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Class AIBlueprintHelperLibrary

AIBlueprint Helper Library

Inheritance
System.Object
UObject
BlueprintFunctionLibrary
AIBlueprintHelperLibrary
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class AIBlueprintHelperLibrary : BlueprintFunctionLibrary

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AIBlueprintHelperLibrary DefaultObject { get; }
Property Value
Type Description
AIBlueprintHelperLibrary
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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CreateMoveToProxyObject(UObject, Pawn, Vector, Actor, Single, Boolean)

Create Move to Proxy Object

Declaration
public static AIAsyncTaskBlueprintProxy CreateMoveToProxyObject(UObject WorldContextObject, Pawn Pawn, Vector Destination, Actor TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
Parameters
Type Name Description
UObject WorldContextObject
Pawn Pawn
Vector Destination
Actor TargetActor
System.Single AcceptanceRadius
System.Boolean bStopOnOverlap
Returns
Type Description
AIAsyncTaskBlueprintProxy
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GetAIController(Actor)

The way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn's controller cast to AIController.

Declaration
public static AIController GetAIController(Actor ControlledActor)
Parameters
Type Name Description
Actor ControlledActor
Returns
Type Description
AIController
Remarks

Otherwise the function returns actor cast to AIController.

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GetBlackboard(Actor)

Get Blackboard

Declaration
public static BlackboardComponent GetBlackboard(Actor Target)
Parameters
Type Name Description
Actor Target
Returns
Type Description
BlackboardComponent
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GetCurrentPath(Controller)

Returns a copy of navigation path given controller is currently using.

Declaration
public static NavigationPath GetCurrentPath(Controller Controller)
Parameters
Type Name Description
Controller Controller
Returns
Type Description
NavigationPath
Remarks

The result being a copy means you won't be able to influence agent's pathfollowing by manipulating received path

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IsValidAIDirection(Vector)

Is Valid AIDirection

Declaration
public static bool IsValidAIDirection(Vector DirectionVector)
Parameters
Type Name Description
Vector DirectionVector
Returns
Type Description
System.Boolean
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IsValidAILocation(Vector)

Is Valid AILocation

Declaration
public static bool IsValidAILocation(Vector Location)
Parameters
Type Name Description
Vector Location
Returns
Type Description
System.Boolean
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IsValidAIRotation(Rotator)

Is Valid AIRotation

Declaration
public static bool IsValidAIRotation(Rotator Rotation)
Parameters
Type Name Description
Rotator Rotation
Returns
Type Description
System.Boolean
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LockAIResourcesWithAnimation(AnimInstance, Boolean, Boolean)

locks indicated AI resources of animated pawn

Declaration
public static void LockAIResourcesWithAnimation(AnimInstance AnimInstance, bool bLockMovement, bool LockAILogic)
Parameters
Type Name Description
AnimInstance AnimInstance
System.Boolean bLockMovement
System.Boolean LockAILogic
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New(UObject, Name)

Spawn an object of this class

Declaration
public static AIBlueprintHelperLibrary New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AIBlueprintHelperLibrary
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SendAIMessage(Pawn, Name, UObject, Boolean)

Send AIMessage

Declaration
public static void SendAIMessage(Pawn Target, Name Message, UObject MessageSource, bool bSuccess)
Parameters
Type Name Description
Pawn Target
Name Message
UObject MessageSource
System.Boolean bSuccess
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SimpleMoveToActor(Controller, Actor)

Simple Move to Actor

Declaration
public static void SimpleMoveToActor(Controller Controller, Actor Goal)
Parameters
Type Name Description
Controller Controller
Actor Goal
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SimpleMoveToLocation(Controller, Vector)

Simple Move to Location

Declaration
public static void SimpleMoveToLocation(Controller Controller, Vector Goal)
Parameters
Type Name Description
Controller Controller
Vector Goal
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SpawnAIFromClass(UObject, SubclassOf<Pawn>, BehaviorTree, Vector, Rotator, Boolean)

Spawn AIFrom Class

Declaration
public static Pawn SpawnAIFromClass(UObject WorldContextObject, SubclassOf<Pawn> PawnClass, BehaviorTree BehaviorTree, Vector Location, Rotator Rotation, bool bNoCollisionFail)
Parameters
Type Name Description
UObject WorldContextObject
SubclassOf<Pawn> PawnClass
BehaviorTree BehaviorTree
Vector Location
Rotator Rotation
System.Boolean bNoCollisionFail
Returns
Type Description
Pawn
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UnlockAIResourcesWithAnimation(AnimInstance, Boolean, Boolean)

unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources

Declaration
public static void UnlockAIResourcesWithAnimation(AnimInstance AnimInstance, bool bUnlockMovement, bool UnlockAILogic)
Parameters
Type Name Description
AnimInstance AnimInstance
System.Boolean bUnlockMovement
System.Boolean UnlockAILogic

Operators

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Implicit(IntPtr to AIBlueprintHelperLibrary)

Convert from IntPtr to UObject

Declaration
public static implicit operator AIBlueprintHelperLibrary(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
AIBlueprintHelperLibrary
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