UAIBlueprintHelperLibrary

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h

Include

#include "Blueprint/AIBlueprintHelperLibrary.h"

Syntax

class UAIBlueprintHelperLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UAIBlueprintHelperLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

UAIAsyncTask...

 

CreateMoveToProxyObject

(
    UObject* WorldContextObject,
    APawn* Pawn,
    FVector Destination,
    AActor* TargetActor,
    float AcceptanceRadius,
    bool bStopOnOverlap
)

Public function Static

AAIControlle...

 

GetAIController

(
    AActor* ControlledActor
)

The way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn's controller cast to AIController.

Public function Static

UBlackboardC...

 

GetBlackboard

(
    AActor* Target
)

Public function Static

UNavigationP...

 

GetCurrentPath

(
    AController* Controller
)

Returns a NEW UOBJECT that is a COPY of navigation path given controller is currently using.

Public function Static

int32

 

GetCurrentPathIndex

(
    const AController* Controller
)

Return the path index the given controller is currently at. Returns INDEX_NONE if no path.

Public function Static

const TArray...

 

GetCurrentPathPoints

(
    AController* Controller
)

Returns an array of navigation path points given controller is currently using.

Public function Static

int32

 

GetNextNavLinkIndex

(
    const AController* Controller
)

Return the path index of the next nav link for the current path of the given controller.

Public function Static

bool

 

IsValidAIDirection

(
    FVector DirectionVector
)

Public function Static

bool

 

IsValidAILocation

(
    FVector Location
)

Public function Static

bool

 

IsValidAIRotation

(
    FRotator Rotation
)

Public function Static

void

 

LockAIResourcesWithAnimation

(
    UAnimInstance* AnimInstance,
    bool bLockMovement,
    bool LockAILogic
)

Locks indicated AI resources of animated pawn

Public function Static

void

 

SendAIMessage

(
    APawn* Target,
    FName Message,
    UObject* MessageSource,
    bool bSuccess
)

Public function Static

void

 

SimpleMoveToActor

(
    AController* Controller,
    const AActor* Goal
)

Public function Static

void

 

SimpleMoveToLocation

(
    AController* Controller,
    const FVector& Goal
)

Public function Static

APawn *

 

SpawnAIFromClass

(
    UObject* WorldContextObject,
    TSubclassOf< APawn > PawnClass,
    UBehaviorTree* BehaviorTree,
    FVector Location,
    FRotator Rotation,
    bool bNoCollisionFail,
    AActor* Owner
)

Spawns AI agent of a given class.

Public function Static

void

 

UnlockAIResourcesWithAnimation

(
    UAnimInstance* AnimInstance,
    bool bUnlockMovement,
    bool UnlockAILogic
)

Unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources