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Class PawnAction

Things to remember:

Inheritance
System.Object
UObject
PawnAction
PawnAction_BlueprintBase
PawnAction_Move
PawnAction_Repeat
PawnAction_Sequence
PawnAction_Wait
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 PawnAction : UObject
Remarks
  • Actions are created paused

Properties

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bAllowNewSameClassInstance

Declaration
public bool bAllowNewSameClassInstance { get; }
Property Value
Type Description
System.Boolean
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bAlwaysNotifyOnFinished

Declaration
public bool bAlwaysNotifyOnFinished { get; set; }
Property Value
Type Description
System.Boolean
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BrainComp

@Note: THIS IS HERE ONLY BECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY!

Declaration
public BrainComponent BrainComp { get; set; }
Property Value
Type Description
BrainComponent
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bReplaceActiveSameClassInstance

Declaration
public bool bReplaceActiveSameClassInstance { get; set; }
Property Value
Type Description
System.Boolean
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bShouldPauseMovement

Declaration
public bool bShouldPauseMovement { get; set; }
Property Value
Type Description
System.Boolean
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ChildAction

Current child node executing on top of this Action

Declaration
public PawnAction ChildAction { get; set; }
Property Value
Type Description
PawnAction
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static PawnAction DefaultObject { get; }
Property Value
Type Description
PawnAction
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Instigator

indicates an object that caused this action.

Declaration
public UObject Instigator { get; set; }
Property Value
Type Description
UObject
Remarks

Used for mass removal of actions by specific object

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OwnerComponent

Extra reference to the component this action is being governed by

Declaration
public PawnActionsComponent OwnerComponent { get; set; }
Property Value
Type Description
PawnActionsComponent
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ParentAction

Parent Action

Declaration
public PawnAction ParentAction { get; set; }
Property Value
Type Description
PawnAction
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StaticClass

Get UE4 Class

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

Methods

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CreateActionInstance(UObject, SubclassOf<PawnAction>)

Create Action Instance

Declaration
public static PawnAction CreateActionInstance(UObject WorldContextObject, SubclassOf<PawnAction> ActionClass)
Parameters
Type Name Description
UObject WorldContextObject
SubclassOf<PawnAction> ActionClass
Returns
Type Description
PawnAction
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Finish(Byte)

Finish

Declaration
public void Finish(byte WithResult)
Parameters
Type Name Description
System.Byte WithResult
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GetActionPriority()

Blueprint interface

Declaration
public byte GetActionPriority()
Returns
Type Description
System.Byte
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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to PawnAction)

Convert from IntPtr to UObject

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