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          AIModule

          Windows
          MacOS
          Linux

          Filters

          Classes

          Name

          Description

          Public class

          AAIController

          AIController is the base class of controllers for AI-controlled Pawns.

          Public class

          ADetourCrowdAIController

          Public class

          AGridPathAIController

          Public struct

          FAIBasicCounter

          Public struct

          FAIGenericID

          Public struct

          FAIMessage

          Public struct

          FAIMessageObserver

          Public class

          FAIMoveCompletedSignature

          Public struct

          FAIMoveRequest

          Public struct

          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.

          Public struct

          FAIRequestID

          Public struct

          FAIResCounter

          Public struct

          FAIResourceLock

          Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)

          Public struct

          FAIResourcesSet

          Public struct

          FBehaviorTreeDelegates

          Public struct

          FFocusKnowledge

          Public struct

          FGenericTeamId

          Public struct

          FGraphAStar

          Generic graph A* implementation

          Public struct

          FGraphAStarDefaultNode

          Default A* node class.

          Public struct

          FGraphAStarDefaultPolicy

          Public struct

          FGridSize2D

          Public struct

          FIntervalCountdown

          Public class

          FVisualLoggerExtension

          Public class

          IAIModule

          The public interface to this module

          Public class

          IAIResourceInterface

          Public class

          IGenericTeamAgentInterface

          Public struct

          TBVTree

          Public struct

          TDefaultManagerInstanceTracker

          Public struct

          TSimpleCellGrid

          No virtuals on purpose

          Public class

          UAIResource_Logic

          Public class

          UAIResource_Movement

          Copyright Epic Games, Inc. All Rights Reserved.

          Public class

          UAIResourceInterface

          Public class

          UAISubsystem

          A class representing a common interface and behavior for AI subsystems

          Public class

          UAISystem

          Public class

          UBrainComponent

          Public class

          UGenericTeamAgentInterface

          Public class

          UVisualLoggerExtension

          Constants

          Typedefs

          Enums

          Functions

          Name Description

          Public function

          void

           

          BlueprintNodeHelpers::AbortLatentActions

          (
              UActorComponent & OwnerOb,
              const UObject & Ob
          )

          Public function

          void

           

          BlueprintNodeHelpers::CollectBlackboardSelectors

          (
              const UObject * Ob,
              const UClass * StopAtClass,
              TArray < FName >& KeyNames
          )

          Public function

          void

           

          BlueprintNodeHelpers::CollectPropertyData

          (
              const UObject * Ob,
              const UClass * StopAtClass,
              TArray < FProperty * >& Propert...
          )

          Public function

          FString

           

          BlueprintNodeHelpers::CollectPropertyDescription

          (
              const UObject * Ob,
              const UClass * StopAtClass,
              const TArray < FProperty * >& P...
          )

          Public function

          void

           

          BlueprintNodeHelpers::CopyPropertiesFromContext

          (
              const TArray < FProperty * >& P...,
              uint8 * ObjectMemory,
              uint8 * ContextMemory
          )

          Public function

          void

           

          BlueprintNodeHelpers::CopyPropertiesToContext

          (
              const TArray < FProperty * >& P...,
              uint8 * ObjectMemory,
              uint8 * ContextMemory
          )

          Public function

          FString

           

          BlueprintNodeHelpers::DescribeProperty

          (
              const FProperty * Prop,
              const uint8 * PropertyAddr
          )

          Public function

          void

           

          BlueprintNodeHelpers::DescribeRuntimeValues

          (
              const UObject * Ob,
              const TArray < FProperty * >& P...,
              TArray < FString >& RuntimeValues
          )

          Public function

          bool

           

          BlueprintNodeHelpers::FindNodeOwner

          (
              AActor * OwningActor,
              UBTNode * Node,
              UBehaviorTreeComponent *& Ownin...,
              int32 & OwningInstanceIdx
          )

          Public function

          FString

           

          BlueprintNodeHelpers::GetNodeName

          (
              const UObject & NodeObject
          )

          Public function

          uint16

           

          BlueprintNodeHelpers::GetPropertiesMemorySize

          (
              const TArray < FProperty * >& P...
          )

          Public function

          bool

           

          BlueprintNodeHelpers::HasAnyBlackboardSelectors

          (
              const UObject * Ob,
              const UClass * StopAtClass
          )

          Public function

          bool

           

          BlueprintNodeHelpers::HasBlueprintFunction

          (
              FName FuncName,
              const UObject & Object,
              const UClass & StopAtClass
          )

          Public function

          bool

           

          BlueprintNodeHelpers::HasBlueprintFunction

          (
              FName FuncName,
              const UObject * Object,
              const UClass * StopAtClass
          )

          This version of HasBlueprintFunction is deprecated. Please use the one taking reference to UObject and StopAtClass rather than a pointers.

          Public function

          void

           

          BlueprintNodeHelpers::ResolveBlackboardSelectors

          (
              UObject & Ob,
              const UClass & StopAtClass,
              const UBlackboardData & BlackboardA...
          )

          Public function

          const FAIRes ...

           

          FAIResources::GetResource

          (
              int32 ResourceIndex
          )

          Public function

          int32

           

          FAIResources::GetResourcesCount()

          Public function

          FString

           

          FAIResources::GetSetDescription

          (
              FAIResourcesSet ResourceSet
          )

          Public function

          void

           

          FAIResources::RegisterResource

          (
              const FAIResourceID & Resource
          )

          Public function

          EAIOptionFla ...

           

          FAISystem::BoolToAIOption

          (
              bool Value
          )

          Public function

          FVector

           

          FAISystem::FindClosestLocation

          (
              const FVector & Origin,
              const TArray < FVector >& Locations
          )

          Public function

          bool

           

          FAISystem::IsValidControllerAndHasValidPawn

          (
              const AController * Controller
          )

          Public function

          bool

           

          FAISystem::IsValidDirection

          (
              const FVector & TestVector
          )

          Public function

          bool

           

          FAISystem::IsValidLocation

          (
              const FVector & TestLocation
          )

          Public function

          bool

           

          FAISystem::IsValidOrientation

          (
              const FQuat & TestOrientation
          )

          Public function

          bool

           

          FAISystem::IsValidRotation

          (
              const FRotator & TestRotation
          )

          Public function

          bool

           

          FAISystem::PickAIOption

          (
              EAIOptionFlag::Type Option,
              bool DefaultOption
          )

          Public function

          uint32

           

          GetTypeHash

          (
              const FGenericTeamId TeamID
          )

          Variables

          Name Description

          Public variable

          const Type

           

          Default

          Public variable

          float

           

          FocalPointDistance

          Distance to focal point along current velocity vector

          Public variable

          const Type

           

          Gameplay

          Public variable

          const FAIResour ...

           

          InvalidResource

          Public variable

          const Type

           

          LastFocusPriority

          Public variable

          const FAIResour ...

           

          Logic

          Public variable

          const Type

           

          Move

          Public variable

          const FAIResour ...

           

          Movement

          Public variable

          const FAIResour ...

           

          Perception

          Public variable

          const FString

           

          TAG_EQS

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