className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 3
36
| code
stringlengths 0
11.4k
| variables
listlengths 0
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|
---|---|---|---|---|---|
FNodeRef
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
FGraphAStar: TGraph.
|
AIModule
|
typedef int32 FNodeRef
|
[] |
FNavLocalGridData::GetCellIndexFromGlobalCoords2D
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Convert global world coords to cell index, return -1 if outside
|
AIModule
|
int32 GetCellIndexFromGlobalCoords2D ( const FIntVector & WorldCoords ) const
|
[] |
FNavLocalGridData::GetGlobalCoords
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Convert cell index to global world coords with origin in (0,0,0)
|
AIModule
|
FIntVector GetGlobalCoords ( int32 CellIdx ) const
|
[] |
FNavLocalGridData::GetGridId
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Get unique Id of grid
|
AIModule
|
const int32 GetGridId() const
|
[] |
FNavLocalGridData::GetNeighbourCount
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
int32 GetNeighbourCount ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const
|
[] |
|
FNavLocalGridData::GetNeighbour
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
[FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) GetNeighbour ( const [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef, const int32 NeiIndex ) const
|
[] |
|
FNavLocalGridData::GetProjectedCellCenter
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Convert cell index to world location using projected heights
|
AIModule
|
FVector GetProjectedCellCenter ( int32 CellIdx ) const
|
[] |
FNavLocalGridData::GetProjectedCellCenter
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Convert cell coords on grid to world location using projected heights
|
AIModule
|
FVector GetProjectedCellCenter ( int32 LocationX, int32 LocationY ) const
|
[] |
FNavLocalGridData::HasObstacleUnsafe
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Check if there's an obstacle at cell coords
|
AIModule
|
bool HasObstacleUnsafe ( int32 LocationX, int32 LocationY ) const
|
[] |
FNavLocalGridData::IsLineObstructed
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Check if line trace between local coords on grid hits any obstacles, doesn't validate coords!
|
AIModule
|
bool IsLineObstructed ( const FIntVector & StartCoords, const FIntVector & EndCoords ) const
|
[] |
FNavLocalGridData::IsValidRef
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
bool IsValidRef ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const
|
[] |
|
FNavLocalGridData::MarkBoxObstacle
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Mark box (AABB or rotated) shape as obstacle
|
AIModule
|
void MarkBoxObstacle ( const FVector & Center, const FVector & Extent, const FQuat & Quat )
|
[] |
FNavLocalGridData::MarkCapsuleObstacle
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Mark capsule shape as obstacle
|
AIModule
|
void MarkCapsuleObstacle ( const FVector & Center, float Radius, float HalfHeight )
|
[] |
FNavLocalGridData::MarkPointObstacle
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Mark single cell as obstacle
|
AIModule
|
void MarkPointObstacle ( const FVector & Center )
|
[] |
FNavLocalGridData::PostProcessPath
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Convert PathIndices into pruned PathCoords
|
AIModule
|
void PostProcessPath ( const FIntVector & StartCoords, const FIntVector & EndCoords, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & PathIndices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & PathCoords ) const
|
[] |
FNavLocalGridData::ProjectCells
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Project cells on navigation data and marks failed ones as obstacles
|
AIModule
|
void ProjectCells ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )
|
[] |
FNavLocalGridData::SetGridId
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Set unique Id of grid
|
AIModule
|
void SetGridId ( int32 NewId )
|
[] |
FNavLocalGridData::SetHeight
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
Set height of bounds, if not set: ProjectCells will use height of default query box
|
AIModule
|
void SetHeight ( float ExtentZ )
|
[] |
FNavLocalGridData::FNavLocalGridData
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
FNavLocalGridData()
|
[] |
|
FNavLocalGridData::FNavLocalGridData
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
FNavLocalGridData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) > & SourceGrids )
|
[] |
|
FNavLocalGridData::FNavLocalGridData
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
FNavLocalGridData ( const FVector & Center, float Extent2D )
|
[] |
|
FNavLocalGridData::FNavLocalGridData
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
AIModule
|
FNavLocalGridData ( const FVector & Center, const FVector2D & Extent2D )
|
[] |
|
FNavLocalGridData
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLocalGridData.h
|
TODO: helpers for marking different basic shapes TODO: serialization (with maps?) TODO:FNavigationPathsupport?
