Class AIController
AIController is the base class of controllers for AI-controlled Pawns.
Inheritance
System.Object
AIController
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class AIController : Controller
Properties
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ActionsComp
Declaration
public PawnActionsComponent ActionsComp { get; }
Property Value
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bAllowStrafe
Declaration
public bool bAllowStrafe { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Blackboard
Declaration
public BlackboardComponent Blackboard { get; }
Property Value
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bLOSflag
Declaration
public bool bLOSflag { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BrainComponent
Component responsible for behaviors.
Declaration
public BrainComponent BrainComponent { get; set; }
Property Value
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bSetControlRotationFromPawnOrientation
Declaration
public bool bSetControlRotationFromPawnOrientation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bSkipExtraLOSChecks { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bStopAILogicOnUnposses
Declaration
public bool bStopAILogicOnUnposses { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bWantsPlayerState
Declaration
public bool bWantsPlayerState { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CachedGameplayTasksComponent
Cached Gameplay Tasks Component
Declaration
public GameplayTasksComponent CachedGameplayTasksComponent { get; set; }
Property Value
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DefaultNavigationFilterClass
Default Navigation Filter Class
Declaration
public SubclassOf<NavigationQueryFilter> DefaultNavigationFilterClass { get; set; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static AIController DefaultObject { get; }
Property Value
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PathFollowingComponent
Component used for moving along a path.
Declaration
public PathFollowingComponent PathFollowingComponent { get; set; }
Property Value
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PerceptionComponent
Declaration
public AIPerceptionComponent PerceptionComponent { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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ClaimTaskResource(SubclassOf<GameplayTaskResource>)
Declaration
public void ClaimTaskResource(SubclassOf<GameplayTaskResource> ResourceClass)
Parameters
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GetAIPerceptionComponent()
Get AIPerception Component
Declaration
public AIPerceptionComponent GetAIPerceptionComponent()
Returns
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GetFocalPoint()
Retrieve the final position that controller should be looking at.
Declaration
public Vector GetFocalPoint()
Returns
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GetFocalPointOnActor(Actor)
Retrieve the focal point this controller should focus to on given actor.
Declaration
public Vector GetFocalPointOnActor(Actor Actor)
Parameters
Type |
Name |
Description |
Actor |
Actor |
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Returns
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GetFocusActor()
Declaration
public Actor GetFocusActor()
Returns
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Returns position of current path segment's end.
Declaration
public Vector GetImmediateMoveDestination()
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GetMoveStatus()
Returns status of path following
Declaration
public byte GetMoveStatus()
Returns
Type |
Description |
System.Byte |
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GetPathFollowingComponent()
Returns PathFollowingComponent subobject *
Declaration
public PathFollowingComponent GetPathFollowingComponent()
Returns
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HasPartialPath()
Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination).
Declaration
public bool HasPartialPath()
Returns
Type |
Description |
System.Boolean |
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K2_ClearFocus()
Clears Focus, will also clear FocalPoint as a result
Declaration
public void K2_ClearFocus()
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K2_SetFocalPoint(Vector)
Set the position that controller should be looking at.
Declaration
public void K2_SetFocalPoint(Vector FP)
Parameters
Type |
Name |
Description |
Vector |
FP |
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K2_SetFocus(Actor)
Set Focus for actor, will set FocalPoint as a result.
Declaration
public void K2_SetFocus(Actor NewFocus)
Parameters
Type |
Name |
Description |
Actor |
NewFocus |
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MoveToActor(Actor, Single, Boolean, Boolean, Boolean, SubclassOf<NavigationQueryFilter>, Boolean)
Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following
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Declaration
public byte MoveToActor(Actor Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, SubclassOf<NavigationQueryFilter> FilterClass, bool bAllowPartialPath)
Parameters
Type |
Name |
Description |
Actor |
Goal |
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System.Single |
AcceptanceRadius |
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System.Boolean |
bStopOnOverlap |
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System.Boolean |
bUsePathfinding |
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System.Boolean |
bCanStrafe |
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SubclassOf<NavigationQueryFilter> |
FilterClass |
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System.Boolean |
bAllowPartialPath |
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Returns
Type |
Description |
System.Byte |
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MoveToLocation(Vector, Single, Boolean, Boolean, Boolean, Boolean, SubclassOf<NavigationQueryFilter>, Boolean)
Makes AI go toward specified Dest location, aborts any active path following
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Declaration
public byte MoveToLocation(Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, SubclassOf<NavigationQueryFilter> FilterClass, bool bAllowPartialPath)
Parameters
Type |
Name |
Description |
Vector |
Dest |
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System.Single |
AcceptanceRadius |
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System.Boolean |
bStopOnOverlap |
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System.Boolean |
bUsePathfinding |
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System.Boolean |
bProjectDestinationToNavigation |
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System.Boolean |
bCanStrafe |
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SubclassOf<NavigationQueryFilter> |
FilterClass |
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System.Boolean |
bAllowPartialPath |
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Returns
Type |
Description |
System.Byte |
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New(UObject, Name)
Spawn an object of this class
Declaration
public static AIController New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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RunBehaviorTree(BehaviorTree)
Starts executing behavior tree.
Declaration
public bool RunBehaviorTree(BehaviorTree BTAsset)
Parameters
Returns
Type |
Description |
System.Boolean |
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SetMoveBlockDetection(Boolean)
Updates state of movement block detection.
Declaration
public void SetMoveBlockDetection(bool bEnable)
Parameters
Type |
Name |
Description |
System.Boolean |
bEnable |
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SetPathFollowingComponent(PathFollowingComponent)
Note that his function does not do any pathfollowing state transfer.
Declaration
public void SetPathFollowingComponent(PathFollowingComponent NewPFComponent)
Parameters
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UnclaimTaskResource(SubclassOf<GameplayTaskResource>)
Declaration
public void UnclaimTaskResource(SubclassOf<GameplayTaskResource> ResourceClass)
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UseBlackboard(BlackboardData)
Declaration
public (BlackboardComponent, bool) UseBlackboard(BlackboardData BlackboardAsset)
Parameters
Returns
Events
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OnPossess
Event called when PossessedPawn is possessed by this controller.
Declaration
public event AIController.OnPossess_delegate OnPossess
Event Type
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OnUnpossess
Gets triggered after given pawn has been unpossesed
Declaration
public event AIController.OnUnpossess_delegate OnUnpossess
Event Type
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OnUsingBlackBoard
Declaration
public event AIController.OnUsingBlackBoard_delegate OnUsingBlackBoard
Event Type
Operators
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Implicit(IntPtr to AIController)
Convert from IntPtr to UObject
Declaration
public static implicit operator AIController(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns