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Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)
| Name | FAIResourceLock |
| Type | struct |
| Header File | /Engine/Source/Runtime/AIModule/Classes/AITypes.h |
| Include Path | #include "AITypes.h" |
Syntax
struct FAIResourceLock
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAIResourceLock() |
AITypes.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FLockFlags | uint16 | Feel free to change the type if you need to support more then 16 lock sources | AITypes.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseResourceLockCount | bool | AITypes.h | ||
| Locks | FLockFlags | AITypes.h | ||
| ResourceLockCount | TArray< uint8 > | AITypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearLock
(
EAIRequestPriority::Type LockPriority |
AITypes.h | ||
void ForceClearAllLocks() |
Force-clears all locks | AITypes.h | |
FString GetLockPriorityName() |
AITypes.h | ||
bool IsAvailableFor
(
EAIRequestPriority::Type LockPriority |
Answers the question if given priority is allowed to use this resource. | AITypes.h | |
bool IsLocked() |
AITypes.h | ||
bool IsLockedBy
(
EAIRequestPriority::Type LockPriority |
AITypes.h | ||
void SetLock
(
EAIRequestPriority::Type LockPriority |
AITypes.h | ||
void SetUseResourceLockCount
(
bool inUseResourceLockCount |
Set whether we should use resource lock count. clears all existing locks. | AITypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void operator+=
(
const FAIResourceLock& Other |
AITypes.h | ||
bool operator==
(
const FAIResourceLock& Other |
AITypes.h |