|
AIModule
|
struct FNavLocalGridData : public [TSimpleCellGrid< uint8,((uint8) 0xff) >](API\Runtime\AIModule\TSimpleCellGrid)
|
[
{
"type": "TArray<FVector...",
"name": "CellZ",
"description": ""
},
{
"type": "double",
"name": "LastAccessTime",
"description": ""
}
] |
FPathFollowingRequestResult::operator EPathFollowingRequestResult::Type
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
namespace operator EPathFollowingRequestResult { operator EPathFollowingRequestResult::Type() const }
|
[] |
|
FPathFollowingRequestResult::FPathFollowingRequestResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
FPathFollowingRequestResult()
|
[] |
|
FPathFollowingRequestResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
struct FPathFollowingRequestResult
|
[
{
"type": "TEnumAsByte<EP...",
"name": "Code",
"description": ""
},
{
"type": "FAIRequestID",
"name": "MoveId",
"description": ""
}
] |
|
FPathFollowingResult::HasFlag
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
bool HasFlag ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) Flag ) const
|
[] |
|
FPathFollowingResult::IsFailure
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
bool IsFailure() const
|
[] |
|
FPathFollowingResult::IsInterrupted
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
bool IsInterrupted() const
|
[] |
|
FPathFollowingResult::IsSuccess
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
bool IsSuccess() const
|
[] |
|
FPathFollowingResult::ToString
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
[FString](API\Runtime\Core\Containers\FString) ToString() const
|
[] |
|
FPathFollowingResult::FPathFollowingResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
FPathFollowingResult()
|
[] |
|
FPathFollowingResult::FPathFollowingResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
FPathFollowingResult ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) InFlags )
|
[] |
|
FPathFollowingResult::FPathFollowingResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
FPathFollowingResult ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) ResultCode, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) ExtraFlags )
|
[] |
|
FPathFollowingResult
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
struct FPathFollowingResult
|
[
{
"type": "TEnumAsByte<EP...",
"name": "Code",
"description": ""
},
{
"type": "FPathFollowingR...",
"name": "Flags",
"description": ""
}
] |
|
FPathFollowingResultFlags::ToString
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
namespace FPathFollowingResultFlags { [FString](API\Runtime\Core\Containers\FString) FPathFollowingResultFlags::ToString ( uint16 Value ) }
|
[] |
|
bReuseNodePoolInSubsequentSearches
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
static const bool bReuseNodePoolInSubsequentSearches = false;
|
[] |
|
FatalPathLength
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
static const int32 FatalPathLength = 10000;
|
[] |
|
NodePoolSize
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
static const int32 NodePoolSize = 2048;
|
[] |
|
OpenSetSize
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
static const int32 OpenSetSize = 2048;
|
[] |
|
FRecastGraphPolicy
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
struct FRecastGraphPolicy
|
[] |
|
FRecastGraphWrapper::FRecastGraphWrapper
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
FRecastGraphWrapper()
|
[] |
|
FRecastGraphWrapper
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/RecastGraphAStar.h
|
AIModule
|
struct FRecastGraphWrapper
|
[] |
|
FSmartLinkReachedSignature
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/NavLinkProxy.h
|
AIModule
|
class FSmartLinkReachedSignature
|
[] |
|
ICrowdAgentInterface::GetCrowdAgentAvoidanceGroup
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
Group mask for this agent
|
AIModule
|
virtual int32 GetCrowdAgentAvoidanceGroup&40;&41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentCollisions
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
Fills information about agent's collision cylinder
|
AIModule
|
virtual void GetCrowdAgentCollisions &40; float & CylinderRadius, float & CylinderHalfHeight &41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentGroupsToAvoid
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
Will avoid other agents if they are in one of specified groups
|
AIModule
|
virtual int32 GetCrowdAgentGroupsToAvoid&40;&41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentGroupsToIgnore
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
|
AIModule
|
virtual int32 GetCrowdAgentGroupsToIgnore&40;&41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentLocation
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
current location of crowd agent
|
AIModule
|
virtual FVector GetCrowdAgentLocation&40;&41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentMaxSpeed
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
