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API > API/Runtime > API/Runtime/AIModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UBrainComponent
- UBehaviorTreeComponent
- UHTNBrainComponent
- UStateTreeComponent
References
| Module | AIModule |
| Header | /Engine/Source/Runtime/AIModule/Classes/BrainComponent.h |
| Include | #include "BrainComponent.h" |
Syntax
class UBrainComponent :
public UActorComponent,
public IAIResourceInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< AAIController > | AIOwner | ||
| TObjectPtr< UBlackboardComponent > | BlackboardComp | Blackboard component | |
| TArray< FAIMessageObserver * > | MessageObservers | Active message observers | |
| TArray< FAIMessage > | MessagesToProcess | This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented | |
| FAIResourceLock | ResourceLock | Used to keep track of which subsystem requested this AI resource be locked |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBrainComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBlackboardComponent
(
UBlackboardComponent* BBComp |
END UActorComponent overrides caches BlackboardComponent's pointer to be used with this brain component | |
| void | Cleanup () |
AI logic won't be needed anymore, stop all activity and run cleanup | |
| void | DescribeSelfToVisLog
(
FVisualLogEntry* Snapshot |
||
| AAIController * | GetAIOwner () |
||
| UBlackboardComponent * | |||
| const UBlackboardComponent * | |||
| FString | |||
| void | HandleMessage
(
const FAIMessage& Message |
||
| bool | IsPaused () |
||
| bool | IsRunning () |
||
| void | PauseLogic
(
const FString& Reason |
Pause logic and blackboard updates. | |
| void | To be called in case we want to restart AI logic while it's still being locked. | ||
| void | RestartLogic () |
Restarts currently running or previously ran brain logic. | |
| EAILogicResuming::Type | ResumeLogic
(
const FString& Reason |
Resumes paused brain logic. MUST be called by child implementations! | |
| void | StartLogic () |
Starts brain logic. If brain is already running, will not do anything. | |
| void | Stops currently running brain logic. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | BEGIN UActorComponent overrides | ||
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from IAIResourceInterface
| Type | Name | Description | |
|---|---|---|---|
| void | ClearResourceLock
(
EAIRequestPriority::Type LockSource |
Clear resource lock of the given origin | |
| void | Force-clears all locks on resource | ||
| bool | Check whether resource is currently locked | ||
| void | LockResource
(
EAIRequestPriority::Type LockSource |
If resource is lockable lock it with indicated priority |
Constants
| Name | Description |
|---|---|
| AIMessage_MoveFinished | Static names to be used with SendMessage. |
| AIMessage_QueryFinished | |
| AIMessage_RepathFailed |