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Class FunctionalAITest

Functional AITest

Inheritance
System.Object
UObject
Actor
FunctionalTest
FunctionalAITest
Inherited Members
FunctionalTest.OnAdditionalTestFinishedMessageRequest
FunctionalTest.OnWantsReRunCheck
FunctionalTest.ReceivePrepareTest
FunctionalTest.ReceiveStartTest
FunctionalTest.IsReady
FunctionalTest.AddError(String)
FunctionalTest.AddRerun(Name)
FunctionalTest.AddWarning(String)
FunctionalTest.AssertEqual_Bool(Boolean, Boolean, String, UObject)
FunctionalTest.AssertEqual_Float(Single, Single, String, Single, UObject)
FunctionalTest.AssertEqual_Int(Int32, Int32, String, UObject)
FunctionalTest.AssertEqual_Name(Name, Name, String, UObject)
FunctionalTest.AssertEqual_Rotator(Rotator, Rotator, String, Single, UObject)
FunctionalTest.AssertEqual_String(String, String, String, UObject)
FunctionalTest.AssertEqual_TraceQueryResults(TraceQueryTestResults, TraceQueryTestResults, String, UObject)
FunctionalTest.AssertEqual_Transform(Transform, Transform, String, Single, UObject)
FunctionalTest.AssertEqual_Vector(Vector, Vector, String, Single, UObject)
FunctionalTest.AssertFalse(Boolean, String, UObject)
FunctionalTest.AssertIsValid(UObject, String, UObject)
FunctionalTest.AssertNotEqual_Rotator(Rotator, Rotator, String, UObject)
FunctionalTest.AssertNotEqual_String(String, String, String, UObject)
FunctionalTest.AssertNotEqual_Transform(Transform, Transform, String, UObject)
FunctionalTest.AssertNotEqual_Vector(Vector, Vector, String, UObject)
FunctionalTest.AssertTrue(Boolean, String, UObject)
FunctionalTest.AssertValue_DateTime(FDateTime, EComparisonMethod, FDateTime, String, UObject)
FunctionalTest.AssertValue_Float(Single, EComparisonMethod, Single, String, UObject)
FunctionalTest.AssertValue_Int(Int32, EComparisonMethod, Int32, String, UObject)
FunctionalTest.FinishTest(EFunctionalTestResult, String)
FunctionalTest.GetCurrentRerunReason()
FunctionalTest.IsEnabled()
FunctionalTest.IsRunning()
FunctionalTest.LogMessage(String)
FunctionalTest.RegisterAutoDestroyActor(Actor)
FunctionalTest.SetTimeLimit(Single, EFunctionalTestResult)
FunctionalTest.SpriteComponent
FunctionalTest.bIsEnabled
FunctionalTest.bWarningsAsErrors
FunctionalTest.ObservationPoint
FunctionalTest.RandomNumbersStream
FunctionalTest.PreparationTimeLimit
FunctionalTest.TimeLimit
FunctionalTest.AutoDestroyActors
FunctionalTest.RenderComp
FunctionalTest.TestName
FunctionalTest.bIsRunning
FunctionalTest.TotalTime
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
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.FunctionalTesting
Assembly: UE4DotNet.dll
Syntax
public class FunctionalAITest : FunctionalTest

Properties

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bDebugNavMeshOnTimeout

Declaration
public bool bDebugNavMeshOnTimeout { get; set; }
Property Value
Type Description
System.Boolean
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bWaitForNavMesh

Declaration
public bool bWaitForNavMesh { get; }
Property Value
Type Description
System.Boolean
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CurrentSpawnSetIndex

Current Spawn Set Index

Declaration
public int CurrentSpawnSetIndex { get; }
Property Value
Type Description
System.Int32
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static FunctionalAITest DefaultObject { get; }
Property Value
Type Description
FunctionalAITest
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NavMeshDebugExtent

navmesh debug: extent around NavMeshDebugOrigin

Declaration
public Vector NavMeshDebugExtent { get; set; }
Property Value
Type Description
Vector
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NavMeshDebugOrigin

navmesh debug: log navoctree modifiers around this point

Declaration
public Vector NavMeshDebugOrigin { get; set; }
Property Value
Type Description
Vector
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SpawnedPawns

Spawned Pawns

Declaration
public ObjectArrayField<Pawn> SpawnedPawns { get; }
Property Value
Type Description
ObjectArrayField<Pawn>
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SpawnLocationRandomizationRange

Spawn Location Randomization Range

Declaration
public float SpawnLocationRandomizationRange { get; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

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

Methods

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IsOneOfSpawnedPawns(Actor)

Is One Of Spawned Pawns

Declaration
public bool IsOneOfSpawnedPawns(Actor Actor)
Parameters
Type Name Description
Actor Actor
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to FunctionalAITest)

Convert from IntPtr to UObject

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