Fortnite Guards AI actions management
Verse using statement |
using { /Fortnite.com/AI } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with component
:
Name | Description |
---|---|
component |
Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene. Components are a very low level building block which can be used in many ways. For example:
As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components. Classes deriving from component must also specify Only one instance of a component from each subclass group can be added to an entity at a time. For example, given this group of components, only one light_component can exist on a single entity. To create multiple lights you should use multiple entities. light_component := class ============================================================================== Component Lifetime Components move through a series of lifetime functions as they are added to entities, added to the scene, and begin running in the simulation. Components should override these methods to perform setup and run their simulation. As a component shuts down it will then move through shutdown version of these
functions, giving users the opportunity to clean up any retained state on the
component before it is disposed
.
Lifetime Methods:
OnInitialized
OnAddedToScene
OnBeginSimulation -> OnSimulate |
fort_npc_actions_component |
Fortnite NPC AI actions management |
Exposed Interfaces
This class exposes the following interfaces:
Name | Description |
---|---|
fort_guard_actions |
Fortnite Guards AI actions management |
Members
This class has both data members and functions.
Data
Data Member Name | Type | Description |
---|---|---|
Entity |
entity |
The parent entity of this component.
|
TickEvents |
?tick_events |
Set callbacks to |
Functions
Function Name | Description |
---|---|
Attack |
Attack the target |
GetCurrentDestination |
Return the current destination of the character |
IsInitialized |
Succeeds if the component is currently initialized with its parent entity.
|
IsInScene |
Succeeds if the component is currently in the scene.
|
IsSimulating |
Succeeds if the component is currently simulating.
|
MaintainFocus |
Look At specified location. Will never complete unless interrupted. |
MaintainFocus |
Look At specified Agent. Will never complete unless interrupted. |
MoveInRangeToAttack |
Move in range to attack the current target |
NavigateTo |
Navigate toward the specified target |
OnAddedToScene |
Called when the component is added to the scene by parenting it under the simulation entity or another entity already in the scene.
|
OnBeginSimulation |
Called when the component begins simulating within the scene.
|
OnEndSimulation |
Called when the component ends simulation within the scene.
|
OnReceive |
Respond to an event being propagated through the scene graph. Returns if the event is consumed, in which case the event will not be passed to the next entity, depending on how the event is being sent through the hierarchy. |
OnRemovingFromScene |
Called when the component is about to be removed from the scene.
|
OnSimulate |
Called when the component begins simulating within the scene.
|
PlayRandomEmote |
Play a random emote from the character emotes bank |
RemoveFromEntity |
Removes the component from the entity.
|
Revive |
Revive the specified target |
RoamAround |
Roam around the current position. Use the fort_leashable_component to specify the radius, else will roam anywhere. |
SetMovementSpeedMultiplier |
Apply a multiplier on the movement speed (Multiplier is clamped between 0.5 and 2) |
StopNavigation |
Stop navigation |
Wait |
Wait for a specific duration |