot spot manager, can be game-specific | AIModule | FSoftClassPath |
UAISystem
| #include "AISystem.h" | NavLocalGrids | AIModule | UNavLocalGridManager | |
UAISystem
| #include "AISystem.h" | PathfollowingNavLinkAcceptanceRadius | Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link | AIModule | float |
UAISystem
| #include "AISystem.h" | PathfollowingRegularPathPointAcceptanceRadius | Value used for pathfollowing's internal code to determine whether AI reached path's point. | AIModule | float |
UAISystem
| #include "AISystem.h" | PerceptionSystem | AIModule | UAIPerceptionSystem | |
UAISystem
| #include "AISystem.h" | PerceptionSystemClassName | Class that will be used to spawn the perception system, can be game-specific | AIModule | FSoftClassPath |
UAISystem
| #include "AISystem.h" | AddReferenceFromProxyObject(UAIAsyncTaskBlueprintProxy* Bl...) | AIModule | void | |
UAISystem
| #include "AISystem.h" | AIIgnorePlayers() | Cheats | AIModule | void |
UAISystem
| #include "AISystem.h" | AILoggingVerbose() | AIModule | void | |
UAISystem
| #include "AISystem.h" | ConditionalLoadDebuggerPlugin() | AIModule | void | |
UAISystem
| #include "AISystem.h" | CreateBlackboardDataToComponentsIterator(UBlackboardData& BlackboardAsset) | Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents. | AIModule | FBlackboardDataToComponentsIterator |
UAISystem
| #include "AISystem.h" | GetBehaviorTreeManager() | Behavior tree manager const getter | AIModule | UBehaviorTreeManager |
UAISystem
| #include "AISystem.h" | GetBehaviorTreeManager() | Behavior tree manager getter | AIModule | UBehaviorTreeManager |
UAISystem
| #include "AISystem.h" | GetCurrent(UWorld& World) | AIModule | UAISystem | |
UAISystem
| #include "AISystem.h" | GetCurrentSafe(UWorld* World) | AIModule | UAISystem | |
UAISystem
| #include "AISystem.h" | GetEnvironmentQueryManager() | Environment Query manager const getter | AIModule | UEnvQueryManager |
UAISystem
| #include "AISystem.h" | GetEnvironmentQueryManager() | Environment Query manager getter | AIModule | UEnvQueryManager |
UAISystem
| #include "AISystem.h" | GetHotSpotManager() | AIModule | UAIHotSpotManager | |
UAISystem
| #include "AISystem.h" | GetHotSpotManager() | AIModule | UAIHotSpotManager | |
UAISystem
| #include "AISystem.h" | GetNavLocalGridManager() | AIModule | UNavLocalGridManager | |
UAISystem
| #include "AISystem.h" | GetNavLocalGridManager() | AIModule | UNavLocalGridManager | |
UAISystem
| #include "AISystem.h" | GetOuterWorld() | AIModule | UWorld * | |
UAISystem
| #include "AISystem.h" | GetPerceptionSystem() | AIModule | UAIPerceptionSystem | |
UAISystem
| #include "AISystem.h" | GetPerceptionSystem() | AIModule | UAIPerceptionSystem | |
UAISystem
| #include "AISystem.h" | GetRandomStream() | AIModule | FRandomStream | |
UAISystem
| #include "AISystem.h" | GetWorld() | AIModule | UWorld * | |
UAISystem
| #include "AISystem.h" | LoadDebuggerPlugin() | AIModule | void | |
UAISystem
| #include "AISystem.h" | OnActorSpawned(AActor* SpawnedActor) | AIModule | void | |
UAISystem
| #include "AISystem.h" | RegisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...) | Registers a UBlackboardComponent instance with this blackboard data asset. | AIModule | void |
UAISystem
| #include "AISystem.h" | RemoveReferenceToProxyObject(UAIAsyncTaskBlueprintProxy* Bl...) | AIModule | void | |
UAISystem
| #include "AISystem.h" | RunEQS(const FString& QueryName,UObject* Target) | Insta-runs EQS query for given Target | AIModule | void |
UAISystem
| #include "AISystem.h" | SeedRandomStream(const int32 Seed) | AIModule | void |
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