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Processor to choose and assign LookAt configurations
| Name | UMassLookAtProcessor |
| Type | class |
| Header File | /Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Public/MassLookAtProcessors.h |
| Include Path | #include "MassLookAtProcessors.h" |
Syntax
UCLASS (MinimalAPI)
class UMassLookAtProcessor : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → UMassLookAtProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassLookAtProcessor() |
MassLookAtProcessors.h |
Functions
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildTrajectory
(
const UZoneGraphSubsystem& ZoneGraphSubsystem, |
Builds look at trajectory along the current path. | MassLookAtProcessors.h | |
void FindNewGazeTarget
(
const UMassNavigationSubsystem& MassNavSystem, |
Selects a nearby target if possible or use a random fixed direction | MassLookAtProcessors.h | |
bool UpdateGazeTrackedEntity
(
const FMassEntityManager& EntityManager, |
Updates gaze based on tracked entity. | MassLookAtProcessors.h | |
void UpdateLookAtTrackedEntity
(
const FMassEntityManager& EntityManager, |
Updates look at based on tracked entity. | MassLookAtProcessors.h | |
void UpdateLookAtTrajectory
(
const FTransform& Transform, |
Updates look direction based on look at trajectory. | MassLookAtProcessors.h |
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
MassLookAtProcessors.h | ||
virtual void Execute
(
FMassEntityManager& EntityManager, |
MassLookAtProcessors.h |