RandomSpeakingApe/UnrealEngineCodeDocument
462
1[2 {3 "Module": "AIModule",4 "HeaderPath": "#include \"AIController.h\"",5 "ClassName": "\nAAIController\n",6 "Name": "bAllowStrafe",7 "Type": "uint32: 1",8 "Description": "Is strafing allowed during movement?"9 },10 {11 "Module": "AIModule",12 "HeaderPath": "#include \"AIController.h\"",13 "ClassName": "\nAAIController\n",14 "Name": "Blackboard",15 "Type": "UBlackboardComponent",16 "Description": "Blackboard"17 },18 {19 "Module": "AIModule",20 "HeaderPath": "#include \"AIController.h\"",21 "ClassName": "\nAAIController\n",22 "Name": "bLOSflag",23 "Type": "uint32: 1",24 "Description": "Used for alternating LineOfSight traces"25 },26 {27 "Module": "AIModule",28 "HeaderPath": "#include \"AIController.h\"",29 "ClassName": "\nAAIController\n",30 "Name": "BrainComponent",31 "Type": "UBrainComponent",32 "Description": "Component responsible for behaviors."33 },34 {35 "Module": "AIModule",36 "HeaderPath": "#include \"AIController.h\"",37 "ClassName": "\nAAIController\n",38 "Name": "bSetControlRotationFromPawnOrientation",39 "Type": "uint32: 1",40 "Description": "Copy Pawn rotation to ControlRotation, if there is no focus point."41 },42 {43 "Module": "AIModule",44 "HeaderPath": "#include \"AIController.h\"",45 "ClassName": "\nAAIController\n",46 "Name": "bSkipExtraLOSChecks",47 "Type": "uint32: 1",48 "Description": "Skip extra line of sight traces to extremities of target being checked."49 },50 {51 "Module": "AIModule",52 "HeaderPath": "#include \"AIController.h\"",53 "ClassName": "\nAAIController\n",54 "Name": "bStartAILogicOnPossess",55 "Type": "uint32: 1",56 "Description": "By default AI's logic does not start when controlled Pawn is possessed."57 },58 {59 "Module": "AIModule",60 "HeaderPath": "#include \"AIController.h\"",61 "ClassName": "\nAAIController\n",62 "Name": "bStopAILogicOnUnposses",63 "Type": "uint32: 1",64 "Description": "By default AI's logic gets stopped when controlled Pawn is unpossessed."65 },66 {67 "Module": "AIModule",68 "HeaderPath": "#include \"AIController.h\"",69 "ClassName": "\nAAIController\n",70 "Name": "bWantsPlayerState",71 "Type": "uint32: 1",72 "Description": "Specifies if this AI wants its own PlayerState."73 },74 {75 "Module": "AIModule",76 "HeaderPath": "#include \"AIController.h\"",77 "ClassName": "\nAAIController\n",78 "Name": "CachedGameplayTasksComponent",79 "Type": "UGameplayTasksComponent",80 "Description": ""81 },82 {83 "Module": "AIModule",84 "HeaderPath": "#include \"AIController.h\"",85 "ClassName": "\nAAIController\n",86 "Name": "DefaultNavigationFilterClass",87 "Type": "TSubclassOf",88 "Description": ""89 },90 {91 "Module": "AIModule",92 "HeaderPath": "#include \"AIController.h\"",93 "ClassName": "\nAAIController\n",94 "Name": "FocusInformation",95 "Type": "FFocusKnowledge",96 "Description": ""97 },98 {99 "Module": "AIModule",100 "HeaderPath": "#include \"AIController.h\"",101 "ClassName": "\nAAIController\n",102 "Name": "PerceptionComponent",103 "Type": "UAIPerceptionComponent",104 "Description": ""105 },106 {107 "Module": "AIModule",108 "HeaderPath": "#include \"AIController.h\"",109 "ClassName": "\nAAIController\n",110 "Name": "ReceiveMoveCompleted",111 "Type": "FAIMoveCompletedSignature",112 "Description": "Blueprint notification that we've completed the current movement request"113 },114 {115 "Module": "AIModule",116 "HeaderPath": "#include \"AIController.h\"",117 "ClassName": "\nAAIController\n",118 "Name": "ActorsPerceptionUpdated(const TArray< AActor* >& Upda...)",119 "Type": "void",120 "Description": "Notifies AIController of changes in given actors' perception"121 },122 {123 "Module": "AIModule",124 "HeaderPath": "#include \"AIController.h\"",125 "ClassName": "\nAAIController\n",126 "Name": "AreAIIgnoringPlayers()",127 "Type": "bool",128 "Description": ""129 },130 {131 "Module": "AIModule",132 "HeaderPath": "#include \"AIController.h\"",133 "ClassName": "\nAAIController\n",134 "Name": "BuildPathfindingQuery(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)",135 "Type": "bool",136 "Description": "Helper function for creating pathfinding query for this agent from move request data"137 },138 {139 "Module": "AIModule",140 "HeaderPath": "#include \"AIController.h\"",141 "ClassName": "\nAAIController\n",142 "Name": "ClaimTaskResource(TSubclassOf< UGameplayTaskResource ...)",143 "Type": "void",144 "Description": ""145 },146 {147 "Module": "AIModule",148 "HeaderPath": "#include \"AIController.h\"",149 "ClassName": "\nAAIController\n",150 "Name": "ClearFocus(EAIFocusPriority::Type InPriority)",151 "Type": "void",152 "Description": "Clears Focus for given priority, will