| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction_Move.h |
Include |
#include "Actions/PawnAction_Move.h" |
class UPawnAction_Move : public UPawnAction
Name | Description | ||
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float |
AcceptableRadius |
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uint32: 1 |
bAbortChildActionOnPathChange |
If set, other actions with the same priority will be aborted when path is changed |
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uint32: 1 |
bAllowPartialPath |
If set, use incomplete path when goal can't be reached |
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uint32: 1 |
bAllowStrafe |
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uint32: 1 |
bFinishOnOverlap |
If set to true (default) will make action succeed when the pawn's collision component overlaps with goal's collision component |
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uint32: 1 |
bProjectGoalToNavigation |
If set, GoalLocation will be projected on navigation before using |
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uint32: 1 |
bUpdatePathToGoal |
If set, path to GoalActor will be updated with goal's movement |
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uint32: 1 |
bUsePathfinding |
If set, movement will use path finding |
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TSubclassOf< UN... |
FilterClass |
"None" will result in default filter being used |
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AActor * |
GoalActor |
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GoalLocation |
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Path |
Currently followed path |
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PathObserverDelegateHandle |
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TimerHandle_DeferredPerformMoveAction |
Handle for efficient management of DeferredPerformMoveAction timer |
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TimerHandle_TryToRepath |
Handle for efficient management of TryToRepath timer |
Name | Description | |
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UPawnAction_Move ( |
Name | Description | ||
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HandleAIMessage ( |
This function will change its signature once AI messaging is rewritten |
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OnFinished ( |
Called when this action is being removed from action stacks |
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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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Resume() |
Called to resume action after being paused |
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Start() |
Called to start off the Action |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |