AIModule

Filters

Classes

Name

Description

Public class

AAIController

AIController is the base class of controllers for AI-controlled Pawns.

Public class

ADetourCrowdAIController

Public class

AGridPathAIController

Public struct

FAIBasicCounter

Public struct

FAIGenericID

Public struct

FAIMessage

Public struct

FAIMessageObserver

Public class

FAIMoveCompletedSignature

Public struct

FAIMoveRequest

Public struct

FAINamedID

TCounter needs to supply following functions: default constructor typedef X Type; where X is an integer type to be used as ID's internal type TCounter::Type GetNextAvailableID() - returns next available ID and advances the internal counter uint32 GetSize() const - returns number of unique IDs created so far OnIndexForced(TCounter::Type Index) - called when given Index has been force-used.

Public struct

FAIRequestID

Public struct

FAIResCounter

Public struct

FAIResourceLock

Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)

Public struct

FAIResourcesSet

Public struct

FBehaviorTreeDelegates

Public struct

FBehaviorTreeNodeInitializationData

Public struct

FCompactIndexedHandleBase

Compact Index based handle that has a serial number to verify stale handles.

Public struct

FCompactIndexedHandleManager

Public struct

FFocusKnowledge

Public struct

FGenericTeamId

Public struct

FGraphAStar

Generic graph A* implementation

Public struct

FGraphAStarDefaultNode

Default A* node class.

Public struct

FGraphAStarDefaultPolicy

Public struct

FGridSize2D

Public struct

FIndexedHandleBase

Index based handle that has a serial number to verify stale handles.

Public struct

FIndexedHandleManager

Public struct

FIndexedHandleManagerBase

Handle Manager meant for FIndexedHandleBase and FCompactIndexedHandleBase derived classes, handles are given out from a freelist and are zero based and consecutive in nature, so ideal for being used as indices in to arrays.

Public struct

FIntervalCountdown

Public class

FRangeChecklessAllocator

Public struct

FSequentialIDBase

Public struct

FSimpleIndexedHandleBase

Index based handle that doesn't use a serial number.

Public class

FVisualLoggerExtension

Public class

IAIModule

The public interface to this module

Public class

IAIResourceInterface

Public class

IGenericTeamAgentInterface

Public struct

TBVTree

BVTree - Bounding Volumes Tree

Public struct

TDefaultManagerInstanceTracker

Public class

THierarchicalHashGrid2D

Hierarchical Hash Grid in 2D.

Public struct

TSimpleCellGrid

No virtuals on purpose

Public class

UAIResource_Logic

Public class

UAIResource_Movement

Copyright Epic Games, Inc. All Rights Reserved.

Public class

UAIResourceInterface

Public class

UAISubsystem

A class representing a common interface and behavior for AI subsystems

Public class

UAISystem

Public class

UBrainComponent

Public class

UGenericTeamAgentInterface

Public class

UVisualLoggerExtension

Constants

Typedefs

Name

Description

Type

Enums

Functions

Name Description

Public function

void

 

BlueprintNodeHelpers::AbortLatentActions

(
    UActorComponent& OwnerOb,
    const UObject& Ob
)

Public function

void

 

BlueprintNodeHelpers::CollectBlackboardSelectors

(
    const UObject* Ob,
    const UClass* StopAtClass,
    TArray< FName >& KeyNames
)

Public function

void

 

BlueprintNodeHelpers::CollectPropertyData

(
    const UObject* Ob,
    const UClass* StopAtClass,
    TArray< FProperty* >& Propert...
)

Public function

FString

 

BlueprintNodeHelpers::CollectPropertyDescription

(
    const UObject* Ob,
    const UClass* StopAtClass,
    TFunctionRef< bool(FProperty*)...
)

Public function

FString

 

BlueprintNodeHelpers::CollectPropertyDescription

(
    const UObject* Ob,
    const UClass* StopAtClass,
    const TArray< FProperty* >& I...
)

Public function

void

 

BlueprintNodeHelpers::CopyPropertiesFromContext

(
    const TArray< FProperty* >& P...,
    uint8* ObjectMemory,
    uint8* ContextMemory
)

Public function

void

 

BlueprintNodeHelpers::CopyPropertiesToContext

(
    const TArray< FProperty* >& P...,
    uint8* ObjectMemory,
    uint8* ContextMemory
)

Public function

FString

 

BlueprintNodeHelpers::DescribeProperty

(
    const FProperty* Prop,
    const uint8* PropertyAddr
)

Public function

void

 

BlueprintNodeHelpers::DescribeRuntimeValues

(
    const UObject* Ob,
    const TArray< FProperty* >& P...,
    TArray< FString >& RuntimeValues
)

