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Class AISystem

AISystem

Inheritance
System.Object
UObject
AISystemBase
AISystem
Inherited Members
AISystemBase.AISystemClassName
AISystemBase.AISystemModuleName
AISystemBase.bInstantiateAISystemOnClient
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 AISystem : AISystemBase

Properties

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AcceptanceRadius

Default AI movement's acceptance radius used to determine whether

Declaration
public float AcceptanceRadius { get; set; }
Property Value
Type Description
System.Single
Remarks

AI reached path's end

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AllProxyObjects

All Proxy Objects

Declaration
public ObjectArrayField<AIAsyncTaskBlueprintProxy> AllProxyObjects { get; }
Property Value
Type Description
ObjectArrayField<AIAsyncTaskBlueprintProxy>
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bAcceptPartialPaths

Declaration
public bool bAcceptPartialPaths { get; set; }
Property Value
Type Description
System.Boolean
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bAllowControllersAsEQSQuerier

Declaration
public bool bAllowControllersAsEQSQuerier { get; set; }
Property Value
Type Description
System.Boolean
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bAllowStrafing

Declaration
public bool bAllowStrafing { get; set; }
Property Value
Type Description
System.Boolean
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BehaviorTreeManager

Behavior tree manager used by game

Declaration
public BehaviorTreeManager BehaviorTreeManager { get; set; }
Property Value
Type Description
BehaviorTreeManager
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bEnableBTAITasks

Declaration
public bool bEnableBTAITasks { get; set; }
Property Value
Type Description
System.Boolean
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bEnableDebuggerPlugin

Declaration
public bool bEnableDebuggerPlugin { get; set; }
Property Value
Type Description
System.Boolean
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bFinishMoveOnGoalOverlap

Declaration
public bool bFinishMoveOnGoalOverlap { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static AISystem DefaultObject { get; }
Property Value
Type Description
AISystem
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DefaultSightCollisionChannel

Default Sight Collision Channel

Declaration
public byte DefaultSightCollisionChannel { get; set; }
Property Value
Type Description
System.Byte
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EnvironmentQueryManager

Environment query manager used by game

Declaration
public EnvQueryManager EnvironmentQueryManager { get; set; }
Property Value
Type Description
EnvQueryManager
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HotSpotManager

Hot Spot Manager

Declaration
public AIHotSpotManager HotSpotManager { get; set; }
Property Value
Type Description
AIHotSpotManager
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HotSpotManagerClassName

Hot Spot Manager Class Name

Declaration
public SoftClassPath HotSpotManagerClassName { get; set; }
Property Value
Type Description
SoftClassPath
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NavLocalGrids

Nav Local Grids

Declaration
public NavLocalGridManager NavLocalGrids { get; set; }
Property Value
Type Description
NavLocalGridManager
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PathfollowingNavLinkAcceptanceRadius

Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals

Declaration
public float PathfollowingNavLinkAcceptanceRadius { get; set; }
Property Value
Type Description
System.Single
Remarks

but gets applied only when next point on a path represents a begining of navigation link

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PathfollowingRegularPathPointAcceptanceRadius

Value used for pathfollowing's internal code to determine whether AI reached path's point.

Declaration
public float PathfollowingRegularPathPointAcceptanceRadius { get; set; }
Property Value
Type Description
System.Single
Remarks

@note this value is not used for path's last point. @see AcceptanceRadius

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PerceptionSystem

Perception System

Declaration
public AIPerceptionSystem PerceptionSystem { get; set; }
Property Value
Type Description
AIPerceptionSystem
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PerceptionSystemClassName

Perception System Class Name

Declaration
public SoftClassPath PerceptionSystemClassName { get; set; }
Property Value
Type Description
SoftClassPath
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StaticClass

Get UE4 Class

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

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static AISystem New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
AISystem

Operators

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Implicit(IntPtr to AISystem)

Convert from IntPtr to UObject

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