Show / Hide Table of Contents

Namespace UE4.AIModule

Classes

AIAsyncTaskBlueprintProxy

AIAsync Task Blueprint Proxy

AIBlueprintHelperLibrary

AIBlueprint Helper Library

AIController

AIController is the base class of controllers for AI-controlled Pawns.

AIDataProvider

AIData Provider

AIDataProvider_QueryParams

AIDataProvider_QueryParams is used with environment queries It allows defining simple parameters for running query, which are not tied to any specific pawn, but defined for every query execution.

AIDataProvider_Random

AIData Provider Random

AIHotSpotManager

AIHot Spot Manager

AIPerceptionComponent

AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli.

AIPerceptionListenerInterface

AIPerception Listener Interface

AIPerceptionStimuliSourceComponent

Gives owning actor a way to auto-register as perception system's sense stimuli source

AIPerceptionSystem

By design checks perception between hostile teams

AIResource_Logic

AIResource Logic

AIResource_Movement

AIResource Movement

AIResourceInterface

AIResource Interface

AISense

AISense

AISense_Blueprint

AISense Blueprint

AISense_Damage

AISense Damage

AISense_Hearing

AISense Hearing

AISense_Prediction

AISense Prediction

AISense_Sight

AISense Sight

AISense_Team

AISense Team

AISense_Touch

AISense Touch

AISenseBlueprintListener

AISense Blueprint Listener

AISenseConfig

AISense Config

AISenseConfig_Blueprint

AISense Config Blueprint

AISenseConfig_Damage

AISense Config Damage

AISenseConfig_Hearing

AISense Config Hearing

AISenseConfig_Prediction

AISense Config Prediction

AISenseConfig_Sight

AISense Config Sight

AISenseConfig_Team

AISense Config Team

AISenseConfig_Touch

AISense Config Touch

AISenseEvent

AISense Event

AISenseEvent_Damage

AISense Event Damage

AISenseEvent_Hearing

AISense Event Hearing

AISightTargetInterface

AISight Target Interface

AISystem

AISystem

AITask

AITask

AITask_LockLogic

Locks AI logic until removed by external trigger

AITask_MoveTo

AITask Move To

AITask_RunEQS

AITask Run EQS

BehaviorTree

Behavior Tree

BehaviorTreeComponent

Behavior Tree Component

BehaviorTreeManager

Behavior Tree Manager

BehaviorTreeTypes

Behavior Tree Types

BlackboardComponent

Blackboard Component

BlackboardData

Blackboard Data

BlackboardKeyType

Blackboard Key Type

BlackboardKeyType_Bool

Blackboard Key Type Bool

BlackboardKeyType_Class

Blackboard Key Type Class

BlackboardKeyType_Enum

Blackboard Key Type Enum

BlackboardKeyType_Float

Blackboard Key Type Float

BlackboardKeyType_Int

Blackboard Key Type Int

BlackboardKeyType_Name

Blackboard Key Type Name

BlackboardKeyType_NativeEnum

DEPRECATED, please use UBlackboardKeyType_Enum instead

BlackboardKeyType_Object

Blackboard Key Type Object

BlackboardKeyType_Rotator

Blackboard Key Type Rotator

BlackboardKeyType_String

Blackboard Key Type String

BlackboardKeyType_Vector

Blackboard Key Type Vector

BrainComponent

Brain Component

BTAuxiliaryNode

Auxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked Because some of them can be instanced for specific AI, following virtual functions are not marked as const:

  • OnBecomeRelevant
  • OnCeaseRelevant
  • TickNode If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store

BTComposite_Selector

Selector composite node.

BTComposite_Sequence

Sequence composite node.

BTComposite_SimpleParallel

Simple Parallel composite node.

