UPawnAction_Move

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h

Include

#include "Actions/PawnAction_Move.h"

Syntax

class UPawnAction_Move : public UPawnAction

Variables

Name Description

Protected variable

float

 

AcceptableRadius

Protected variable

uint32: 1

 

bAbortChildActionOnPathChange

If set, other actions with the same priority will be aborted when path is changed

Protected variable

uint32: 1

 

bAllowPartialPath

If set, use incomplete path when goal can't be reached

Protected variable

uint32: 1

 

bAllowStrafe

Protected variable

uint32: 1

 

bFinishOnOverlap

If set to true (default) will make action succeed when the pawn's collision component overlaps with goal's collision component

Protected variable

uint32: 1

 

bProjectGoalToNavigation

If set, GoalLocation will be projected on navigation before using

Protected variable

uint32: 1

 

bUpdatePathToGoal

If set, path to GoalActor will be updated with goal's movement

Protected variable

uint32: 1

 

bUsePathfinding

If set, movement will use path finding

Protected variable

TSubclassOf< UN...

 

FilterClass

"None" will result in default filter being used

Protected variable

AActor *

 

GoalActor

Protected variable

FVector

 

GoalLocation

Protected variable

FNavPathSharedP...

 

Path

Currently followed path

Protected variable

FDelegateHandle

 

PathObserverDelegateHandle

Protected variable

FTimerHandle

 

TimerHandle_DeferredPerformMoveAction

Handle for efficient management of DeferredPerformMoveAction timer

Protected variable

FTimerHandle

 

TimerHandle_TryToRepath

Handle for efficient management of TryToRepath timer

Constructors

Name Description

Public function

UPawnAction_Move

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

bool

 

CheckAlreadyAtGoal

(
    AAIController& Controller,
    const AActor& TestGoal,
    float Radius
)

Public function Static

bool

 

CheckAlreadyAtGoal

(
    AAIController& Controller,
    const FVector& TestLocation,
    float Radius
)

Protected function

void

 

ClearPath()

Protected function

void

 

ClearPendingRepath()

Protected function

void

 

ClearTimers()

Public function Static

UPawnAction_...

 

CreateAction

(
    UWorld& World,
    AActor* GoalActor,
    EPawnActionMoveMode::Type Mode
)

Public function Static

UPawnAction_...

 

CreateAction

(
    UWorld& World,
    const FVector& GoalLocation,
    EPawnActionMoveMode::Type Mode
)

Protected function

void

 

DeferredPerformMoveAction()

Public function

void

 

EnableChildAbortionOnPathUpdate

(
    bool bEnable
)

Public function

void

 

EnableGoalLocationProjectionToNavigation

(
    bool bEnable
)

Public function

void

 

EnablePathUpdateOnMoveGoalLocationChange

(
    bool bEnable
)

Public function

void

 

EnableStrafing

(
    bool bNewStrafing
)

Protected function Virtual Const

bool

 

IsPartialPathAllowed()

Public function Virtual

void

 

OnPathUpdated

(
    FNavigationPath* UpdatedPath,
    ENavPathEvent::Type Event
)

Protected function

bool

 

PerformMoveAction()

Protected function Virtual

EPathFollowi...

 

RequestMove

(
    AAIController& Controller
)

Public function

void

 

SetAcceptableRadius

(
    float NewAcceptableRadius
)

Public function

void

 

SetAllowPartialPath

(
    bool bEnable
)

Public function

void

 

SetFilterClass

Public function

void

 

SetFinishOnOverlap

(
    bool bNewFinishOnOverlap
)

Public function

void

 

SetPath

(
    FNavPathSharedRef InPath
)

Protected function

void

 

TryToRepath()

Overridden from UPawnAction

Name Description

Public function Virtual

void

 

HandleAIMessage

(
    UBrainComponent*,
    const FAIMessage&
)

This function will change its signature once AI messaging is rewritten

Protected function Virtual

void

 

OnFinished

(
    EPawnActionResult::Type WithResult
)

Called when this action is being removed from action stacks

Protected function Virtual

bool

 

Pause

(
    const UPawnAction* PausedBy
)

Called to pause action when higher priority or child action kicks in

Protected function Virtual

EPawnActionA...

 

PerformAbort

(
    EAIForceParam::Type ShouldForce
)

Performs actual work on aborting Action. Should be called exclusively by Abort function

Protected function Virtual

bool

 

Resume()

Called to resume action after being paused

Protected function Virtual

bool

 

Start()

Called to start off the Action

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

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