Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h |
Include |
#include "Actions/PawnAction.h" |
class UPawnAction : public UObject
Things to remember:
Actions are created paused
Name | Description | ||
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uint32: 1 |
bAllowNewSameClassInstance |
If this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push |
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uint32: 1 |
bAlwaysNotifyOnFinished |
If set, action will call OnFinished notify even when ending as FailedToStart |
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BrainComp |
: THIS IS HERE ONLY BECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY! |
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uint32: 1 |
bReplaceActiveSameClassInstance |
If this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced) |
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uint32: 1 |
bShouldPauseMovement |
This is a temporary solution to allow having movement action running in background while there's another action on top doing its thing |
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uint32: 1 |
bWantsTick |
TickAction will get called only if this flag is set. |
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friend |
FPawnActionStack |
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RequestID |
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RequiredResources |
Specifies which resources will be locked by this action. |
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friend |
UPawnActionsComponent |
Name | Description | |
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UPawnAction ( |
Name | Description | ||
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EPawnActionA... |
Abort ( |
Triggers aborting of an Action |
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Activate() |
Starts or resumes action, depending on internal state |
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UPawnAction ... |
CreateActionInstance ( |
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TActionClass... |
CreateActionInstance ( |
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Finish |
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EPawnActionA... |
GetAbortState() |
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TEnumAsByte<... |
GetActionPriority() |
Blueprint inlines. |
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UPawnAction ... |
GetChildAction() |
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const UPawnA... |
GetChildAction() |
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AController ... |
GetController() |
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GetDisplayName() |
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UObject *... |
GetInstigator() |
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UPawnActions... |
GetOwnerComponent() |
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UPawnActions... |
GetOwnerComponent() |
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const UPawnA... |
GetParentAction() |
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APawn * |
GetPawn() |
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EAIRequestPr... |
GetPriority() |
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GetPriorityName() |
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EPawnActionR... |
GetResult() |
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GetStateDescription() |
Debug |
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UWorld * |
GetWorld() |
Begin UObject. |
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HandleAIMessage ( |
This function will change its signature once AI messaging is rewritten |
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HasActionObserver() |
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HasBeenStarted() |
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IsActive() |
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IsBeingAborted() |
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IsFinished() |
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IsPaused() |
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OnChildFinished ( |
Called to give Action chance to react to child action finishing. |
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OnFinished ( |
Called when this action is being removed from action stacks |
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OnPopped() |
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Pause ( |
Called to pause action when higher priority or child action kicks in |
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EPawnActionA... |
PerformAbort ( |
Performs actual work on aborting Action. Should be called exclusively by Abort function |
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PushChildAction ( |
Apart from doing regular push request copies additional values from Parent, like Priority and Instigator |
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Resume() |
Called to resume action after being paused |
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SendEvent ( |
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SetActionObserver ( |
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SetInstigator ( |
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SetOwnerComponent ( |
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ShouldPauseMovement() |
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Start() |
Called to start off the Action |
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StopWaitingForMessages() |
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Tick ( |
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TickAction ( |
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WaitForMessage ( |
Messaging |
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WantsTick() |