ClassName stringclasses 24 values | HeaderPath stringclasses 12 values | Name stringlengths 4 216 | Description stringlengths 0 182 | Module stringclasses 1 value | Type stringclasses 78 values |
|---|---|---|---|---|---|
UAISystem
| #include "AISystem.h" | UnregisterBlackboardComponent(UBlackboardData& BlackboardAsset,UBlackboardComponent& BlackboardCo...) | Unregisters a UBlackboardComponent instance with this blackboard data asset. | AIModule | void |
UAISystem
| #include "AISystem.h" | CleanupWorld(bool bSessionEnded,bool bCleanupResources,UWorld* NewWorld) | Called by UWorld::CleanupWorld. | AIModule | void |
UAISystem
| #include "AISystem.h" | InitializeActorsForPlay(bool bTimeGotReset) | UAISystemBase begin. | AIModule | void |
UAISystem
| #include "AISystem.h" | StartPlay() | Called by UWorld::BeginPlay to indicate the gameplay has started. | AIModule | void |
UAISystem
| #include "AISystem.h" | WorldOriginLocationChanged(FIntVector OldOriginLocation,FIntVector NewOriginLocation) | Event called on world origin location changes | AIModule | void |
UAISystem
| #include "AISystem.h" | BeginDestroy() | Called before destroying the object. | AIModule | void |
UAISystem
| #include "AISystem.h" | PostInitProperties() | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | AIOwner | AIModule | AAIController | |
UBrainComponent
| #include "BrainComponent.h" | BlackboardComp | Blackboard component | AIModule | UBlackboardComponent |
UBrainComponent
| #include "BrainComponent.h" | MessageObservers | Active message observers | AIModule | TArray |
UBrainComponent
| #include "BrainComponent.h" | MessagesToProcess | This is a temp contraption to implement delayed messages delivering until proper AI messaging is implemented | AIModule | TArray |
UBrainComponent
| #include "BrainComponent.h" | ResourceLock | Used to keep track of which subsystem requested this AI resource be locked | AIModule | FAIResourceLock |
UBrainComponent
| #include "BrainComponent.h" | CacheBlackboardComponent(UBlackboardComponent* BBComp) | END UActorComponent overrides caches BlackboardComponent's pointer to be used with this brain component | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | Cleanup() | AI logic won't be needed anymore, stop all activity and run cleanup | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | DescribeSelfToVisLog(FVisualLogEntry* Snapshot) | AIModule | void | |
UBrainComponent
| #include "BrainComponent.h" | GetAIOwner() | AIModule | AAIController | |
UBrainComponent
| #include "BrainComponent.h" | GetBlackboardComponent() | AIModule | UBlackboardComponent | |
UBrainComponent
| #include "BrainComponent.h" | GetBlackboardComponent() | AIModule | UBlackboardComponent | |
UBrainComponent
| #include "BrainComponent.h" | GetDebugInfoString() | AIModule | FString | |
UBrainComponent
| #include "BrainComponent.h" | HandleMessage(const FAIMessage& Message) | AIModule | void | |
UBrainComponent
| #include "BrainComponent.h" | IsPaused() | AIModule | bool | |
UBrainComponent
| #include "BrainComponent.h" | IsRunning() | AIModule | bool | |
UBrainComponent
| #include "BrainComponent.h" | PauseLogic(const FString& Reason) | Pause logic and blackboard updates. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | RequestLogicRestartOnUnlock() | To be called in case we want to restart AI logic while it's still being locked. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | RestartLogic() | Restarts currently running or previously ran brain logic. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | ResumeLogic(const FString& Reason) | Resumes paused brain logic. MUST be called by child implementations! | AIModule | EAILogicResuming::Type |
UBrainComponent
| #include "BrainComponent.h" | StartLogic() | Starts brain logic. If brain is already running, will not do anything. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | StopLogic(const FString& Reason) | Stops currently running brain logic. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | InitializeComponent() | BEGIN UActorComponent overrides | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | OnRegister() | Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | TickComponent(float DeltaTime,enum ELevelTick TickType,FActorComponentTickFunction* T...) | Function called every frame on this ActorComponent. | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | ClearResourceLock(EAIRequestPriority::Type LockSource) | Clear resource lock of the given origin | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | ForceUnlockResource() | Force-clears all locks on resource | AIModule | void |
UBrainComponent
| #include "BrainComponent.h" | IsResourceLocked() | Check whether resource is currently locked | AIModule | bool |
UBrainComponent
| #include "BrainComponent.h" | LockResource(EAIRequestPriority::Type LockSource) | If resource is lockable lock it with indicated priority | AIModule | void |
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