also clear FocalPoint as a result"153 },154 {155 "Module": "AIModule",156 "HeaderPath": "#include \"AIController.h\"",157 "ClassName": "\nAAIController\n",158 "Name": "FindPathForMoveRequest(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query,FNavPathSharedPtr& OutPath)",159 "Type": "void",160 "Description": "Finds path for given move request"161 },162 {163 "Module": "AIModule",164 "HeaderPath": "#include \"AIController.h\"",165 "ClassName": "\nAAIController\n",166 "Name": "GetActionsComp()",167 "Type": "UPawnActionsComponent",168 "Description": "Returns ActionsComp subobject"169 },170 {171 "Module": "AIModule",172 "HeaderPath": "#include \"AIController.h\"",173 "ClassName": "\nAAIController\n",174 "Name": "GetAIPerceptionComponent()",175 "Type": "UAIPerceptionComponent",176 "Description": ""177 },178 {179 "Module": "AIModule",180 "HeaderPath": "#include \"AIController.h\"",181 "ClassName": "\nAAIController\n",182 "Name": "GetAIPerceptionComponent()",183 "Type": "UAIPerceptionComponent",184 "Description": ""185 },186 {187 "Module": "AIModule",188 "HeaderPath": "#include \"AIController.h\"",189 "ClassName": "\nAAIController\n",190 "Name": "GetBlackboardComponent()",191 "Type": "UBlackboardComponent",192 "Description": ""193 },194 {195 "Module": "AIModule",196 "HeaderPath": "#include \"AIController.h\"",197 "ClassName": "\nAAIController\n",198 "Name": "GetBlackboardComponent()",199 "Type": "UBlackboardComponent",200 "Description": ""201 },202 {203 "Module": "AIModule",204 "HeaderPath": "#include \"AIController.h\"",205 "ClassName": "\nAAIController\n",206 "Name": "GetBrainComponent()",207 "Type": "UBrainComponent",208 "Description": ""209 },210 {211 "Module": "AIModule",212 "HeaderPath": "#include \"AIController.h\"",213 "ClassName": "\nAAIController\n",214 "Name": "GetCurrentMoveRequestID()",215 "Type": "FAIRequestID",216 "Description": "Returns the Move Request ID for the current move"217 },218 {219 "Module": "AIModule",220 "HeaderPath": "#include \"AIController.h\"",221 "ClassName": "\nAAIController\n",222 "Name": "GetDebugIcon()",223 "Type": "FString",224 "Description": "Debug/dev-time"225 },226 {227 "Module": "AIModule",228 "HeaderPath": "#include \"AIController.h\"",229 "ClassName": "\nAAIController\n",230 "Name": "GetDefaultNavigationFilterClass()",231 "Type": "TSubclassOf",232 "Description": ""233 },234 {235 "Module": "AIModule",236 "HeaderPath": "#include \"AIController.h\"",237 "ClassName": "\nAAIController\n",238 "Name": "GetFocalPoint()",239 "Type": "FVector",240 "Description": "Retrieve the final position that controller should be looking at."241 },242 {243 "Module": "AIModule",244 "HeaderPath": "#include \"AIController.h\"",245 "ClassName": "\nAAIController\n",246 "Name": "GetFocalPointForPriority(EAIFocusPriority::Type InPriority)",247 "Type": "FVector",248 "Description": ""249 },250 {251 "Module": "AIModule",252 "HeaderPath": "#include \"AIController.h\"",253 "ClassName": "\nAAIController\n",254 "Name": "GetFocalPointOnActor(const AActor* Actor)",255 "Type": "FVector",256 "Description": "Retrieve the focal point this controller should focus to on given actor."257 },258 {259 "Module": "AIModule",260 "HeaderPath": "#include \"AIController.h\"",261 "ClassName": "\nAAIController\n",262 "Name": "GetFocusActor()",263 "Type": "AActor *",264 "Description": "Get the focused actor."265 },266 {267 "Module": "AIModule",268 "HeaderPath": "#include \"AIController.h\"",269 "ClassName": "\nAAIController\n",270 "Name": "GetFocusActorForPriority(EAIFocusPriority::Type InPriority)",271 "Type": "AActor *",272 "Description": ""273 },274 {275 "Module": "AIModule",276 "HeaderPath": "#include \"AIController.h\"",277 "ClassName": "\nAAIController\n",278 "Name": "GetGameplayTasksComponent()",279 "Type": "UGameplayTasksComponent",280 "Description": ""281 },282 {283 "Module": "AIModule",284 "HeaderPath": "#include \"AIController.h\"",285 "ClassName": "\nAAIController\n",286 "Name": "GetImmediateMoveDestination()",287 "Type": "FVector",288 "Description": "Returns position of current path segment's end."289 },290 {291 "Module": "AIModule",292 "HeaderPath": "#include \"AIController.h\"",293 "ClassName": "\nAAIController\n",294 "Name": "GetMoveStatus()",295 "Type": "EPathFollowingStatus::Type",296 "Description": "Returns status of path following"297 },298 {299 "Module": "AIModule",300 "HeaderPath": "#include \"AIController.h\"",301 "ClassName": "\nAAIController\n",302 "Name": "GetPathFollowingComponent()",303 "Type": "UPathFollowingComponent",304 "Description": "Returns PathFollowingComponent subobject"305 },306 {307 "Module": "AIModule",308 "HeaderPath": "#include \"AIController.h\"",309 "ClassName": "\nAAIController\n",310 "Name": "HasPartialPath()",311 "Type": "bool",312 "Description": "Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination)."313 },314 {315 "Module": "AIModule",316 "HeaderPath": "#include \"AIController.h\"",317 "ClassName": "\nAAIController\n",318 "Name": "InitializeBlackboard(UBlackboardComponent& BlackboardCo...,UBlackboardData& BlackboardAsset)",319 "Type": "bool",320 "Description": ""321 },322 {323 "Module": "AIModule",324 "HeaderPath": "#include \"AIController.h\"",325 "ClassName": "\nAAIController\n",326 "Name": "K2_ClearFocus()",327 "Type": "void",328 "Description": "Clears Focus, will also clear FocalPoint as a result"329 },330 {331 "Module": "AIModule",332 "HeaderPath": "#include \"AIController.h\"",333 "ClassName": "\nAAIController\n",334 "Name": "K2_SetFocalPoint(FVector FP)",335 "Type": "void",336 "Description": "Set the position that controller should be looking at."337 },338 {339 "Module": "AIModule",340 "HeaderPath": "#include \"AIController.h\"",341 "ClassName": "\nAAIController\n",342 "Name": "K2_SetFocus(AActor* NewFocus)",343 "Type": "void",344 "Description": "Set Focus for actor, will set FocalPoint as a result."345 },346 {347 "Module": "AIModule",348 "HeaderPath": "#include \"AIController.h\"",349 "ClassName": "\nAAIController\n",350 "Name": "LineOfSightTo(const AActor* Other,FVector ViewPoint,bool bAlternateChecks)",351 "Type": "bool",352 "Description": "Checks line to center and top of other actor"353 },354 {355 "Module": "AIModule",356 "HeaderPath": "#include \"AIController.h\"",357 "ClassName": "\nAAIController\n",358 "Name": "MoveTo(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr* OutPath)",359 "Type": "FPathFollowingRequestResult",360 "Description": "Makes AI go toward specified destination"361 },362 {363 "Module": "AIModule",364 "HeaderPath": "#include \"AIController.h\"",365 "ClassName": "\nAAIController\n",366 "Name": "MoveToActor(AActor* Goal,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)",367 "Type": "EPathFollowingRequestResult::Type",368 "Description": "Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following"369 },370 {371 "Module": "AIModule",372 "HeaderPath": "#include \"AIController.h\"",373 "ClassName": "\nAAIController\n",374 "Name": "MoveToLocation(const FVector& Dest,float AcceptanceRadius,bool bStopOnOverlap,bool bUsePathfinding,bool bProjectDestinationToNavigatio...,bool bCanStrafe,TSubclassOf< UNavigationQueryFilter...,bool bAllowPartialPath)",375 "Type": "EPathFollowingRequestResult::Type",376 "Description": "Makes AI go toward specified Dest location, aborts any active path following"377 },378 {379 "Module": "AIModule",380 "HeaderPath": "#include \"AIController.h\"",381 "ClassName": "\nAAIController\n",382 "Name": "OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed,FGameplayResourceSet FreshlyRelease...)",383 "Type": "void",384 "Description": ""385 },386 {387 "Module": "AIModule",388 "HeaderPath": "#include \"AIController.h\"",389 "ClassName": "\nAAIController\n",390 "Name": "OnMoveCompleted(FAIRequestID RequestID,EPathFollowingResult::Type Result)",391 "Type": "void",392 "Description": ""393 },394 {395 "Module": "AIModule",396 "HeaderPath": "#include \"AIController.h\"",397 "ClassName": "\nAAIController\n",398 "Name": "OnMoveCompleted(FAIRequestID RequestID,const FPathFollowingResult& Result)",399 "Type": "void",400 "Description": "Called on completing current movement request"401 },402 {403 "Module": "AIModule",404 "HeaderPath": "#include \"AIController.h\"",405 "ClassName": "\nAAIController\n",406 "Name": "OnUsingBlackBoard(UBlackboardComponent* Blackboa...,UBlackboardData* BlackboardAss...)",407 "Type": "void",408 "Description": ""409 },410 {411 "Module": "AIModule",412 "HeaderPath": "#include \"AIController.h\"",413 "ClassName": "\nAAIController\n",414 "Name": "PauseMove(FAIRequestID RequestToPause)",415 "Type": "bool",416 "Description": "If AI is currently moving due to request given by RequestToPause, then the move will be paused"417 },418 {419 "Module": "AIModule",420 "HeaderPath": "#include \"AIController.h\"",421 "ClassName": "\nAAIController\n",422 "Name": "PerformAction(UPawnAction& Action,EAIRequestPriority::Type Priority,UObject*const Instigator)",423 "Type": "bool",424 "Description": "Actions."425 },426 {427 "Module": "AIModule",428 "HeaderPath": "#include \"AIController.h\"",429 "ClassName": "\nAAIController\n",430 "Name": "PreparePathfinding(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)",431 "Type": "bool",432 "Description": ""433 },434 {435 "Module": "AIModule",436 "HeaderPath": "#include \"AIController.h\"",437 "ClassName": "\nAAIController\n",438 "Name": "RequestMove(const FAIMoveRequest& MoveRequest,FNavPathSharedPtr Path)",439 "Type": "FAIRequestID",440 "Description": "Passes move request and path object to path following"441 },442 {443 "Module": "AIModule",444 "HeaderPath": "#include \"AIController.h\"",445 "ClassName": "\nAAIController\n",446 "Name": "RequestPathAndMove(const FAIMoveRequest& MoveRequest,FPathFindingQuery& Query)",447 "Type": "FAIRequestID",448 "Description": ""449 },450 {451 "Module": "AIModule",452 "HeaderPath": "#include \"AIController.h\"",453 "ClassName": "\nAAIController\n",454 "Name": "ResumeMove(FAIRequestID RequestToResume)",455 "Type": "bool",456 "Description": "Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume"457 },458 {459 "Module": "AIModule",460 "HeaderPath": "#include \"AIController.h\"",461 "ClassName": "\nAAIController\n",462 "Name": "RunBehaviorTree(UBehaviorTree* BTAsset)",463 "Type": "bool",464 "Description": "Starts executing behavior tree."465 },466 {467 "Module": "AIModule",468 "HeaderPath": "#include \"AIController.h\"",469 "ClassName": "\nAAIController\n",470 "Name": "SetFocalPoint(FVector NewFocus,EAIFocusPriority::Type InPriority)",471 "Type": "void",472 "Description": "Set FocalPoint for given priority as absolute position or offset from base."473 },474 {475 "Module": "AIModule",476 "HeaderPath": "#include \"AIController.h\"",477 "ClassName": "\nAAIController\n",478 "Name": "SetFocus(AActor* NewFocus,EAIFocusPriority::Type InPriority)",479 "Type": "void",480 "Description": "Set Focus actor for given priority, will set FocalPoint as a result."481 },482 {483 "Module": "AIModule",484 "HeaderPath": "#include \"AIController.h\"",485 "ClassName": "\nAAIController\n",486 "Name": "SetMoveBlockDetection(bool bEnable)",487 "Type": "void",488 "Description": "Updates state of movement block detection."489 },490 {491 "Module": "AIModule",492 "HeaderPath": "#include \"AIController.h\"",493 "ClassName": "\nAAIController\n",494 "Name": "SetPathFollowingComponent(UPathFollowingComponent* NewPF...)",495 "Type": "void",496 "Description": "That his function does not do any pathfollowing state transfer."497 },498 {499 "Module": "AIModule",500 "HeaderPath": "#include \"AIController.h\"",501 "ClassName": "\nAAIController\n",502 "Name": "SetPerceptionComponent(UAIPerceptionComponent& InPercepti...)",503 "Type": "void",504 "Description": ""505 },506 {507 "Module": "AIModule",508 "HeaderPath": "#include \"AIController.h\"",509 "ClassName": "\nAAIController\n",510 "Name": "ShouldSyncBlackboardWith(const UBlackboardComponent& OtherB...)",511 "Type": "bool",512 "Description": "Does this AIController allow given UBlackboardComponent sync data with it"513 },514 {515 "Module": "AIModule",516 "HeaderPath": "#include \"AIController.h\"",517 "ClassName": "\nAAIController\n",518 "Name": "SuggestTossVelocity(FVector& OutTossVelocity,FVector Start,FVector End,float TossSpeed,bool bPreferHighArc,float CollisionRadius,bool bOnlyTraceUp)",519 "Type": "bool",520 "Description": "Computes a launch velocity vector to toss a projectile and hit the given destination."521 },522 {523 "Module": "AIModule",524 "HeaderPath": "#include \"AIController.h\"",525 "ClassName": "\nAAIController\n",526 "Name": "ToggleAIIgnorePlayers()",527 "Type": "void",528 "Description": "Cheat/debugging functions."529 },530 {531 "Module": "AIModule",532 "HeaderPath": "#include \"AIController.h\"",533 "ClassName": "\nAAIController\n",534 "Name": "UnclaimTaskResource(TSubclassOf< UGameplayTaskResource ...)",535 "Type": "void",536 "Description": ""537 },538 {539 "Module": "AIModule",540 "HeaderPath": "#include \"AIController.h\"",541 "ClassName": "\nAAIController\n",542 "Name": "UpdateControlRotation(float DeltaTime,bool bUpdatePawn)",543 "Type": "void",544 "Description": "Update direction AI is looking based on FocalPoint"545 },546 {547 "Module": "AIModule",548 "HeaderPath": "#include \"AIController.h\"",549 "ClassName": "\nAAIController\n",550 "Name": "UseBlackboard(UBlackboardData* BlackboardAss...,UBlackboardComponent*& Blackbo...)",551 "Type": "bool",552 "Description": "Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist."553 },554 {555 "Module": "AIModule",556 "HeaderPath": "#include \"AIController.h\"",557 "ClassName": "\nAAIController\n",558 "Name": "DisplayDebug(UCanvas* Canvas,const FDebugDisplayInfo& DebugDisp...,float& YL,float& YPos)",559 "Type": "void",560 "Description": ""561 },562 {563 "Module": "AIModule",564 "HeaderPath": "#include \"AIController.h\"",565 "ClassName": "\nAAIController\n",566 "Name": "OnPossess(APawn* InPawn)",567 "Type": "void",568 "Description": "Overridable native function for when this controller is asked to possess a pawn."569 },570 {571 "Module": "AIModule",572 "HeaderPath": "#include \"AIController.h\"",573 "ClassName": "\nAAIController\n",574 "Name": "OnUnPossess()",575 "Type": "void",576 "Description": "Overridable native function for when this controller unpossesses its pawn."577 },578 {579 "Module": "AIModule",580 "HeaderPath": "#include \"AIController.h\"",581 "ClassName": "\nAAIController\n",582 "Name": "SetPawn(APawn* InPawn)",583 "Type": "void",584 "Description": "Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn."585 },586 {587 "Module": "AIModule",588 "HeaderPath": "#include \"AIController.h\"",589 "ClassName": "\nAAIController\n",590 "Name": "StopMovement()",591 "Type": "void",592 "Description": "Aborts the move the controller is currently performing"593 },594 {595 "Module": "AIModule",596 "HeaderPath": "#include \"AIController.h\"",597 "ClassName": "\nAAIController\n",598 "Name": "PostInitializeComponents()",599 "Type": "void",600 "Description": "Overridden to create the player replication info and perform other mundane initialization tasks."601 },602 {603 "Module": "AIModule",604 "HeaderPath": "#include \"AIController.h\"",605 "ClassName": "\nAAIController\n",606 "Name": "PostRegisterAllComponents()",607 "Type": "void",608 "Description": "Called after all the components in the Components array are registered, called both in editor and during gameplay"609 },610 {611 "Module": "AIModule",612 "HeaderPath": "#include \"AIController.h\"",613 "ClassName": "\nAAIController\n",614 "Name": "Reset()",615 "Type": "void",616 "Description": "Reset actor to initial state - used when restarting level without reloading."617 },618 {619 "Module": "AIModule",620 "HeaderPath": "#include \"AIController.h\"",621 "ClassName": "\nAAIController\n",622 "Name": "Tick(float DeltaSeconds)",623 "Type": "void",624 "Description": "Function called every frame on this Actor."625 },626 {627 "Module": "AIModule",628 "HeaderPath": "#include \"AIController.h\"",629 "ClassName": "\nAAIController\n",630 "Name": "GetPathFollowingAgent()",631 "Type": "IPathFollowingAgentInterface",632 "Description": "Retrieves PathFollowingAgent for this NavAgent"633 },634 {635 "Module": "AIModule",636 "HeaderPath": "#include \"AIController.h\"",637 "ClassName": "\nAAIController\n",638 "Name": "IsFollowingAPath()",639 "Type": "bool",640 "Description": "Checks if the agent is actively following a navigation path"641 },642 {643 "Module": "AIModule",644 "HeaderPath": "#include \"AIController.h\"",645 "ClassName": "\nAAIController\n",646 "Name": "ShouldPostponePathUpdates()",647 "Type": "bool",648 "Description": "Allows delaying repath requests"649 },650 {651 "Module": "AIModule",652 "HeaderPath": "#include \"AIController.h\"",653 "ClassName": "\nAAIController\n",654 "Name": "GetPerceptionComponent()",655 "Type": "UAIPerceptionComponent",656 "Description": ""657 },658 {659 "Module": "AIModule",660 "HeaderPath": "#include \"AIController.h\"",661 "ClassName": "\nAAIController\n",662 "Name": "GetGameplayTaskAvatar(const UGameplayTask* Task)",663 "Type": "AActor *",664 "Description": "Get \"body\" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)"665 },666 {667 "Module": "AIModule",668 "HeaderPath": "#include \"AIController.h\"",669 "ClassName": "\nAAIController\n",670 "Name": "GetGameplayTaskDefaultPriority()",671 "Type": "uint8",672 "Description": "Get default priority for running a task"673 },674 {675 "Module": "AIModule",676 "HeaderPath": "#include \"AIController.h\"",677 "ClassName": "\nAAIController\n",678 "Name": "GetGameplayTaskOwner(const UGameplayTask* Task)",679 "Type": "AActor *",680 "Description": "Get owner of a task or default one when task is null"681 },682 {683 "Module": "AIModule",684 "HeaderPath": "#include \"AIController.h\"",685 "ClassName": "\nAAIController\n",686 "Name": "GetGameplayTasksComponent(const UGameplayTask& Task)",687 "Type": "UGameplayTasksComponent",688 "Description": "Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!"689 },690 {691 "Module": "AIModule",692 "HeaderPath": "#include \"AIController.h\"",693 "ClassName": "\nAAIController\n",694 "Name": "OnGameplayTaskActivated(UGameplayTask& Task)",695 "Type": "void",696 "Description": "Notify called after GameplayTask changes state to Active (initial activation or resuming)"697 },698 {699 "Module": "AIModule",700 "HeaderPath": "#include \"AIController.h\"",701 "ClassName": "\nAAIController\n",702 "Name": "OnGameplayTaskDeactivated(UGameplayTask& Task)",703 "Type": "void",704 "Description": "Notify called after GameplayTask changes