BTCompositeNode

BTComposite Node

BTDecorator

Decorators are supporting nodes placed on parent-child connection, that receive notification about execution flow and can be ticked Because some of them can be instanced for specific AI, following virtual functions are not marked as const:

  • OnNodeActivation
  • OnNodeDeactivation
  • OnNodeProcessed
  • OnBecomeRelevant (from UBTAuxiliaryNode)
  • OnCeaseRelevant (from UBTAuxiliaryNode)
  • TickNode (from UBTAuxiliaryNode) If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store

BTDecorator_Blackboard

Blackboard decorator node.

BTDecorator_BlackboardBase

BTDecorator Blackboard Base

BTDecorator_BlueprintBase

Base class for blueprint based decorator nodes.

BTDecorator_CheckGameplayTagsOnActor

GameplayTag decorator node.

BTDecorator_CompareBBEntries

Blackboard comparison decorator node.

BTDecorator_ConditionalLoop

Conditional loop decorator node.

BTDecorator_ConeCheck

Cone check decorator node.

BTDecorator_Cooldown

Cooldown decorator node.

BTDecorator_DoesPathExist

Cooldown decorator node.

BTDecorator_ForceSuccess

Change node result to Success useful for creating optional branches in sequence Forcing failed result was not implemented, because it doesn't make sense in both basic composites:

  • sequence = child nodes behind it will be never run
  • selector = would allow executing multiple nodes, turning it into a sequence.

BTDecorator_IsAtLocation

Is At Location decorator node.

BTDecorator_IsBBEntryOfClass

BTDecorator Is BBEntry Of Class

BTDecorator_KeepInCone

Cooldown decorator node.

BTDecorator_Loop

Loop decorator node.

BTDecorator_ReachedMoveGoal

Reached Move Goal decorator node.

BTDecorator_SetTagCooldown

Set tag cooldown decorator node.

BTDecorator_TagCooldown

Cooldown decorator node.

BTDecorator_TimeLimit

Time Limit decorator node.

BTFunctionLibrary

BTFunction Library

BTNode

BTNode

BTService

Behavior Tree service nodes is designed to perform "background" tasks that update AI's knowledge.

BTService_BlackboardBase

BTService Blackboard Base

BTService_BlueprintBase

Base class for blueprint based service nodes.

BTService_DefaultFocus

Default Focus service node.

BTService_RunEQS

BTService Run EQS

BTTask_BlackboardBase

BTTask Blackboard Base

BTTask_BlueprintBase

Base class for blueprint based task nodes.

BTTask_FinishWithResult

Instantly finishes with given result

BTTask_GameplayTaskBase

Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded In your ExecuteTask:

  • use NewBTAITask() helper to create task
  • initialize task with values if needed

BTTask_MakeNoise

Make Noise task node.

BTTask_MoveDirectlyToward

Move Directly Toward task node.

BTTask_MoveTo

Move To task node.

BTTask_PawnActionBase

Base class for managing pawn actions Task will set itself as action observer before pushing it to AI Controller, override OnActionEvent if you need any special event handling.

BTTask_PlayAnimation

Play indicated AnimationAsset on Pawn controlled by BT Note that this node is generic and is handing multiple special cases,

BTTask_PlaySound

Play Sound task node.

BTTask_PushPawnAction

Action task node.

BTTask_RotateToFaceBBEntry

BTTask Rotate to Face BBEntry

BTTask_RunBehavior

RunBehavior task allows pushing subtrees on execution stack.

BTTask_RunBehaviorDynamic

RunBehaviorDynamic task allows pushing subtrees on execution stack.

BTTask_RunEQSQuery

Run Environment Query System Query task node.

BTTask_SetTagCooldown

Cooldown task node.

BTTask_Wait

Wait task node.

BTTask_WaitBlackboardTime

Wait task node.

