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RandomSpeakingApe/UnrealEngineCodeDocument

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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": ""

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