50 results for "ai"
The base controller class for AI-driven pawns.
A set of FGameplayTags used to express compound state or requirements.
Starts executing a Behavior Tree on this controller, initializing the Blackboard automatically if the tree has one assigned.
Instructs a controller's pawn to move toward an actor using the navigation system.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
Initializes a Blackboard component on this controller using the specified asset, creating one if it doesn't already exist.
Returns true if this string contains the specified substring.
Returns true if the array contains at least one element equal to Item.
Returns true if any element satisfies the predicate.
Returns the time in seconds until the timer's next fire.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.
Applies a continuous force to the physics body each frame it is called.
Appends a new point at the end of the spline.
Adds this widget to the game's main viewport so it is visible on screen.
A hierarchical name token (e.
Returns the controller currently possessing this pawn, or nullptr if unpossessed.
Returns the current GameState instance cast to the template type.
Returns the UObject that directly owns this object in the outer chain.
Walks up the outer chain and returns the first object of type T, or null if none is found.
Returns the float value stored under the given blackboard key.
Returns true if the array contains no elements.
Returns true if the timer referred to by InHandle is currently running and not paused.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Deserialises a save file from disk and returns a USaveGame object, or null if the slot doesn't exist or loading fails.
The maximum ground speed in cm/s when walking.
Plays an animation montage on this anim instance.
Delegate fired when a previously overlapping component stops overlapping.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Removes all elements for which the predicate returns true, preserving order of remaining elements.
Removes this widget from its parent — either the viewport or a containing panel widget.
Removes all elements (calls destructors) but retains allocated memory for reuse.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
Writes a float value to a blackboard key, which can then be read by behavior tree tasks and decorators.
Spawns an actor of the given class into the world at the specified location and rotation.
Sorts the array in-place and guarantees that equal elements retain their original relative order.
The primary dynamic array container in Unreal Engine, equivalent to `std::vector`.
An associative container that maps unique keys to values.
A value container that may or may not hold a value of type T, analogous to std::optional.
An unordered container of unique elements backed by a hash set.
A UClass wrapper that enforces a type constraint at edit time and in C++.
The base class for Behavior Tree leaf nodes that perform actions.
A data asset that defines an AI's decision-making logic as a tree of composites, tasks, decorators, and services.
The runtime component that executes a UBehaviorTree asset.
A component that stores key-value pairs for AI decision-making.
A single-child container that renders a configurable background brush (solid color, texture, or material) with padding.
A clickable container widget that holds a single child widget.
The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.
A scrollable container that stacks child widgets vertically (or horizontally) with an optional scrollbar.
A single-child wrapper that overrides or constrains the desired size reported by its child widget.