BTTaskNode

Task are leaf nodes of behavior tree, which perform actual actions Because some of them can be instanced for specific AI, following virtual functions are not marked as const:

  • ExecuteTask
  • AbortTask
  • TickTask
  • OnMessage If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store

CrowdAgentInterface

Crowd Agent Interface

CrowdFollowingComponent

Crowd Following Component

CrowdManager

Crowd Manager

DetourCrowdAIController

Detour Crowd AIController

EnvQuery

Env Query

EnvQueryContext

Env Query Context

EnvQueryContext_BlueprintBase

Env Query Context Blueprint Base

EnvQueryContext_Item

Env Query Context Item

EnvQueryContext_Querier

Env Query Context Querier

EnvQueryDebugHelpers

Env Query Debug Helpers

EnvQueryGenerator

Env Query Generator

EnvQueryGenerator_ActorsOfClass

Env Query Generator Actors Of Class

EnvQueryGenerator_BlueprintBase

Env Query Generator Blueprint Base

EnvQueryGenerator_Composite

Composite generator allows using multiple generators in single query option

EnvQueryGenerator_Cone

Env Query Generator Cone

EnvQueryGenerator_CurrentLocation

Env Query Generator Current Location

EnvQueryGenerator_Donut

Env Query Generator Donut

EnvQueryGenerator_OnCircle

Env Query Generator on Circle

EnvQueryGenerator_PathingGrid

Navigation grid, generates points on navmesh

EnvQueryGenerator_ProjectedPoints

Env Query Generator Projected Points

EnvQueryGenerator_SimpleGrid

Simple grid, generates points in 2D square around context

EnvQueryInstanceBlueprintWrapper

Env Query Instance Blueprint Wrapper

EnvQueryItemType

Env Query Item Type

EnvQueryItemType_Actor

Env Query Item Type Actor

EnvQueryItemType_ActorBase

Env Query Item Type Actor Base

EnvQueryItemType_Direction

Env Query Item Type Direction

EnvQueryItemType_Point

Env Query Item Type Point

EnvQueryItemType_VectorBase

Env Query Item Type Vector Base

EnvQueryManager

Env Query Manager

EnvQueryNode

Env Query Node

EnvQueryOption

Env Query Option

EnvQueryTest

Env Query Test

EnvQueryTest_Distance

Env Query Test Distance

EnvQueryTest_Dot

Env Query Test Dot

EnvQueryTest_GameplayTags

Env Query Test Gameplay Tags

EnvQueryTest_Overlap

Env Query Test Overlap

EnvQueryTest_Pathfinding

Env Query Test Pathfinding

EnvQueryTest_PathfindingBatch

Env Query Test Pathfinding Batch

EnvQueryTest_Project

Projects points on navigation or geometry, will modify value of projected items.

EnvQueryTest_Random

Env Query Test Random

EnvQueryTest_Trace

Env Query Test Trace

EnvQueryTypes

Env Query Types

EQSQueryResultSourceInterface

EQSQuery Result Source Interface

EQSRenderingComponent

EQSRendering Component

EQSTestingPawn

this class is abstract even though it's perfectly functional on its own.

GenericTeamAgentInterface

Generic Team Agent Interface

GridPathAIController

Grid Path AIController

GridPathFollowingComponent

Path following augmented with local navigation grids Keeps track of nearby grids and use them instead of navigation path when agent is inside.

NavFilter_AIControllerDefault

Nav Filter AIController Default

NavLinkProxy

Nav Link Proxy

NavLocalGridManager

Manager for local navigation grids Builds non overlapping grid from multiple sources, that can be used later for pathfinding.

PathFollowingComponent

Path Following Component

PathFollowingManager

Path Following Manager

PawnAction

Things to remember:

PawnAction_BlueprintBase

Pawn Action Blueprint Base

PawnAction_Move

Pawn Action Move

PawnAction_Repeat

Pawn Action Repeat

PawnAction_Sequence

Pawn Action Sequence

PawnAction_Wait

uses system timers rather then ticking

PawnActionsComponent

Pawn Actions Component

PawnSensingComponent

SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world.