state from Active (finishing or pausing)"705 },706 {707 "Module": "AIModule",708 "HeaderPath": "#include \"AIController.h\"",709 "ClassName": "\nAAIController\n",710 "Name": "OnGameplayTaskInitialized(UGameplayTask& Task)",711 "Type": "void",712 "Description": "Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency"713 },714 {715 "Module": "AIModule",716 "HeaderPath": "#include \"AIController.h\"",717 "ClassName": "\nAAIController\n",718 "Name": "GetGenericTeamId()",719 "Type": "FGenericTeamId",720 "Description": "Retrieve team identifier in form of FGenericTeamId"721 },722 {723 "Module": "AIModule",724 "HeaderPath": "#include \"AIController.h\"",725 "ClassName": "\nAAIController\n",726 "Name": "SetGenericTeamId(const FGenericTeamId& TeamID)",727 "Type": "void",728 "Description": "Assigns Team Agent to given TeamID"729 },730 {731 "Module": "AIModule",732 "HeaderPath": "#include \"AIController.h\"",733 "ClassName": "\nAAIController\n",734 "Name": "GrabDebugSnapshot(FVisualLogEntry* Snapshot)",735 "Type": "void",736 "Description": ""737 },738 {739 "Module": "AIModule",740 "HeaderPath": "#include \"AITypes.h\"",741 "ClassName": "\nFAIBasicCounter\n",742 "Name": "NextAvailableID",743 "Type": "Type",744 "Description": ""745 },746 {747 "Module": "AIModule",748 "HeaderPath": "#include \"AITypes.h\"",749 "ClassName": "\nFAIBasicCounter\n",750 "Name": "GetNextAvailableID()",751 "Type": "Type",752 "Description": ""753 },754 {755 "Module": "AIModule",756 "HeaderPath": "#include \"AITypes.h\"",757 "ClassName": "\nFAIBasicCounter\n",758 "Name": "GetSize()",759 "Type": "uint32",760 "Description": ""761 },762 {763 "Module": "AIModule",764 "HeaderPath": "#include \"AITypes.h\"",765 "ClassName": "\nFAIBasicCounter\n",766 "Name": "OnIndexForced(Type ForcedIndex)",767 "Type": "void",768 "Description": ""769 },770 {771 "Module": "AIModule",772 "HeaderPath": "#include \"AITypes.h\"",773 "ClassName": "\nFAIGenericID\n",774 "Name": "Index",775 "Type": "const TCounter:...",776 "Description": ""777 },778 {779 "Module": "AIModule",780 "HeaderPath": "#include \"AITypes.h\"",781 "ClassName": "\nFAIGenericID\n",782 "Name": "GetCounter()",783 "Type": "TCounter &",784 "Description": ""785 },786 {787 "Module": "AIModule",788 "HeaderPath": "#include \"AITypes.h\"",789 "ClassName": "\nFAIGenericID\n",790 "Name": "GetNextID()",791 "Type": "FAIGenericID",792 "Description": ""793 },794 {795 "Module": "AIModule",796 "HeaderPath": "#include \"AITypes.h\"",797 "ClassName": "\nFAIGenericID\n",798 "Name": "GetSize()",799 "Type": "uint32",800 "Description": ""801 },802 {803 "Module": "AIModule",804 "HeaderPath": "#include \"AITypes.h\"",805 "ClassName": "\nFAIGenericID\n",806 "Name": "InvalidID()",807 "Type": "FAIGenericID",808 "Description": ""809 },810 {811 "Module": "AIModule",812 "HeaderPath": "#include \"AITypes.h\"",813 "ClassName": "\nFAIGenericID\n",814 "Name": "IsValid()",815 "Type": "bool",816 "Description": ""817 },818 {819 "Module": "AIModule",820 "HeaderPath": "#include \"AITypes.h\"",821 "ClassName": "\nFAIGenericID\n",822 "Name": "operator typename TCounter::Type()",823 "Type": "",824 "Description": ""825 },826 {827 "Module": "AIModule",828 "HeaderPath": "#include \"AITypes.h\"",829 "ClassName": "\nFAIGenericID\n",830 "Name": "operator=(const FAIGenericID& Other)",831 "Type": "FAIGenericID",832 "Description": ""833 },834 {835 "Module": "AIModule",836 "HeaderPath": "#include \"BrainComponent.h\"",837 "ClassName": "\nFAIMessage\n",838 "Name": "MessageFlags",839 "Type": "uint8",840 "Description": "Message param: custom flags"841 },842 {843 "Module": "AIModule",844 "HeaderPath": "#include \"BrainComponent.h\"",845 "ClassName": "\nFAIMessage\n",846 "Name": "MessageName",847 "Type": "FName",848 "Description": "Type of message"849 },850 {851 "Module": "AIModule",852 "HeaderPath": "#include \"BrainComponent.h\"",853 "ClassName": "\nFAIMessage\n",854 "Name": "RequestID",855 "Type": "FAIRequestID",856 "Description": "Message param: ID"857 },858 {859 "Module": "AIModule",860 "HeaderPath": "#include \"BrainComponent.h\"",861 "ClassName": "\nFAIMessage\n",862 "Name": "Sender",863 "Type": "FWeakObjectPtr",864 "Description": "Message source"865 },866 {867 "Module": "AIModule",868 "HeaderPath": "#include \"BrainComponent.h\"",869 "ClassName": "\nFAIMessage\n",870 "Name": "Status",871 "Type": "TEnumAsByte",872 "Description": "Message param: status"873 },874 {875 "Module": "AIModule",876 "HeaderPath": "#include \"BrainComponent.h\"",877 "ClassName": "\nFAIMessage\n",878 "Name": "Broadcast(UObject* WorldContextObject,const FAIMessage& Message)",879 "Type": "void",880 "Description": ""881 },882 {883 "Module": "AIModule",884 "HeaderPath": "#include \"BrainComponent.h\"",885 "ClassName": "\nFAIMessage\n",886 "Name": "ClearFlag(uint8 Flag)",887 "Type": "void",888 "Description": ""889 },890 {891 "Module": "AIModule",892 "HeaderPath": "#include \"BrainComponent.h\"",893 "ClassName": "\nFAIMessage\n",894 "Name": "HasFlag(uint8 Flag)",895 "Type": "bool",896 "Description": ""897 },898 {899 "Module": "AIModule",900 "HeaderPath": "#include \"BrainComponent.h\"",901 "ClassName": "\nFAIMessage\n",902 "Name": "Send(AController* Controller,const FAIMessage& Message)",903 "Type": "void",904 "Description": ""905 },906 {907 "Module": "AIModule",908 "HeaderPath": "#include \"BrainComponent.h\"",909 "ClassName": "\nFAIMessage\n",910 "Name": "Send(APawn* Pawn,const FAIMessage& Message)",911 "Type": "void",912 "Description": ""913 },914 {915 "Module": "AIModule",916 "HeaderPath": "#include \"BrainComponent.h\"",917 "ClassName": "\nFAIMessage\n",918 "Name": "Send(UBrainComponent* BrainComp,const FAIMessage& Message)",919 "Type": "void",920 "Description": ""921 },922 {923 "Module": "AIModule",924 "HeaderPath": "#include \"BrainComponent.h\"",925 "ClassName": "\nFAIMessage\n",926 "Name": "SetFlag(uint8 Flag)",927 "Type": "void",928 "Description": ""929 },930 {931 "Module": "AIModule",932 "HeaderPath": "#include \"BrainComponent.h\"",933 "ClassName": "\nFAIMessage\n",934 "Name": "SetFlags(uint8 Flags)",935 "Type": "void",936 "Description": ""937 },938 {939 "Module": "AIModule",940 "HeaderPath": "#include \"BrainComponent.h\"",941 "ClassName": "\nFAIMessageObserver\n",942 "Name": "Create(AController* Controller,FName MessageType,FOnAIMessage const& Delegate)",943 "Type": "FAIMessageObserverHandle",944 "Description": ""945 },946 {947 "Module": "AIModule",948 "HeaderPath": "#include \"BrainComponent.h\"",949 "ClassName": "\nFAIMessageObserver\n",950 "Name": "Create(APawn* Pawn,FName MessageType,FOnAIMessage const& Delegate)",951 "Type": "FAIMessageObserverHandle",952 "Description": ""953 },954 {955 "Module": "AIModule",956 "HeaderPath": "#include \"BrainComponent.h\"",957 "ClassName": "\nFAIMessageObserver\n",958 "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FOnAIMessage const& Delegate)",959 "Type": "FAIMessageObserverHandle",960 "Description": ""961 },962 {963 "Module": "AIModule",964 "HeaderPath": "#include \"BrainComponent.h\"",965 "ClassName": "\nFAIMessageObserver\n",966 "Name": "Create(AController* Controller,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)",967 "Type": "FAIMessageObserverHandle",968 "Description": ""969 },970 {971 "Module": "AIModule",972 "HeaderPath": "#include \"BrainComponent.h\"",973 "ClassName": "\nFAIMessageObserver\n",974 "Name": "Create(APawn* Pawn,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)",975 "Type": "FAIMessageObserverHandle",976 "Description": ""977 },978 {979 "Module": "AIModule",980 "HeaderPath": "#include \"BrainComponent.h\"",981 "ClassName": "\nFAIMessageObserver\n",982 "Name": "Create(UBrainComponent* BrainComp,FName MessageType,FAIRequestID MessageID,FOnAIMessage const& Delegate)",983 "Type": "FAIMessageObserverHandle",984 "Description": ""985 },986 {987 "Module": "AIModule",988 "HeaderPath": "#include \"BrainComponent.h\"",989 "ClassName": "\nFAIMessageObserver\n",990 "Name": "DescribeObservedMessage()",991 "Type": "FString",992 "Description": ""993 },994 {995 "Module": "AIModule",996 "HeaderPath": "#include \"BrainComponent.h\"",997 "ClassName": "\nFAIMessageObserver\n",998 "Name": "GetObservedMessageID()",999 "Type": "FAIRequestID",1000 "Description": ""1001 },1002 {1003 "Module": "AIModule",1004 "HeaderPath": "#include \"BrainComponent.h\"",1005 "ClassName": "\nFAIMessageObserver\n",1006 "Name": "GetObservedMessageType()",1007 "Type": "FName",1008 "Description": ""1009 },1010 {1011 "Module": "AIModule",1012 "HeaderPath": "#include \"BrainComponent.h\"",1013 "ClassName": "\nFAIMessageObserver\n",1014 "Name": "IsObservingMessageID()",1015 "Type": "bool",1016 "Description": ""1017 },1018 {1019 "Module": "AIModule",1020 "HeaderPath": "#include \"BrainComponent.h\"",1021 "ClassName": "\nFAIMessageObserver\n",1022 "Name": "OnMessage(const FAIMessage& Message)",1023 "Type": "void",1024 "Description": ""1025 },1026 {1027 "Module": "AIModule",1028 "HeaderPath": "#include \"AITypes.h\"",1029 "ClassName": "\nFAIMoveRequest\n",1030 "Name": "AcceptanceRadius",1031 "Type": "float",1032 "Description": "Pathfollowing: required distance to goal to complete move"1033 },1034 {1035 "Module": "AIModule",1036 "HeaderPath": "#include \"AITypes.h\"",1037 "ClassName": "\nFAIMoveRequest\n",1038 "Name": "bAllowPartialPath",1039 "Type": "uint32: 