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AAIController::SetGenericTeamId

function AIModule Since 4.12
#include "AIController.h"
Access: public Specifiers: virtualoverrideAIMODULE_API

Description

Assigns a team ID to this AI controller, implementing the IGenericTeamAgentInterface. Used by the perception and team-damage systems to determine friend/foe relationships.

Caveats & Gotchas

  • The team ID is stored per-controller, not per-pawn. If the controller possesses a new pawn, the pawn does not automatically inherit the team ID unless the pawn also implements IGenericTeamAgentInterface and forwards the call.
  • Calling this on a client in a multiplayer game has no effect on server-side team queries — team ID is not replicated by default, so set it authoritatively on the server.

Signature

AIMODULE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;

Parameters

Name Type Description Default
NewTeamID const FGenericTeamId& The new team identifier to assign to this AI controller.

Return Type

void

Example

Assign team at possession time C++
void AMyAIController::OnPossess(APawn* InPawn)
{
	Super::OnPossess(InPawn);
	// Assign team 1 so AI perception can distinguish friends from foes
	SetGenericTeamId(FGenericTeamId(1));
}

Version History

Introduced in: 4.12

Version Status Notes
5.6 stable

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