VisualLoggerExtension

Visual Logger Extension

Structs

ActorPerceptionBlueprintInfo

Actor Perception Blueprint Info

AIDamageEvent

AIDamage Event

AIDataProviderBoolValue

AIData Provider Bool Value

AIDataProviderFloatValue

AIData Provider Float Value

AIDataProviderIntValue

AIData Provider Int Value

AIDataProviderStructValue

AIData Provider Struct Value

AIDataProviderTypedValue

AIData Provider Typed Value

AIDataProviderValue

AIDataProvider is an object that can provide collection of properties associated with bound pawn owner or request Id.

AIDynamicParam

AIDynamic Param

AIMoveRequest

AIMove Request

AINoiseEvent

AINoise Event

AIPredictionEvent

AIPrediction Event

AIRequestID

AIRequest ID

AISenseAffiliationFilter

AISense Affiliation Filter

AISightEvent

AISight Event

AIStimulus

AIStimulus

AITeamStimulusEvent

AITeam Stimulus Event

AITouchEvent

AITouch Event

BehaviorTreeTemplateInfo

Behavior Tree Template Info

BlackboardEntry

blackboard entry definition

BlackboardKeySelector

helper struct for defining types of allowed blackboard entries (e.

BTCompositeChild

BTComposite Child

BTDecoratorLogic

BTDecorator Logic

CrowdAvoidanceConfig

CrowdAvoidanceSamplingPattern

Crowd Avoidance Sampling Pattern

EnvDirection

Env Direction

EnvNamedValue

Env Named Value

EnvOverlapData

Env Overlap Data

EnvQueryInstanceCache

cache of instances with sorted tests

EnvQueryRequest

wrapper for easy query execution

EnvQueryResult

Env Query Result

EnvTraceData

Env Trace Data

EQSParametrizedQueryExecutionRequest

EQSParametrized Query Execution Request

GenericTeamId

Generic Team Id

PawnActionEvent

Pawn Action Event

PawnActionStack

Pawn Action Stack

Enums

EAILockSource

EAILock Source

EAIOptionFlag

EAIOption Flag

EAIParamType

EAIParam Type

EAIRequestPriority

EAIRequest Priority

EAISenseNotifyType

EAISense Notify Type

EAITaskPriority

EAITask Priority

EArithmeticKeyOperation

EArithmetic Key Operation

EBasicKeyOperation

EBasic Key Operation

EBlackBoardEntryComparison

EBlack Board Entry Comparison

EBTBlackboardRestart

Decorator for accessing blackboard values

EBTChildIndex

EBTChild Index

EBTDecoratorLogic

keep in sync with DescribeLogicOp() in BTCompositeNode.cpp

EBTFlowAbortMode

keep in sync with DescribeFlowAbortMode()

EBTNodeResult

keep in sync with DescribeNodeResult()

EBTParallelMode

keep in sync with DescribeFinishMode

EEnvDirection

EEnv Direction

EEnvOverlapShape

EEnv Overlap Shape

EEnvQueryHightlightMode

EEnv Query Hightlight Mode

EEnvQueryParam

EEnv Query Param

EEnvQueryRunMode

EEnv Query Run Mode

EEnvQueryStatus

EEnv Query Status

EEnvQueryTestClamping

EEnv Query Test Clamping

EEnvQueryTrace

EEnv Query Trace

EEnvTestCost

EEnv Test Cost

EEnvTestDistance

EEnv Test Distance

EEnvTestDot

EEnv Test Dot

EEnvTestFilterOperator

EEnv Test Filter Operator

EEnvTestFilterType

EEnv Test Filter Type

EEnvTestPathfinding

EEnv Test Pathfinding

EEnvTestPurpose

EEnv Test Purpose

EEnvTestScoreEquation

EEnv Test Score Equation

EEnvTestScoreOperator

EEnv Test Score Operator

EEnvTestWeight

EEnv Test Weight

EEnvTraceShape

EEnv Trace Shape

EEQSNormalizationType

EEQSNormalization Type

EGenericAICheck

EGeneric AICheck

EPathExistanceQueryType

EPath Existance Query Type

EPathFollowingAction

DEPRECATED, will be removed with GetPathActionType function

EPathFollowingRequestResult

EPath Following Request Result

EPathFollowingResult

EPath Following Result

EPathFollowingStatus

EPath Following Status

EPawnActionAbortState

EPawn Action Abort State

EPawnActionEventType

EPawn Action Event Type

EPawnActionFailHandling

EPawn Action Fail Handling

EPawnActionMoveMode

EPawn Action Move Mode

EPawnActionResult

EPawn Action Result

EPawnSubActionTriggeringPolicy

EPawn Sub Action Triggering Policy

EPointOnCircleSpacingMethod

EPoint on Circle Spacing Method

ETeamAttitude

ETeam Attitude

ETextKeyOperation

EText Key Operation

FAIDistanceType

FAIDistance Type

Delegates

AIController.OnPossess_delegate

AIController.OnUnpossess_delegate

AIController.OnUsingBlackBoard_delegate

AISense_Blueprint.K2_OnNewPawn_delegate

AISense_Blueprint.OnListenerRegistered_delegate

AISense_Blueprint.OnListenerUnregistered_delegate

AISense_Blueprint.OnListenerUpdated_delegate

BTDecorator_BlueprintBase.PerformConditionCheck_delegate

BTDecorator_BlueprintBase.PerformConditionCheckAI_delegate

BTDecorator_BlueprintBase.ReceiveExecutionFinish_delegate

BTDecorator_BlueprintBase.ReceiveExecutionFinishAI_delegate

BTDecorator_BlueprintBase.ReceiveExecutionStart_delegate

BTDecorator_BlueprintBase.ReceiveExecutionStartAI_delegate

BTDecorator_BlueprintBase.ReceiveObserverActivated_delegate

BTDecorator_BlueprintBase.ReceiveObserverActivatedAI_delegate

BTDecorator_BlueprintBase.ReceiveObserverDeactivated_delegate

BTDecorator_BlueprintBase.ReceiveObserverDeactivatedAI_delegate

BTDecorator_BlueprintBase.ReceiveTick_delegate

BTDecorator_BlueprintBase.ReceiveTickAI_delegate

BTService_BlueprintBase.ReceiveActivation_delegate

BTService_BlueprintBase.ReceiveActivationAI_delegate

BTService_BlueprintBase.ReceiveDeactivation_delegate

BTService_BlueprintBase.ReceiveDeactivationAI_delegate

BTService_BlueprintBase.ReceiveSearchStart_delegate

BTService_BlueprintBase.ReceiveSearchStartAI_delegate

BTService_BlueprintBase.ReceiveTick_delegate

BTService_BlueprintBase.ReceiveTickAI_delegate

BTTask_BlueprintBase.ReceiveAbort_delegate

BTTask_BlueprintBase.ReceiveAbortAI_delegate

BTTask_BlueprintBase.ReceiveExecute_delegate

BTTask_BlueprintBase.ReceiveExecuteAI_delegate

BTTask_BlueprintBase.ReceiveTick_delegate

BTTask_BlueprintBase.ReceiveTickAI_delegate

EnvQueryContext_BlueprintBase.ProvideSingleActor_delegate

EnvQueryContext_BlueprintBase.ProvideSingleLocation_delegate

NavLinkProxy.ReceiveSmartLinkReached_delegate

PawnAction_BlueprintBase.ActionFinished_delegate

PawnAction_BlueprintBase.ActionPause_delegate

PawnAction_BlueprintBase.ActionResume_delegate

PawnAction_BlueprintBase.ActionStart_delegate

PawnAction_BlueprintBase.ActionTick_delegate

Back to top Generated by DocFX