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 |