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Unreal Engine C++ API Reference > Runtime > Engine > AI
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAISystemBase
- UAISystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/AI/AISystemBase.h |
Include | #include "AI/AISystemBase.h" |
Syntax
class UAISystemBase : public UObject
Constructors
Type | Name | Description | |
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UAISystemBase
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | CleanupWorld
(
bool bSessionEnded, |
Called by UWorld::CleanupWorld. |
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FSoftClassPath | ||
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FName | ||
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void | InitializeActorsForPlay
(
bool bTimeGotReset |
Called when world initializes all actors and prepares them to start gameplay |
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void | OnMatchStateSet
(
FName NewMatchState |
Handles FGameModeEvents::OnGameModeMatchStateSetEvent().Broadcast(MatchState); |
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bool | ShouldInstantiateInNetMode
(
ENetMode NetMode |
|
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void | StartPlay () |
Called by UWorld::BeginPlay to indicate the gameplay has started. |
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void | WorldOriginLocationChanged
(
FIntVector OldOriginLocation, |
Event called on world origin location changes |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | CleanupWorld
(
bool bSessionEnded, |
NewWorld was unused and not always calculated correctly and we expect it is not needed; let us know on UDN if it is necessary. |