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API > API/Runtime > API/Runtime/AIModule
| Name | UAISystem |
| Type | class |
| Header File | /Engine/Source/Runtime/AIModule/Classes/AISystem.h |
| Include Path | #include "AISystem.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, MinimalAPI)
class UAISystem : public UAISystemBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAISystemBase → UAISystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAISystem
(
const FObjectInitializer& ObjectInitializer |
AISystem.h |
Structs
| Name | Remarks |
|---|---|
| FBlackboardDataToComponentsIterator | Iterator for traversing all UBlackboardComponent instances associated with this blackboard data asset. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FBlackboardDataToComponentsMap | TMultiMap< TWeakObjectPtr< UBlackboardData >, TWeakObjectPtr< UBlackboardComponent > > | AISystem.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| RandomStream | FRandomStream | Random number stream to be used by all things AI. WIP | AISystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AcceptanceRadius | float | Default AI movement's acceptance radius used to determine whether AI reached path's end | AISystem.h |
|
| bAcceptPartialPaths | bool | Sets default value for rather move tasks accept partial paths or not | AISystem.h |
|
| bAddBlackboardSelfKey | bool | If set to true will result in automatically adding the SelfActor key to new Blackboard assets. | AISystem.h |
|
| bAllowControllersAsEQSQuerier | bool | If enable will make EQS not complaint about using Controllers as queriers. | AISystem.h |
|
| bAllowStrafing | bool | Sets default value for rather move tasks allow strafing or not | AISystem.h |
|
| bBlackboardKeyDecoratorAllowsNoneAsValue | bool | 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). | AISystem.h |
|
| bClearBBEntryOnBTEQSFail | bool | AISystem.h |
|
|
| bEnableDebuggerPlugin | bool | If set, GameplayDebuggerPlugin will be loaded on module's startup | AISystem.h |
|
| bFinishMoveOnGoalOverlap | bool | If true, overlapping the goal will be counted by default as finishing a move | AISystem.h |
|
| bForgetStaleActors | bool | If set, actors will be forgotten by the perception system when their stimulus has expired. | AISystem.h |
|
| DefaultBlackboard | TSoftObjectPtr< UBlackboardData > | If set, new BTs will use this BB as default. | AISystem.h |
|
| DefaultSightCollisionChannel | TEnumAsByte< ECollisionChannel > | Which collision channel to use for sight checks by default | AISystem.h |
|
| PathfollowingNavLinkAcceptanceRadius | float | Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link | AISystem.h |
|
| PathfollowingRegularPathPointAcceptanceRadius | float | Value used for pathfollowing's internal code to determine whether AI reached path's point. | AISystem.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReferenceFromProxyObject
(
UAIAsyncTaskBlueprintProxy* BlueprintProxy |
AISystem.h | ||
virtual void AIIgnorePlayers() |
Cheats | AISystem.h |
|
virtual void AILoggingVerbose() |
AISystem.h |
|
|
virtual void ConditionalLoadDebuggerPlugin() |
AISystem.h | ||
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. | AISystem.h | |
const UBehaviorTreeManager * GetBehaviorTreeManager () |
Behavior tree manager const getter | AISystem.h | |
| Behavior tree manager getter | AISystem.h | ||
const UEnvQueryManager * GetEnvironmentQueryManager () |
Environment Query manager const getter | AISystem.h | |
| Environment Query manager getter | AISystem.h | ||
const UAIHotSpotManager * GetHotSpotManager () |
AISystem.h | ||
| AISystem.h | |||
| AISystem.h | |||
const UNavLocalGridManager * GetNavLocalGridManager () |
AISystem.h | ||
UWorld * GetOuterWorld() |
AISystem.h | ||
const UAIPerceptionSystem * GetPerceptionSystem () |
AISystem.h | ||
| AISystem.h | |||
virtual UWorld * GetWorld() |
AISystem.h | ||
void RegisterBlackboardComponent
(
UBlackboardData& BlackboardAsset, |
Registers a UBlackboardComponent instance with this blackboard data asset. | AISystem.h | |
void RemoveReferenceToProxyObject
(
UAIAsyncTaskBlueprintProxy* BlueprintProxy |
AISystem.h | ||
void RunEQS
(
const FString& QueryName, |
Insta-runs EQS query for given Target | AISystem.h | |
void UnregisterBlackboardComponent
(
UBlackboardData& BlackboardAsset, |
Unregisters a UBlackboardComponent instance with this blackboard data asset. | AISystem.h |
Overridden from UAISystemBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanupWorld
(
bool bSessionEnded, |
AISystem.h | ||
virtual void CleanupWorld
(
bool bSessionEnded, |
AISystem.h | ||
virtual void InitializeActorsForPlay
(
bool bTimeGotReset |
UAISystemBase begin | AISystem.h | |
virtual void StartPlay() |
AISystem.h | ||
virtual void WorldOriginLocationChanged
(
FIntVector OldOriginLocation, |
AISystem.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
AISystem.h | ||
virtual void PostInitProperties() |
AISystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void LoadDebuggerPlugin() |
AISystem.h | ||
virtual void OnActorSpawned
(
AActor* SpawnedActor |
AISystem.h | ||
virtual void OnPawnBeginPlay
(
APawn* Pawn |
AISystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AISystem.h | |||
| AISystem.h | |||
static const FRandomStream & GetRandomStream() |
AISystem.h | ||
static void SeedRandomStream
(
const int32 Seed |
AISystem.h |