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 |
@note THIS IS HERE ONLY BECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. |
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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 |
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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 ( |
@note 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() |