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Unreal Engine C++ API Reference > Runtime
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Classes
Type | Name | Description | |
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AAIController | AIController is the base class of controllers for AI-controlled Pawns. | |
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ADetourCrowdAIController | ||
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AGridPathAIController | ||
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FAIBasicCounter | ||
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FAIGenericID | ||
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FAIMessage | ||
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FAIMessageObserver | ||
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FAIMoveCompletedSignature | ||
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FAIMoveRequest | ||
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FAINamedID | TCounter needs to supply following functions: default constructor typedef X Type; where X is an integer type to be used as ID's internal type TCounter::Type GetNextAvailableID() - returns next available ID and advances the internal counter uint32 GetSize() const - returns number of unique IDs created so far OnIndexForced(TCounter::Type Index) - called when given Index has been force-used. | |
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FAIRequestID | ||
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FAIResCounter | ||
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FAIResourceLock | Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.) | |
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FAIResourcesSet | ||
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FBehaviorTreeDelegates | ||
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FBehaviorTreeNodeInitializationData | ||
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FCompactIndexedHandleBase | Compact Index based handle that has a serial number to verify stale handles. | |
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FCompactIndexedHandleManager | ||
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FFocusKnowledge | ||
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FGenericTeamId | ||
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FGraphAStar | Generic graph A* implementation | |
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FGraphAStarDefaultNode | Default A* node class. | |
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FGraphAStarDefaultPolicy | ||
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FGridSize2D | ||
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FIndexedHandleBase | Index based handle that has a serial number to verify stale handles. | |
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FIndexedHandleManager | ||
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FIndexedHandleManagerBase | Handle Manager meant for FIndexedHandleBase and FCompactIndexedHandleBase derived classes, handles are given out from a freelist and are zero based and consecutive in nature, so ideal for being used as indices in to arrays. | |
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FIntervalCountdown | ||
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FRangeChecklessAllocator | ||
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FSequentialIDBase | ||
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FSimpleIndexedHandleBase | Index based handle that doesn't use a serial number. | |
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FVisualLoggerExtension | ||
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IAIModule | The public interface to this module | |
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IAIResourceInterface | ||
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IGenericTeamAgentInterface | ||
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TBVTree | BVTree - Bounding Volumes Tree | |
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TDefaultManagerInstanceTracker | ||
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THierarchicalHashGrid2D | Hierarchical Hash Grid in 2D. | |
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TSimpleCellGrid | No virtuals on purpose | |
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UAIResource_Logic | ||
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UAIResource_Movement | Copyright Epic Games, Inc. All Rights Reserved. | |
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UAIResourceInterface | ||
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UAISubsystem | A class representing a common interface and behavior for AI subsystems | |
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UAISystem | ||
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UBrainComponent | ||
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UGenericTeamAgentInterface | ||
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UVisualLoggerExtension |
Constants
Typedefs
Name | Description |
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Type |
Enums
Functions
Type | Name | Description | |
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void | BlueprintNodeHelpers::AbortLatentActions
(
UActorComponent& OwnerOb, |
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void | BlueprintNodeHelpers::CollectBlackboardSelectors
(
const UObject* Ob, |
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void | BlueprintNodeHelpers::CollectPropertyData
(
const UObject* Ob, |
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FString | BlueprintNodeHelpers::CollectPropertyDescription
(
const UObject* Ob, |
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FString | BlueprintNodeHelpers::CollectPropertyDescription
(
const UObject* Ob, |
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void | BlueprintNodeHelpers::CopyPropertiesFromContext
(
const TArray< FProperty* >& PropertyData, |
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void | BlueprintNodeHelpers::CopyPropertiesToContext
(
const TArray< FProperty* >& PropertyData, |
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FString | BlueprintNodeHelpers::DescribeProperty
(
const FProperty* Prop, |
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void | ||
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bool | BlueprintNodeHelpers::FindNodeOwner
(
AActor* OwningActor, |
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FString | BlueprintNodeHelpers::GetNodeName
(
const UObject& NodeObject |
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uint16 | BlueprintNodeHelpers::GetPropertiesMemorySize
(
const TArray< FProperty* >& PropertyData |
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bool | BlueprintNodeHelpers::HasAnyBlackboardSelectors
(
const UObject* Ob, |
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bool | BlueprintNodeHelpers::HasBlueprintFunction
(
FName FuncName, |
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void | BlueprintNodeHelpers::ResolveBlackboardSelectors
(
UObject& Ob, |
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const FAIResourceID & | FAIResources::GetResource
(
int32 ResourceIndex |
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int32 | ||
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FString | FAIResources::GetSetDescription
(
FAIResourcesSet ResourceSet |
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void | FAIResources::RegisterResource
(
const FAIResourceID& Resource |
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EAIOptionFlag::Type | FAISystem::BoolToAIOption
(
bool Value |
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bool | FAISystem::IsValidControllerAndHasValidPawn
(
const AController* Controller |
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bool | FAISystem::IsValidDirection
(
const FVector& TestVector |
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bool | FAISystem::IsValidLocation
(
const FVector& TestLocation |
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bool | FAISystem::IsValidOrientation
(
const FQuat& TestOrientation |
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bool | FAISystem::IsValidRotation
(
const FRotator& TestRotation |
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bool | FAISystem::PickAIOption
(
EAIOptionFlag::Type Option, |
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FVector | UE::AI::Bilinear
(
const FVector2D UV, |
Interpolates bilinear patch A,B,C,D. |
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FVector::FReal | UE::AI::Cross2D
(
const FVector& A, |
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FVector2D::FReal | UE::AI::Cross2D
(
const FVector2D& A, |
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bool | UE::AI::IntersectLineLine2D
(
const FVector& StartA, |
Intersects infinite lines defined by segments A and B in 2D. |
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FVector2D | UE::AI::InvBilinear2DClamped
(
const FVector Point, |
Finds the UV coordinates of the 'Point' on bilinear patch A,B,C,D. |
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FVector::FReal | UE::AI::ProjectPointOnLine2D
(
const FVector Point, |
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FVector2D::FReal | UE::AI::ProjectPointOnSegment2D
(
const FVector Point, |
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FVector::FReal | UE::AI::SignedDistancePointLine2D
(
const FVector Point, |
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FVector::FReal | UE::AI::TriArea2D
(
const FVector& A, |
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FVector2D::FReal | UE::AI::TriArea2D
(
const FVector2D& A, |
Variables
Type | Name | Description | |
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const Type | Default | |
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float | FocalPointDistance | Distance to focal point along current velocity vector |
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const Type | Gameplay | |
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const FAIResourceID | InvalidResource | |
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const Type | LastFocusPriority | |
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const FAIResourceID | Logic | |
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const Type | Move | |
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const FAIResourceID | Movement | Public name, available to the world. |
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const FAIResourceID | Perception | |
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const FString | TAG_EQS |