Public function

bool

 

BlueprintNodeHelpers::FindNodeOwner

(
    AActor* OwningActor,
    UBTNode* Node,
    UBehaviorTreeComponent*& Ownin...,
    int32& OwningInstanceIdx
)

Public function

FString

 

BlueprintNodeHelpers::GetNodeName

(
    const UObject& NodeObject
)

Public function

uint16

 

BlueprintNodeHelpers::GetPropertiesMemorySize

(
    const TArray< FProperty* >& P...
)

Public function

bool

 

BlueprintNodeHelpers::HasAnyBlackboardSelectors

(
    const UObject* Ob,
    const UClass* StopAtClass
)

Public function

bool

 

BlueprintNodeHelpers::HasBlueprintFunction

(
    FName FuncName,
    const UObject& Object,
    const UClass& StopAtClass
)

Public function

void

 

BlueprintNodeHelpers::ResolveBlackboardSelectors

(
    UObject& Ob,
    const UClass& StopAtClass,
    const UBlackboardData& BlackboardA...
)

Public function

const FAIRes...

 

FAIResources::GetResource

(
    int32 ResourceIndex
)

Public function

int32

 

FAIResources::GetResourcesCount()

Public function

FString

 

FAIResources::GetSetDescription

(
    FAIResourcesSet ResourceSet
)

Public function

void

 

FAIResources::RegisterResource

(
    const FAIResourceID& Resource
)

Public function

EAIOptionFla...

 

FAISystem::BoolToAIOption

(
    bool Value
)

Public function

bool

 

FAISystem::IsValidControllerAndHasValidPawn

(
    const AController* Controller
)

Public function

bool

 

FAISystem::IsValidDirection

(
    const FVector& TestVector
)

Public function

bool

 

FAISystem::IsValidLocation

(
    const FVector& TestLocation
)

Public function

bool

 

FAISystem::IsValidOrientation

(
    const FQuat& TestOrientation
)

Public function

bool

 

FAISystem::IsValidRotation

(
    const FRotator& TestRotation
)

Public function

bool

 

FAISystem::PickAIOption

(
    EAIOptionFlag::Type Option,
    bool DefaultOption
)

Public function

FVector

 

UE::AI::Bilinear

(
    const FVector2D UV,
    const FVector VertexA,
    const FVector VertexB,
    const FVector VertexC,
    const FVector VertexD
)

Interpolates bilinear patch A,B,C,D.

Public function

FVector::FRe...

 

UE::AI::Cross2D

(
    const FVector& A,
    const FVector& B
)

Public function

FVector2D::F...

 

UE::AI::Cross2D

(
    const FVector2D& A,
    const FVector2D& B
)

Public function

bool

 

UE::AI::IntersectLineLine2D

(
    const FVector& StartA,
    const FVector& EndA,
    const FVector& StartB,
    const FVector& EndB,
    FVector2D::FReal& OutTA,
    FVector2D::FReal& OutTB
)

Intersects infinite lines defined by segments A and B in 2D.

Public function

FVector2D

 

UE::AI::InvBilinear2DClamped

(
    const FVector Point,
    const FVector VertexA,
    const FVector VertexB,
    const FVector VertexC,
    const FVector VertexD
)

Finds the UV coordinates of the 'Point' on bilinear patch A,B,C,D.

Public function

FVector::FRe...

 

UE::AI::ProjectPointOnLine2D

(
    const FVector Point,
    const FVector Start,
    const FVector End
)

Public function

FVector2D::F...

 

UE::AI::ProjectPointOnSegment2D

(
    const FVector Point,
    const FVector Start,
    const FVector End
)

Public function

FVector::FRe...

 

UE::AI::SignedDistancePointLine2D

(
    const FVector Point,
    const FVector Start,
    const FVector End
)

Public function

FVector::FRe...

 

UE::AI::TriArea2D

(
    const FVector& A,
    const FVector& B,
    const FVector& C
)

Public function

FVector2D::F...

 

UE::AI::TriArea2D

(
    const FVector2D& A,
    const FVector2D& B,
    const FVector2D& C
)

Variables

Name Description

Public variable

const Type

 

Default

Public variable

float

 

FocalPointDistance

Distance to focal point along current velocity vector

Public variable

const Type

 

Gameplay

Public variable

const FAIResour...

 

InvalidResource

Public variable

const Type

 

LastFocusPriority

Public variable

const FAIResour...

 

Logic

Public variable

const Type

 

Move

Public variable

const FAIResour...

 

Movement

Public name, available to the world.

Public variable

const FAIResour...

 

Perception

Public variable

const FString

 

TAG_EQS

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