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API > API/Runtime > API/Runtime/AIModule
| Name | UAIBlueprintHelperLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h |
| Include Path | #include "Blueprint/AIBlueprintHelperLibrary.h" |
Syntax
UCLASS (Meta=(ScriptName="AIHelperLibrary"), MinimalAPI)
class UAIBlueprintHelperLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UAIBlueprintHelperLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAIBlueprintHelperLibrary
(
const FObjectInitializer& ObjectInitializer |
Blueprint/AIBlueprintHelperLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAIAsyncTaskBlueprintProxy * CreateMoveToProxyObject
(
UObject* WorldContextObject, |
Blueprint/AIBlueprintHelperLibrary.h |
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static AAIController * GetAIController
(
AActor* ControlledActor |
The way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn's controller cast to AIController. | Blueprint/AIBlueprintHelperLibrary.h |
|
static UBlackboardComponent * GetBlackboard
(
AActor* Target |
Blueprint/AIBlueprintHelperLibrary.h |
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static UNavigationPath * GetCurrentPath
(
AController* Controller |
Returns a NEW UOBJECT that is a COPY of navigation path given controller is currently using. | Blueprint/AIBlueprintHelperLibrary.h |
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static int32 GetCurrentPathIndex
(
const AController* Controller |
Return the path index the given controller is currently at. Returns INDEX_NONE if no path. | Blueprint/AIBlueprintHelperLibrary.h |
|
static const TArray< FVector > GetCurrentPathPoints
(
AController* Controller |
Returns an array of navigation path points given controller is currently using. | Blueprint/AIBlueprintHelperLibrary.h |
|
static int32 GetNextNavLinkIndex
(
const AController* Controller |
Return the path index of the next nav link for the current path of the given controller. | Blueprint/AIBlueprintHelperLibrary.h |
|
static UPathFollowingComponent * GetPathComp
(
const AController* Controller |
Blueprint/AIBlueprintHelperLibrary.h | ||
static bool IsValidAIDirection
(
FVector DirectionVector |
Blueprint/AIBlueprintHelperLibrary.h |
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static bool IsValidAILocation
(
FVector Location |
Blueprint/AIBlueprintHelperLibrary.h |
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static bool IsValidAIRotation
(
FRotator Rotation |
Blueprint/AIBlueprintHelperLibrary.h |
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static void LockAIResourcesWithAnimation
(
UAnimInstance* AnimInstance, |
Locks indicated AI resources of animated pawn | Blueprint/AIBlueprintHelperLibrary.h |
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| Blueprint/AIBlueprintHelperLibrary.h |
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static void SimpleMoveToActor
(
AController* Controller, |
Blueprint/AIBlueprintHelperLibrary.h |
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static void SimpleMoveToLocation
(
AController* Controller, |
Blueprint/AIBlueprintHelperLibrary.h |
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static APawn * SpawnAIFromClass
(
UObject* WorldContextObject, |
Spawns AI agent of a given class. | Blueprint/AIBlueprintHelperLibrary.h |
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static void UnlockAIResourcesWithAnimation
(
UAnimInstance* AnimInstance, |
Unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources | Blueprint/AIBlueprintHelperLibrary.h |
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