Navigation
API > API/Runtime > API/Runtime/AIModule
Inheritance Hierarchy
- UAISystemBase
- UAISystem
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/AISystem.h |
| Include | #include "AISystem.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, MinimalAPI)
class UAISystem : public UAISystemBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AcceptanceRadius | Default AI movement's acceptance radius used to determine whether AI reached path's end | |
| FDelegateHandle | ActorSpawnedDelegateHandle | ||
| TArray< TObjectPtr< UAIAsyncTaskBlueprintProxy > > | AllProxyObjects | ||
| bool | bAcceptPartialPaths | Sets default value for rather move tasks accept partial paths or not | |
| bool | bAddBlackboardSelfKey | If set to true will result in automatically adding the SelfActor key to new Blackboard assets. | |
| bool | bAllowControllersAsEQSQuerier | If enable will make EQS not complaint about using Controllers as queriers. | |
| bool | bAllowStrafing | Sets default value for rather move tasks allow strafing or not | |
| bool | bBlackboardKeyDecoratorAllowsNoneAsValue | If enabled, blackboard based decorators will set key to 'Invalid' on creation or when selected key no longer exists (instead of using the first key of the blackboard). | |
| bool | bClearBBEntryOnBTEQSFail | ||
| TObjectPtr< UBehaviorTreeManager > | BehaviorTreeManager | Behavior tree manager used by game | |
| bool | bEnableDebuggerPlugin | If set, GameplayDebuggerPlugin will be loaded on module's startup | |
| bool | bFinishMoveOnGoalOverlap | If true, overlapping the goal will be counted by default as finishing a move | |
| bool | bForgetStaleActors | If set, actors will be forgotten by the perception system when their stimulus has expired. | |
| FBlackboardDataToComponentsMap | BlackboardDataToComponentsMap | UBlackboardComponent instances that reference the blackboard data definition | |
| TSoftObjectPtr< UBlackboardData > | DefaultBlackboard | If set, new BTs will use this BB as default. | |
| TEnumAsByte< ECollisionChannel > | DefaultSightCollisionChannel | Which collision channel to use for sight checks by default | |
| TObjectPtr< UEnvQueryManager > | EnvironmentQueryManager | Environment query manager used by game | |
| FSoftClassPath | EnvQueryManagerClassName | Class that will be used to spawn the env query manager, can be game-specific | |
| TObjectPtr< UAIHotSpotManager > | HotSpotManager | ||
| FSoftClassPath | HotSpotManagerClassName | Class that will be used to spawn the hot spot manager, can be game-specific | |
| TObjectPtr< UNavLocalGridManager > | NavLocalGrids | ||
| float | PathfollowingNavLinkAcceptanceRadius | Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link | |
| float | PathfollowingRegularPathPointAcceptanceRadius | Value used for pathfollowing's internal code to determine whether AI reached path's point. | |
| FDelegateHandle | PawnBeginPlayDelegateHandle | ||
| TObjectPtr< UAIPerceptionSystem > | PerceptionSystem | ||
| FSoftClassPath | PerceptionSystemClassName | Class that will be used to spawn the perception system, can be game-specific |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAISystem
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferenceFromProxyObject
(
UAIAsyncTaskBlueprintProxy* BlueprintProxy |
||
| void | Cheats | ||
| void | |||
| void | BeginDestroy () |
||
| void | CleanupWorld
(
bool bSessionEnded, |
||
| void | CleanupWorld
(
bool bSessionEnded, |
||
| void | |||
| FBlackboardDataToComponentsIterator | CreateBlackboardDataToComponentsIterator
(
UBlackboardData& BlackboardAsset |
Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents. | |
| const UBehaviorTreeManager * | Behavior tree manager const getter | ||
| UBehaviorTreeManager * | Behavior tree manager getter | ||
| UAISystem * | GetCurrent
(
UWorld& World |
||
| UAISystem * | GetCurrentSafe
(
UWorld* World |
||
| const UEnvQueryManager * | Environment Query manager const getter | ||
| UEnvQueryManager * | Environment Query manager getter | ||
| const UAIHotSpotManager * | |||
| UAIHotSpotManager * | |||
| UNavLocalGridManager * | |||
| const UNavLocalGridManager * | |||
| UWorld * | |||
| const UAIPerceptionSystem * | |||
| UAIPerceptionSystem * | |||
| const FRandomStream & | |||
| UWorld * | GetWorld () |
||
| void | InitializeActorsForPlay
(
bool bTimeGotReset |
UAISystemBase begin | |
| void | |||
| void | OnActorSpawned
(
AActor* SpawnedActor |
||
| void | OnPawnBeginPlay
(
APawn* Pawn |
||
| void | |||
| void | RegisterBlackboardComponent
(
UBlackboardData& BlackboardAsset, |
Registers a UBlackboardComponent instance with this blackboard data asset. | |
| void | RemoveReferenceToProxyObject
(
UAIAsyncTaskBlueprintProxy* BlueprintProxy |
||
| void | Insta-runs EQS query for given Target | ||
| void | SeedRandomStream
(
const int32 Seed |
||
| void | StartPlay () |
||
| void | UnregisterBlackboardComponent
(
UBlackboardData& BlackboardAsset, |
Unregisters a UBlackboardComponent instance with this blackboard data asset. | |
| void | WorldOriginLocationChanged
(
FIntVector OldOriginLocation, |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FBlackboardDataToComponentsIterator | Iterator for traversing all UBlackboardComponent instances associated with this blackboard data asset. |
Typedefs
| Name | Description |
|---|---|
| FBlackboardDataToComponentsMap |
Constants
| Name | Description |
|---|---|
| RandomStream | Random number stream to be used by all things AI. WIP |