Navigation
API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/Actions
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDEPRECATED_PawnAction
- UDEPRECATED_PawnAction_BlueprintBase
- UDEPRECATED_PawnAction_Move
- UDEPRECATED_PawnAction_Repeat
- UDEPRECATED_PawnAction_Sequence
- UDEPRECATED_PawnAction_Wait
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h |
| Include | #include "Actions/PawnAction.h" |
Syntax
class UDEPRECATED_PawnAction : public UObject
Remarks
Things to remember:
- Actions are created paused
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bAllowNewSameClassInstance | If this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push | |
| uint32: 1 | bAlwaysNotifyOnFinished | If set, action will call OnFinished notify even when ending as FailedToStart | |
| TObjectPtr< UBrainComponent > | BrainComp | : THIS IS HERE ONLY BECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY! | |
| uint32: 1 | bReplaceActiveSameClassInstance | If this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced) | |
| uint32: 1 | bShouldPauseMovement | This is a temporary solution to allow having movement action running in background while there's another action on top doing its thing | |
| uint32: 1 | bWantsTick | TickAction will get called only if this flag is set. | |
| friend | FPawnActionStack | ||
| FAIRequestID | RequestID | ||
| FAIResourcesSet | RequiredResources | Specifies which resources will be locked by this action. | |
| friend | UDEPRECATED_PawnActionsComponent |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDEPRECATED_PawnAction
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EPawnActionAbortState::Type | Abort
(
EAIForceParam::Type ShouldForce |
Triggers aborting of an Action | |
| bool | Activate () |
Starts or resumes action, depending on internal state | |
| TActionClass * | CreateActionInstance
(
UWorld& World |
||
| void | Finish
(
TEnumAsByte< EPawnActionResult::Type > WithResult |
||
| EPawnActionAbortState::Type | |||
| TEnumAsByte< EAIRequestPriority::Type > | Blueprint inlines. | ||
| UDEPRECATED_PawnAction * | |||
| const UDEPRECATED_PawnAction * | |||
| AController * | |||
| FString | |||
| UObject * | |||
| UDEPRECATED_PawnActionsComponent * | |||
| UDEPRECATED_PawnActionsComponent * | |||
| const UDEPRECATED_PawnAction * | |||
| APawn * | GetPawn () |
||
| EAIRequestPriority::Type | GetPriority () |
||
| FString | |||
| EPawnActionResult::Type | GetResult () |
||
| FString | Debug | ||
| UWorld * | GetWorld () |
Begin UObject. | |
| void | HandleAIMessage
(
UBrainComponent*, |
This function will change its signature once AI messaging is rewritten | |
| bool | |||
| bool | |||
| bool | IsActive () |
||
| bool | |||
| bool | IsFinished () |
||
| bool | IsPaused () |
||
| void | OnChildFinished
(
UDEPRECATED_PawnAction& Action, |
Called to give Action chance to react to child action finishing. | |
| void | OnFinished
(
EPawnActionResult::Type WithResult |
Called when this action is being removed from action stacks | |
| void | OnPopped () |
||
| bool | Pause
(
const UDEPRECATED_PawnAction* PausedBy |
Called to pause action when higher priority or child action kicks in | |
| EPawnActionAbortState::Type | PerformAbort
(
EAIForceParam::Type ShouldForce |
Performs actual work on aborting Action. Should be called exclusively by Abort function | |
| bool | PushChildAction
(
UDEPRECATED_PawnAction& Action |
Apart from doing regular push request copies additional values from Parent, like Priority and Instigator | |
| bool | Resume () |
Called to resume action after being paused | |
| void | SendEvent
(
EPawnActionEventType::Type Event |
||
| void | SetActionObserver
(
const FPawnActionEventDelegate& InActionObserver |
||
| void | SetInstigator
(
UObject*const InInstigator |
||
| void | SetOwnerComponent
(
UDEPRECATED_PawnActionsComponent* Component |
||
| bool | |||
| bool | Start () |
Called to start off the Action | |
| void | |||
| void | Tick
(
float DeltaTime |
||
| void | TickAction
(
float DeltaTime |
||
| void | WaitForMessage
(
FName MessageType, |
Messaging | |
| bool | WantsTick () |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| UDEPRECATED_PawnAction * | CreateActionInstance
(
UObject* WorldContextObject, |
PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead. |