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Class EnvQueryTest

Env Query Test

Inheritance
System.Object
UObject
EnvQueryNode
EnvQueryTest
EnvQueryTest_Distance
EnvQueryTest_Dot
EnvQueryTest_GameplayTags
EnvQueryTest_Overlap
EnvQueryTest_Pathfinding
EnvQueryTest_Project
EnvQueryTest_Random
EnvQueryTest_Trace
Inherited Members
EnvQueryNode.VerNum
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 EnvQueryTest : EnvQueryNode

Properties

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bDefineReferenceValue

Declaration
public bool bDefineReferenceValue { get; set; }
Property Value
Type Description
System.Boolean
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BoolValue

Desired boolean value of the test for scoring to occur or filtering test to pass.

Declaration
public AIDataProviderBoolValue BoolValue { get; set; }
Property Value
Type Description
AIDataProviderBoolValue
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bWorkOnFloatValues

Declaration
public bool bWorkOnFloatValues { get; set; }
Property Value
Type Description
System.Boolean
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ClampMaxType

How should the upper bound for normalization of the raw test value before applying the scoring formula be determined?

Declaration
public byte ClampMaxType { get; set; }
Property Value
Type Description
System.Byte
Remarks

Should it use the highest value found (tested), the upper threshold for filtering, or a separate specified normalization maximum?

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ClampMinType

How should the lower bound for normalization of the raw test value before applying the scoring formula be determined?

Declaration
public byte ClampMinType { get; set; }
Property Value
Type Description
System.Byte
Remarks

Should it use the lowest value found (tested), the lower threshold for filtering, or a separate specified normalization minimum?

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static EnvQueryTest DefaultObject { get; }
Property Value
Type Description
EnvQueryTest
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FilterType

Does this test filter out results that are below a lower limit, above an upper limit, or both? Or does it just look for a matching value?

Declaration
public byte FilterType { get; set; }
Property Value
Type Description
System.Byte
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FloatValueMax

Maximum limit (inclusive) of valid values for the raw test value. Higher values will be discarded as invalid.

Declaration
public AIDataProviderFloatValue FloatValueMax { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
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FloatValueMin

Minimum limit (inclusive) of valid values for the raw test value. Lower values will be discarded as invalid.

Declaration
public AIDataProviderFloatValue FloatValueMin { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
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MultipleContextFilterOp

Determines filtering operator when context returns multiple items

Declaration
public byte MultipleContextFilterOp { get; set; }
Property Value
Type Description
System.Byte
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MultipleContextScoreOp

Determines scoring operator when context returns multiple items

Declaration
public byte MultipleContextScoreOp { get; set; }
Property Value
Type Description
System.Byte
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ReferenceValue

When specified gets used to normalize test's results in such a way that the closer a value is to ReferenceValue the higher normalized result it will produce.

Declaration
public AIDataProviderFloatValue ReferenceValue { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
Remarks

Value farthest from ReferenceValue will be normalized to 0, and all the other values in between will get normalized linearly with the distance to ReferenceValue.

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ScoreClampMax

Maximum value to use to normalize the raw test value before applying scoring formula.

Declaration
public AIDataProviderFloatValue ScoreClampMax { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
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ScoreClampMin

Minimum value to use to normalize the raw test value before applying scoring formula.

Declaration
public AIDataProviderFloatValue ScoreClampMin { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
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ScoringEquation

The shape of the curve equation to apply to the normalized score before multiplying by factor.

Declaration
public byte ScoringEquation { get; set; }
Property Value
Type Description
System.Byte
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ScoringFactor

The weight (factor) by which to multiply the normalized score after the scoring equation is applied.

Declaration
public AIDataProviderFloatValue ScoringFactor { get; set; }
Property Value
Type Description
AIDataProviderFloatValue
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StaticClass

Get UE4 Class

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

Number of test as defined in data asset

Declaration
public int TestOrder { get; set; }
Property Value
Type Description
System.Int32
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TestPurpose

The purpose of this test. Should it be used for filtering possible results, scoring them, or both?

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

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to EnvQueryTest)

Convert from IntPtr to UObject

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