Classes

AAIController

AController > AActor > UObject

AIController is the base class of controllers for AI-controlled Pawns. Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers manage the artificial intelligence for the pawns they control. In networked games, they only exist on the server.

Function Flags Offset Share
bool UseBlackboard(UBlackboardData* BlackboardAsset, UBlackboardComponent*& BlackboardComponent)

Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist.

Final|Native|Public|HasOutParms|BlueprintCallable 0x42008a0
void UnclaimTaskResource(UGameplayTaskResource* ResourceClass) Final|Native|Public|BlueprintCallable 0x4200650
void SetPathFollowingComponent(UPathFollowingComponent* NewPFComponent)

That his function does not do any pathfollowing state transfer.

Final|Native|Public|BlueprintCallable 0x4200140
void SetMoveBlockDetection(bool bEnable)

Updates state of movement block detection.

Final|Native|Public|BlueprintCallable 0x42000b0
bool RunBehaviorTree(UBehaviorTree* BTAsset)

Starts executing behavior tree.

Native|Public|BlueprintCallable 0x41ffec0
void OnUsingBlackBoard(UBlackboardComponent* BlackboardComp, UBlackboardData* BlackboardAsset) Event|Protected|BlueprintEvent 0x1d7de40
void OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed, FGameplayResourceSet FreshlyReleased) Native|Public 0x41ffb80
EPathFollowingRequestResult MoveToLocation(FVector& Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath)

Makes AI go toward specified Dest location, aborts any active path following

Final|Native|Public|HasOutParms|HasDefaults|BlueprintCallable 0x41ff8f0
EPathFollowingRequestResult MoveToActor(AActor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, UNavigationQueryFilter* FilterClass, bool bAllowPartialPath)

Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following

Final|Native|Public|BlueprintCallable 0x41ff6b0
void K2_SetFocus(AActor* NewFocus)

Set Focus for actor, will set FocalPoint as a result.

Final|Native|Public|BlueprintCallable 0x41ff510
void K2_SetFocalPoint(FVector FP)

Set the position that controller should be looking at.

Final|Native|Public|HasDefaults|BlueprintCallable 0x41ff480
void K2_ClearFocus()

Clears Focus, will also clear FocalPoint as a result

Final|Native|Public|BlueprintCallable 0x41ff460
bool HasPartialPath()

Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination).

Final|Native|Public|BlueprintCallable|BlueprintPure|Const 0x41ff280
UPathFollowingComponent* GetPathFollowingComponent()

Returns PathFollowingComponent subobject

Final|Native|Public|BlueprintCallable|BlueprintPure|Const 0x41fefd0
EPathFollowingStatus GetMoveStatus()

Returns status of path following

Final|Native|Public|BlueprintCallable|BlueprintPure|Const 0x41fef10
FVector GetImmediateMoveDestination()

Returns position of current path segment's end.

Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const 0x41fede0
AActor* GetFocusActor()

Get the focused actor.

Final|Native|Public|BlueprintCallable|BlueprintPure|Const 0x41fedb0
FVector GetFocalPointOnActor(AActor* Actor)

Retrieve the focal point this controller should focus to on given actor.

Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const 0x41fed00
FVector GetFocalPoint()

Retrieve the final position that controller should be looking at.

Final|Native|Public|HasDefaults|BlueprintCallable|BlueprintPure|Const 0x41fecc0
UAIPerceptionComponent* GetAIPerceptionComponent() Final|Native|Public|BlueprintCallable|BlueprintPure 0x41fe810
void ClaimTaskResource(UGameplayTaskResource* ResourceClass) Final|Native|Public|BlueprintCallable 0x41fe4f0