UPawnActionsComponent

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Inheritance Hierarchy

References

Module

AIModule

Header

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

Include

#include "Actions/PawnActionsComponent.h"

Syntax

class UPawnActionsComponent : public UActorComponent

Variables

Name Description

Protected variable

TArray< FPawnAc...

 

ActionEvents

Protected variable

TArray< FPawnAc...

 

ActionStacks

Protected variable

uint32: 1

 

bLockedAILogic

Set when logic was locked by hi priority stack

Protected variable

APawn *

 

ControlledPawn

Protected variable

UPawnAction ...

 

CurrentAction

Constructors

Name Description

Public function

UPawnActionsComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

EPawnActionA...

 

AbortAction

(
    UPawnAction& ActionToAbort
)

Aborts given action instance

Public function

uint32

 

AbortActionsInstigatedBy

(
    UObject*const Instigator,
    EAIRequestPriority::Type Priority
)

Removes all actions instigated with Priority by Instigator

Protected function

APawn *

 

CacheControlledPawn()

Public function Static

FString

 

DescribeEventType

(
    EPawnActionEventType::Type EventTyp...
)

Public function Const

void

 

DescribeSelfToVisLog

(
    FVisualLogEntry* Snapshot
)

Public function

EPawnActionA...

 

ForceAbortAction

(
    UPawnAction& ActionToAbort
)

Aborts given action instance

Public function Const

int32

 

GetActionEventsQueueSize()

Public function Const

int32

 

GetActionStackSize

(
    EAIRequestPriority::Type Priority
)

Debugging-testing purposes.

Public function Const

UPawnAction ...

 

GetActiveAction

(
    EAIRequestPriority::Type Priority
)

Public function

APawn *

 

GetControlledPawn()

Public function Const

const APawn ...

 

GetControlledPawn()

Public function

AController ...

 

GetController()

Public function

UPawnAction ...

 

GetCurrentAction()

Public function Const

bool

 

HasActiveActionOfType

(
    EAIRequestPriority::Type Priority,
    TSubclassOf< UPawnAction > PawnActi...
)

Public function

EPawnActionA...

 

K2_AbortAction

(
    UPawnAction* ActionToAbort
)

Aborts given action instance

Public function

EPawnActionA...

 

K2_ForceAbortAction

(
    UPawnAction* ActionToAbort
)

Aborts given action instance

Public function Static

bool

 

K2_PerformAction

(
    APawn* Pawn,
    UPawnAction* Action,
    TEnumAsByte< EAIRequestPriority::Ty...
)

Public function

bool

 

K2_PushAction

(
    UPawnAction* NewAction,
    EAIRequestPriority::Type Priority,
    UObject* Instigator
)

Public function

bool

 

OnEvent

(
    UPawnAction& Action,
    EPawnActionEventType::Type Event
)

Public function Static

bool

 

PerformAction

(
    APawn& Pawn,
    UPawnAction& Action,
    TEnumAsByte< EAIRequestPriority::Ty...
)

Public function

bool

 

PushAction

(
    UPawnAction& NewAction,
    EAIRequestPriority::Type Priority,
    UObject* Instigator
)

Public function

void

 

SetControlledPawn

(
    APawn* NewPawn
)

Use it to save component work to figure out what it's controlling or if component can't/won't be able to figure it out properly will throw a log warning if trying to set ControlledPawn if it's already set

Protected function

void

 

UpdateAILogicLock()

Protected function

void

 

UpdateCurrentAction()

Finds the action that should be running.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

OnUnregister()

UActorComponent.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

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