| UObjectBase
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Module |
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Header |
/Engine/Plugins/AI/UE4ML/Source/UE4ML/Public/4MLSession.h |
Include |
#include "4MLSession.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UE4U4MLSession : public UObject
Name | Description | ||
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ActorSpawnedDelegateHandle |
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AgentOpCS |
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TArray< U4MLAge... |
Agents |
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AvatarToAgent |
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TArray< U4MLAge... |
AwaitingAvatar |
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bActive |
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bTickWorldManually |
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AGameModeBase &... |
CachedGameMode |
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UWorld * |
CachedWorld |
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float |
LastTimestamp |
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OnAgentAvatarChanged |
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OnBeginAgentRemove |
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SimulationState |
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TSharedPtr< FWo... |
WorldTicker |
Name | Description | ||
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F4ML::FAgent... |
AddAgent() |
Agent/Avatar management. |
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F4ML::FAgent... |
AddAgent ( |
Agent/Avatar management. |
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BindAvatar ( |
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ClearAvatar ( |
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Close() |
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ConfigureAsClient() |
This is where Session can add Client-side-specific functions by calling U4MLManager::Get().AddClientFunctionBind. |
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ConfigureAsServer() |
This is where Session can add Authority-side-specific functions by calling U4MLManager::Get().AddServerFunctionBind |
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const U4MLAg... |
FindAgentByAvatar ( |
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FindAvatars ( |
Finds avatar in given World for every avatar-less agent in AwaitingAvatar |
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U4MLAgent &#... |
GetAgent ( |
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GetAgentsCount() |
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UGameInstanc... |
GetGameInstance() |
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F4ML::FAgent... |
GetNextAgentID ( |
That the return value might be equal to ReferenceAgentID if there's only one agent. |
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FOnAgentAvat... |
GetOnAgentAvatarChanged() |
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FOnBeginAgen... |
GetOnBeginAgentRemove() |
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float |
GetTimestamp() |
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UWorld * |
GetWorld() |
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HashAvatar ( |
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IsAgentReady ( |
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IsDone() |
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IsReady() |
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OnActorSpawned ( |
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OnGameModeInitialized ( |
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OnGameModeMatchStateSet ( |
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OnGameModePostLogin ( |
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OnPostWorldInit ( |
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OnWorldCleanup |
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Open() |
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RemoveAgent ( |
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RemoveAvatars ( |
Processes Agents and removes all agent avatars belonging to World. |
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RequestAvatarForAgent ( |
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RequestAvatarForAgent |
Finds a suitable avatar in InWorld (or CachedWorld, if InWorld is null) for given agent, as specified by F4MLAgentConfig.AvatarClass and confirmed by Agent->IsSuitableAvatar call. |
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ResetWorld ( |
Using F4ML::InvalidAgentID for AgentID will reset all agents |
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SetGameMode ( |
Debug |
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SetManualWorldTickEnabled ( |
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SetWorld ( |
NewWorld might be null |
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Tick ( |
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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FWorldTicker |
Name |
Description |
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FOnAgentAvatarChangedDelegate |
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FOnBeginAgentRemove |