1",1040 "Description": "Pathfinding: allow using incomplete path going toward goal but not reaching it"1041 },1042 {1043 "Module": "AIModule",1044 "HeaderPath": "#include \"AITypes.h\"",1045 "ClassName": "\nFAIMoveRequest\n",1046 "Name": "bCanStrafe",1047 "Type": "uint32: 1",1048 "Description": "Pathfollowing: keep focal point at move goal"1049 },1050 {1051 "Module": "AIModule",1052 "HeaderPath": "#include \"AITypes.h\"",1053 "ClassName": "\nFAIMoveRequest\n",1054 "Name": "bInitialized",1055 "Type": "uint32: 1",1056 "Description": "Move goal is an actor"1057 },1058 {1059 "Module": "AIModule",1060 "HeaderPath": "#include \"AITypes.h\"",1061 "ClassName": "\nFAIMoveRequest\n",1062 "Name": "bMoveToActor",1063 "Type": "uint32: 1",1064 "Description": "Move goal is an actor"1065 },1066 {1067 "Module": "AIModule",1068 "HeaderPath": "#include \"AITypes.h\"",1069 "ClassName": "\nFAIMoveRequest\n",1070 "Name": "bProjectGoalOnNavigation",1071 "Type": "uint32: 1",1072 "Description": "Pathfinding: goal location will be projected on navigation data before use"1073 },1074 {1075 "Module": "AIModule",1076 "HeaderPath": "#include \"AITypes.h\"",1077 "ClassName": "\nFAIMoveRequest\n",1078 "Name": "bReachTestIncludesAgentRadius",1079 "Type": "uint32: 1",1080 "Description": "Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)"1081 },1082 {1083 "Module": "AIModule",1084 "HeaderPath": "#include \"AITypes.h\"",1085 "ClassName": "\nFAIMoveRequest\n",1086 "Name": "bReachTestIncludesGoalRadius",1087 "Type": "uint32: 1",1088 "Description": "Pathfollowing: acceptance radius needs to be increased by goal actor radius"1089 },1090 {1091 "Module": "AIModule",1092 "HeaderPath": "#include \"AITypes.h\"",1093 "ClassName": "\nFAIMoveRequest\n",1094 "Name": "bUsePathfinding",1095 "Type": "uint32: 1",1096 "Description": "Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points"1097 },1098 {1099 "Module": "AIModule",1100 "HeaderPath": "#include \"AITypes.h\"",1101 "ClassName": "\nFAIMoveRequest\n",1102 "Name": "FilterClass",1103 "Type": "TSubclassOf",1104 "Description": "Pathfinding: navigation filter to use"1105 },1106 {1107 "Module": "AIModule",1108 "HeaderPath": "#include \"AITypes.h\"",1109 "ClassName": "\nFAIMoveRequest\n",1110 "Name": "GoalActor",1111 "Type": "AActor *",1112 "Description": "Move goal: actor"1113 },1114 {1115 "Module": "AIModule",1116 "HeaderPath": "#include \"AITypes.h\"",1117 "ClassName": "\nFAIMoveRequest\n",1118 "Name": "GoalLocation",1119 "Type": "FVector",1120 "Description": "Move goal: location"1121 },1122 {1123 "Module": "AIModule",1124 "HeaderPath": "#include \"AITypes.h\"",1125 "ClassName": "\nFAIMoveRequest\n",1126 "Name": "UserData",1127 "Type": "FCustomMoveSharedPtr",1128 "Description": "Custom user data: structure"1129 },1130 {1131 "Module": "AIModule",1132 "HeaderPath": "#include \"AITypes.h\"",1133 "ClassName": "\nFAIMoveRequest\n",1134 "Name": "UserFlags",1135 "Type": "int32",1136 "Description": "Custom user data: flags"1137 },1138 {1139 "Module": "AIModule",1140 "HeaderPath": "#include \"AITypes.h\"",1141 "ClassName": "\nFAIMoveRequest\n",1142 "Name": "CanStrafe()",1143 "Type": "bool",1144 "Description": ""1145 },1146 {1147 "Module": "AIModule",1148 "HeaderPath": "#include \"AITypes.h\"",1149 "ClassName": "\nFAIMoveRequest\n",1150 "Name": "GetAcceptanceRadius()",1151 "Type": "float",1152 "Description": ""1153 },1154 {1155 "Module": "AIModule",1156 "HeaderPath": "#include \"AITypes.h\"",1157 "ClassName": "\nFAIMoveRequest\n",1158 "Name": "GetDestination()",1159 "Type": "FVector",1160 "Description": "Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself"1161 },1162 {1163 "Module": "AIModule",1164 "HeaderPath": "#include \"AITypes.h\"",1165 "ClassName": "\nFAIMoveRequest\n",1166 "Name": "GetGoalActor()",1167 "Type": "AActor *",1168 "Description": ""1169 },1170 {1171 "Module": "AIModule",1172 "HeaderPath": "#include \"AITypes.h\"",1173 "ClassName": "\nFAIMoveRequest\n",1174 "Name": "GetGoalLocation()",1175 "Type": "FVector",1176 "Description": ""1177 },1178 {1179 "Module": "AIModule",1180 "HeaderPath": "#include \"AITypes.h\"",1181 "ClassName": "\nFAIMoveRequest\n",1182 "Name": "GetNavigationFilter()",1183 "Type": "TSubclassOf",1184 "Description": ""1185 },1186 {1187 "Module": "AIModule",1188 "HeaderPath": "#include \"AITypes.h\"",1189 "ClassName": "\nFAIMoveRequest\n",1190 "Name": "GetUserData()",1191 "Type": "FCustomMoveSharedPtr",1192 "Description": ""1193 },1194 {1195 "Module": "AIModule",1196 "HeaderPath": "#include \"AITypes.h\"",1197 "ClassName": "\nFAIMoveRequest\n",1198 "Name": "GetUserFlags()",1199 "Type": "int32",1200 "Description": ""