max speed of crowd agent
|
AIModule
|
virtual float GetCrowdAgentMaxSpeed&40;&41; const
|
[] |
ICrowdAgentInterface::GetCrowdAgentVelocity
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
current velocity of crowd agent
|
AIModule
|
virtual FVector GetCrowdAgentVelocity&40;&41; const
|
[] |
ICrowdAgentInterface
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
AIModule
|
class ICrowdAgentInterface
|
[] |
|
Type
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/PathFollowingComponent.h
|
AIModule
|
typedef uint16 Type
|
[] |
|
UCrowdAgentInterface::UCrowdAgentInterface
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
AIModule
|
UCrowdAgentInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UCrowdAgentInterface
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdAgentInterface.h
|
AIModule
|
class UCrowdAgentInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
|
[] |
|
UCrowdFollowingComponent::AbortMove
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Aborts following path
|
AIModule
|
virtual void AbortMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) AbortFlags, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )
|
[] |
UCrowdFollowingComponent::ApplyCrowdAgentPosition
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Pass desired position to movement component (after resolving collisions between crowd agents)
|
AIModule
|
virtual void ApplyCrowdAgentPosition ( const FVector & NewPosition )
|
[] |
UCrowdFollowingComponent::ApplyCrowdAgentVelocity
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink )
|
[] |
|
UCrowdFollowingComponent::ApplyCrowdAgentVelocity
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Pass agent velocity to movement component
|
AIModule
|
virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink, bool bIsNearEndOfPath )
|
[] |
UCrowdFollowingComponent::BeginDestroy
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
|
AIModule
|
virtual void BeginDestroy()
|
[] |
UCrowdFollowingComponent::Cleanup
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Cleanup component before destroying
|
AIModule
|
virtual void Cleanup()
|
[] |
UCrowdFollowingComponent::DescribeSelfToVisLog
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
virtual void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const
|
[] |
|
UCrowdFollowingComponent::DetermineStartingPathPoint
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
PathFollowingComponent BEGIN.
|
AIModule
|
virtual int32 DetermineStartingPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * ConsideredPath ) const
|
[] |
UCrowdFollowingComponent::FinishUsingCustomLink
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Call when moving agent finishes using custom nav link, returns control back to path following
|
AIModule
|
virtual void FinishUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink )
|
[] |
UCrowdFollowingComponent::FollowPathSegment
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Follow current path segment
|
AIModule
|
virtual void FollowPathSegment ( float DeltaTime )
|
[] |
UCrowdFollowingComponent::GetAvoidanceGroup
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
int32 GetAvoidanceGroup() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdAgentAvoidanceGroup
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Group mask for this agent
|
AIModule
|
virtual int32 GetCrowdAgentAvoidanceGroup() const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentCollisions
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Fills information about agent's collision cylinder
|
AIModule
|
virtual void GetCrowdAgentCollisions ( float & CylinderRadius, float & CylinderHalfHeight ) const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentGroupsToAvoid
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Will avoid other agents if they are in one of specified groups
|
AIModule
|
virtual int32 GetCrowdAgentGroupsToAvoid() const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentGroupsToIgnore
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
|
AIModule
|
virtual int32 GetCrowdAgentGroupsToIgnore() const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentMaxSpeed
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
max speed of crowd agent
|
AIModule
|
virtual float GetCrowdAgentMaxSpeed() const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentLocation
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
current location of crowd agent
|
AIModule
|
virtual FVector GetCrowdAgentLocation() const
|
[] |
UCrowdFollowingComponent::GetCrowdAgentVelocity
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
current velocity of crowd agent
|
AIModule
|
virtual FVector GetCrowdAgentVelocity() const
|
[] |
UCrowdFollowingComponent::GetCrowdAvoidanceRangeMultiplier
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
