| UObjectBase
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Module |
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Header |
/Engine/Plugins/AI/UE4ML/Source/UE4ML/Public/4MLManager.h |
Include |
#include "4MLManager.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient)
class UE4U4MLManager :
public UObject,
public FTickableGameObject,
public FSelfRegisteringExec
Name | Description | ||
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uint32: 1 |
bCommonFunctionsAdded |
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uint32: 1 |
bTickWorldManually |
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CurrentFunctionMode |
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CurrentPort |
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CurrentServerThreads |
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Data |
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UWorld * |
LastActiveWorld |
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Librarian |
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OnAddClientFunctions |
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OnAddServerFunctions |
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OnCurrentSessionChanged |
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RequestedFunctionMode |
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U4MLSession ... |
Session |
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StepsRequested |
Is the manager is in 'manual ticking mode' (where external client is responsible for progressing the world sim by calling 'request_world_tick' function) the simulation will progress by StepsRequested ticks before pausing |
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float |
WorldFPS |
Name | Description | ||
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AddCommonFunctions ( |
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BindToDelegates() |
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CloseSession ( |
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ConfigureAsClient ( |
"Client" in this context means UE4 game client, not RPC client |
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ConfigureAsServer ( |
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ConfigureAsStandalone ( |
Essentially calls both the server and client versions |
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U4MLSession ... |
CreateNewSession() |
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EnsureAISystemPresence ( |
If given World doesn't have an AI system this call results in creating one |
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EnsureNavigationSystemPresence ( |
If given World doesn't have a Navigation system instance this call results in creating one |
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U4MLManager ... |
Get() |
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const F4MLLi... |
GetLibrarian() |
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FOnGenericRP... |
GetOnAddClientFunctions() |
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FOnGenericRP... |
GetOnAddServerFunctions() |
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FOnGenericEv... |
GetOnCurrentSessionChanged() |
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U4MLSession ... |
GetSession() |
Returns current sesison. If one doesn't exist, it gets created. |
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HasSession() |
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IsReady() |
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IsRunning() |
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IsWorldRealTime() |
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OnBeginPIE ( |
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OnEndPIE ( |
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OnGameModeInitialized ( |
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OnGameModeMatchStateSet ( |
@note that this might not get called at all if the project's game mode doesn't extend AGameMode |
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OnGameModePostLogin ( |
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OnPostWorldInit ( |
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OnWorldCleanup |
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RegisterActuatorClass ( |
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RegisterAgentClass ( |
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RegisterSensorClass ( |
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ResetWorld() |
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SetManualWorldTickEnabled ( |
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SetSession ( |
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StartServer ( |
If a server is already running it will be shut down before the new instance gets created |
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StopServer() |
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U4MLManager ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
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IsTickableWhenPaused() |
Used to determine if an object should be ticked when the game is paused. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Virtual that can be overloaded by the inheriting class. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |
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Tick ( |
FTickableGameObject begin. |
Name |
Description |
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FOnGenericEvent |
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FOnGenericRPCServerDelegate |
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FRPCFunctionBind |
Name |
Description |
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ManagerInstance |
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OnPostInit |