UAISystem

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Inheritance Hierarchy

References

Module

AIModule

Header

/Engine/Source/Runtime/AIModule/Classes/AISystem.h

Include

#include "AISystem.h"

Syntax

class UAISystem : public UAISystemBase

Variables

Name Description

Public variable

float

 

AcceptanceRadius

Default AI movement's acceptance radius used to determine whether AI reached path's end

Protected variable

FDelegateHandle

 

ActorSpawnedDelegateHandle

Protected variable

TArray< TObject...

 

AllProxyObjects

Public variable

bool

 

bAcceptPartialPaths

Sets default value for rather move tasks accept partial paths or not

Public variable

bool

 

bAddBlackboardSelfKey

If set to true will result in automatically adding the SelfActor key to new Blackboard assets.

Public variable

bool

 

bAllowControllersAsEQSQuerier

If enable will make EQS not complaint about using Controllers as queriers.

Public variable

bool

 

bAllowStrafing

Sets default value for rather move tasks allow strafing or not

Public variable

bool

 

bClearBBEntryOnBTEQSFail

Protected variable

TObjectPtr< UBe...

 

BehaviorTreeManager

Behavior tree manager used by game

Public variable

bool

 

bEnableBTAITasks

Deprecated: Whether or not to enable Gameplay Tasks for move tasks (always enabled now)

Public variable

bool

 

bEnableDebuggerPlugin

If set, GameplayDebuggerPlugin will be loaded on module's startup

Public variable

bool

 

bFinishMoveOnGoalOverlap

If true, overlapping the goal will be counted by default as finishing a move

Public variable

bool

 

bForgetStaleActors

If set, actors will be forgotten by the perception system when their stimulus has expired.

Protected variable

FBlackboardData...

 

BlackboardDataToComponentsMap

UBlackboardComponent instances that reference the blackboard data definition

Public variable

TEnumAsByte< EC...

 

DefaultSightCollisionChannel

Which collision channel to use for sight checks by default

Protected variable

TObjectPtr< UEn...

 

EnvironmentQueryManager

Environment query manager used by game

Protected variable

FSoftClassPath

 

EnvQueryManagerClassName

Class that will be used to spawn the env query manager, can be game-specific

Protected variable

TObjectPtr< UAI...

 

HotSpotManager

Protected variable

FSoftClassPath

 

HotSpotManagerClassName

Class that will be used to spawn the hot spot manager, can be game-specific

Protected variable

TObjectPtr< UNa...

 

NavLocalGrids

Public variable

float

 

PathfollowingNavLinkAcceptanceRadius

Similarly to PathfollowingRegularPathPointAcceptanceRadius used by pathfollowing's internals but gets applied only when next point on a path represents a begining of navigation link

Public variable

float

 

PathfollowingRegularPathPointAcceptanceRadius

Value used for pathfollowing's internal code to determine whether AI reached path's point.

Protected variable

TObjectPtr< UAI...

 

PerceptionSystem

Protected variable

FSoftClassPath

 

PerceptionSystemClassName

Class that will be used to spawn the perception system, can be game-specific

Constructors

Name Description

Public function

UAISystem

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddReferenceFromProxyObject

(
    UAIAsyncTaskBlueprintProxy* Bl...
)

Public function Virtual

void

 

AIIgnorePlayers()

Cheats

Public function Virtual

void

 

AILoggingVerbose()

Public function Virtual

void

 

ConditionalLoadDebuggerPlugin()

Public function

FBlackboardD...

 

CreateBlackboardDataToComponentsIterator

(
    UBlackboardData& BlackboardAsset
)

Creates a forward only iterator for that will iterate all UBlackboardComponent instances that reference the specified BlackboardAsset and it's parents.

Public function Const

const UBehav...

 

GetBehaviorTreeManager()

Behavior tree manager const getter

Public function

UBehaviorTre...

 

GetBehaviorTreeManager()

Behavior tree manager getter

Public function Static

UAISystem &#...

 

GetCurrent

(
    UWorld& World
)

Public function Static

UAISystem &#...

 

GetCurrentSafe

(
    UWorld* World
)

Public function Const

const UEnvQu...

 

GetEnvironmentQueryManager()

Environment Query manager const getter

Public function

UEnvQueryMan...

 

GetEnvironmentQueryManager()

Environment Query manager getter

Public function Const

const UAIHot...

 

GetHotSpotManager()

Public function

UAIHotSpotMa...

 

GetHotSpotManager()

Public function Const

const UNavLo...

 

GetNavLocalGridManager()

Public function

UNavLocalGri...

 

GetNavLocalGridManager()

Public function Const

UWorld *

 

GetOuterWorld()

Public function Const

const UAIPer...

 

GetPerceptionSystem()

Public function

UAIPerceptio...

 

GetPerceptionSystem()

Public function Static

const FRando...

 

GetRandomStream()

Public function Virtual Const

UWorld *

 

GetWorld()

Protected function

void

 

LoadDebuggerPlugin()

Protected function Virtual

void

 

OnActorSpawned

(
    AActor* SpawnedActor
)

Public function

void

 

RegisterBlackboardComponent

(
    UBlackboardData& BlackboardAsset,
    UBlackboardComponent& BlackboardCo...
)

Registers a UBlackboardComponent instance with this blackboard data asset.

Public function

void

 

RemoveReferenceToProxyObject

(
    UAIAsyncTaskBlueprintProxy* Bl...
)

Public function

void

 

RunEQS

(
    const FString& QueryName,
    UObject* Target
)

Insta-runs EQS query for given Target

Public function Static

void

 

SeedRandomStream

(
    const int32 Seed
)

Public function

void

 

UnregisterBlackboardComponent

(
    UBlackboardData& BlackboardAsset,
    UBlackboardComponent& BlackboardCo...
)

Unregisters a UBlackboardComponent instance with this blackboard data asset.

Overridden from UAISystemBase

Name Description

Public function Virtual

void

 

CleanupWorld

(
    bool bSessionEnded,
    bool bCleanupResources,
    UWorld* NewWorld
)

Called by UWorld::CleanupWorld.

Public function Virtual

void

 

InitializeActorsForPlay

(
    bool bTimeGotReset
)

UAISystemBase begin.

Public function Virtual

void

 

StartPlay()

Called by UWorld::BeginPlay to indicate the gameplay has started.

Public function Virtual

void

 

WorldOriginLocationChanged

(
    FIntVector OldOriginLocation,
    FIntVector NewOriginLocation
)

Event called on world origin location changes

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Classes

Name

Description

Public struct

FBlackboardDataToComponentsIterator

Iterator for traversing all UBlackboardComponent instances associated with this blackboard data asset.

Typedefs

Constants

Name

Description

RandomStream

Random number stream to be used by all things AI. WIP