float GetCrowdAvoidanceRangeMultiplier() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdAvoidanceQuality
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
[ECrowdAvoidanceQuality::Type](API\Runtime\AIModule\Navigation\ECrowdAvoidanceQuality__Type) GetCrowdAvoidanceQuality() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdCollisionQueryRange
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
float GetCrowdCollisionQueryRange() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdPathOptimizationRange
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
float GetCrowdPathOptimizationRange() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdSeparationWeight
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
float GetCrowdSeparationWeight() const
|
[] |
|
UCrowdFollowingComponent::GetCrowdSimulationState
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
ECrowdSimulationState GetCrowdSimulationState() const
|
[] |
|
UCrowdFollowingComponent::GetCurrentPathElement
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Returns index of the currently followed element of path. Depending on the actual path it may represent different things, like a path point or navigation corridor index
|
AIModule
|
virtual int32 GetCurrentPathElement() const
|
[] |
UCrowdFollowingComponent::GetDebugStringTokens
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
virtual void GetDebugStringTokens ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [EPathFollowingDebugTokens::Type](API\Runtime\AIModule\Navigation\EPathFollowingDebugTokens__Type) > & Flags ) const
|
[] |
|
UCrowdFollowingComponent::GetGroupsToAvoid
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
int32 GetGroupsToAvoid() const
|
[] |
|
UCrowdFollowingComponent::GetGroupsToIgnore
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
int32 GetGroupsToIgnore() const
|
[] |
|
UCrowdFollowingComponent::GetMoveFocus
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Get current focal point of movement
|
AIModule
|
virtual FVector GetMoveFocus ( bool bAllowStrafe ) const
|
[] |
UCrowdFollowingComponent::HasMovedDuringPause
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool HasMovedDuringPause() const
|
[] |
|
UCrowdFollowingComponent::Initialize
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
PathFollowingComponent BEGIN.
|
AIModule
|
virtual void Initialize()
|
[] |
UCrowdFollowingComponent::IsCrowdAffectFallingVelocityEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdAffectFallingVelocityEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdAnticipateTurnsEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdAnticipateTurnsEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdAnticipateTurnsActive
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Checks if bEnableAnticipateTurns is set to true, and if crowd simulation is not suspended
|
AIModule
|
bool IsCrowdAnticipateTurnsActive() const
|
[] |
UCrowdFollowingComponent::IsCrowdObstacleAvoidanceEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdObstacleAvoidanceEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdObstacleAvoidanceActive
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Checks if bEnableObstacleAvoidance is set to true, and if crowd simulation is not suspended
|
AIModule
|
bool IsCrowdObstacleAvoidanceActive() const
|
[] |
UCrowdFollowingComponent::IsCrowdOptimizeTopologyEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdOptimizeTopologyEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdOptimizeTopologyActive
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Checks if bEnableOptimizeTopology is set to true, and if crowd simulation is not suspended
|
AIModule
|
bool IsCrowdOptimizeTopologyActive() const
|
[] |
UCrowdFollowingComponent::IsCrowdOptimizeVisibilityEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdOptimizeVisibilityEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdPathOffsetEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdPathOffsetEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdRotateToVelocityEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdRotateToVelocityEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdSeparationActive
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
Checks if bEnableSeparation is set to true, and if crowd simulation is not suspended
|
AIModule
|
bool IsCrowdSeparationActive() const
|
[] |
UCrowdFollowingComponent::IsCrowdSeparationEnabled
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdSeparationEnabled() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdSimulatioSuspended
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdSimulatioSuspended() const
|
[] |
|
UCrowdFollowingComponent::IsCrowdSimulationActive
|
/Engine/Source/Runtime/AIModule/Classes/Navigation/CrowdFollowingComponent.h
|
AIModule
|
bool IsCrowdSimulationActive() const
|
[] |
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