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API > API/Runtime > API/Runtime/AIModule > API/Runtime/AIModule/Actions
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDEPRECATED_PawnAction
- UDEPRECATED_PawnAction_Move
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h |
| Include | #include "Actions/PawnAction_Move.h" |
Syntax
class UDEPRECATED_PawnAction_Move : public UDEPRECATED_PawnAction
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AcceptableRadius | ||
| uint32: 1 | bAbortSubActionOnPathChange | If set, other actions with the same priority will be aborted when path is changed | |
| uint32: 1 | bAllowPartialPath | If set, use incomplete path when goal can't be reached | |
| uint32: 1 | bAllowStrafe | ||
| uint32: 1 | bFinishOnOverlap | If set to true (default) will make action succeed when the pawn's collision component overlaps with goal's collision component | |
| uint32: 1 | bProjectGoalToNavigation | If set, GoalLocation will be projected on navigation before using | |
| uint32: 1 | bUpdatePathToGoal | If set, path to GoalActor will be updated with goal's movement | |
| uint32: 1 | bUsePathfinding | If set, movement will use path finding | |
| TSubclassOf< UNavigationQueryFilter > | FilterClass | "None" will result in default filter being used | |
| TObjectPtr< AActor > | GoalActor | ||
| FVector | GoalLocation | ||
| FNavPathSharedPtr | Path | Currently followed path | |
| FDelegateHandle | PathObserverDelegateHandle | ||
| FTimerHandle | TimerHandle_DeferredPerformMoveAction | Handle for efficient management of DeferredPerformMoveAction timer | |
| FTimerHandle | TimerHandle_TryToRepath | Handle for efficient management of TryToRepath timer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDEPRECATED_PawnAction_Move
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CheckAlreadyAtGoal
(
AAIController& Controller, |
||
| bool | CheckAlreadyAtGoal
(
AAIController& Controller, |
||
| void | ClearPath () |
||
| void | |||
| void | ClearTimers () |
||
| UDEPRECATED_PawnAction_Move * | CreateAction
(
UWorld& World, |
||
| UDEPRECATED_PawnAction_Move * | CreateAction
(
UWorld& World, |
||
| void | |||
| void | EnableGoalLocationProjectionToNavigation
(
bool bEnable |
||
| void | EnablePathUpdateOnMoveGoalLocationChange
(
bool bEnable |
||
| void | EnableStrafing
(
bool bNewStrafing |
||
| bool | |||
| void | OnPathUpdated
(
FNavigationPath* UpdatedPath, |
||
| bool | |||
| EPathFollowingRequestResult::Type | RequestMove
(
AAIController& Controller |
||
| void | SetAbortSubActionOnPathUpdate
(
bool bEnable |
||
| void | SetAcceptableRadius
(
float NewAcceptableRadius |
||
| void | SetAllowPartialPath
(
bool bEnable |
||
| void | SetFilterClass
(
TSubclassOf< UNavigationQueryFilter > NewFilterClass |
||
| void | SetFinishOnOverlap
(
bool bNewFinishOnOverlap |
||
| void | SetPath
(
FNavPathSharedRef InPath |
||
| void | TryToRepath () |
Overridden from UDEPRECATED_PawnAction
| Type | Name | Description | |
|---|---|---|---|
| void | HandleAIMessage
(
UBrainComponent*, |
This function will change its signature once AI messaging is rewritten | |
| void | OnFinished
(
EPawnActionResult::Type WithResult |
Called when this action is being removed from action stacks | |
| 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 | Resume () |
Called to resume action after being paused | |
| bool | Start () |
Called to start off the Action |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | EnableChildAbortionOnPathUpdate
(
bool bEnable |
Use SetAbortSubActionOnPathUpdate instead. |