RealDocs

50 results for "ai"

class
AAIController AIModule

The base controller class for AI-driven pawns.

struct
FGameplayTagContainer GameplayTags

A set of FGameplayTags used to express compound state or requirements.

function
AAIController::RunBehaviorTree AIModule

Starts executing a Behavior Tree on this controller, initializing the Blackboard automatically if the tree has one assigned.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

Instructs a controller's pawn to move toward an actor using the navigation system.

function
UAIBlueprintHelperLibrary::SimpleMoveToLocation AIModule

Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.

function
AAIController::UseBlackboard AIModule

Initializes a Blackboard component on this controller using the specified asset, creating one if it doesn't already exist.

function
FString::Contains Core

Returns true if this string contains the specified substring.

function
TArray::Contains Core

Returns true if the array contains at least one element equal to Item.

function
TArray::ContainsByPredicate Core

Returns true if any element satisfies the predicate.

function
FTimerManager::GetTimerRemaining Engine

Returns the time in seconds until the timer's next fire.

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

class
APawn Engine

APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.

function
UPrimitiveComponent::AddForce Engine

Applies a continuous force to the physics body each frame it is called.

function
USplineComponent::AddSplinePoint Engine

Appends a new point at the end of the spline.

function
UUserWidget::AddToViewport UMG

Adds this widget to the game's main viewport so it is visible on screen.

struct
FGameplayTag GameplayTags

A hierarchical name token (e.

function
APawn::GetController Engine

Returns the controller currently possessing this pawn, or nullptr if unpossessed.

function
UWorld::GetGameState Engine

Returns the current GameState instance cast to the template type.

function
UObject::GetOuter CoreUObject

Returns the UObject that directly owns this object in the outer chain.

function
UObject::GetTypedOuter CoreUObject

Walks up the outer chain and returns the first object of type T, or null if none is found.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

function
TArray::IsEmpty Core

Returns true if the array contains no elements.

function
FTimerManager::IsTimerActive Engine

Returns true if the timer referred to by InHandle is currently running and not paused.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UGameplayStatics::LoadGameFromSlot Engine

Deserialises a save file from disk and returns a USaveGame object, or null if the slot doesn't exist or loading fails.

property
UCharacterMovementComponent::MaxWalkSpeed Engine

The maximum ground speed in cm/s when walking.

function
UAnimInstance::Montage_Play Engine

Plays an animation montage on this anim instance.

property
UPrimitiveComponent::OnComponentEndOverlap Engine

Delegate fired when a previously overlapping component stops overlapping.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
TArray::RemoveAll Core

Removes all elements for which the predicate returns true, preserving order of remaining elements.

function
UUserWidget::RemoveFromParent UMG

Removes this widget from its parent — either the viewport or a containing panel widget.

function
TArray::Reset Core

Removes all elements (calls destructors) but retains allocated memory for reuse.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
UBlackboardComponent::SetValueAsFloat AIModule

Writes a float value to a blackboard key, which can then be read by behavior tree tasks and decorators.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

function
TArray::StableSort Core

Sorts the array in-place and guarantees that equal elements retain their original relative order.

class
TArray Core

The primary dynamic array container in Unreal Engine, equivalent to `std::vector`.

struct
TMap Core

An associative container that maps unique keys to values.

struct
TOptional Core

A value container that may or may not hold a value of type T, analogous to std::optional.

struct
TSet Core

An unordered container of unique elements backed by a hash set.

struct
TSubclassOf CoreUObject

A UClass wrapper that enforces a type constraint at edit time and in C++.

class
UBTTaskNode AIModule

The base class for Behavior Tree leaf nodes that perform actions.

class
UBehaviorTree AIModule

A data asset that defines an AI's decision-making logic as a tree of composites, tasks, decorators, and services.

class
UBehaviorTreeComponent AIModule

The runtime component that executes a UBehaviorTree asset.

class
UBlackboardComponent AIModule

A component that stores key-value pairs for AI decision-making.

class
UBorder UMG

A single-child container that renders a configurable background brush (solid color, texture, or material) with padding.

class
UButton UMG

A clickable container widget that holds a single child widget.

class
UNavigationSystemV1 NavigationSystem

The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.

class
UScrollBox UMG

A scrollable container that stacks child widgets vertically (or horizontally) with an optional scrollbar.

class
USizeBox UMG

A single-child wrapper that overrides or constrains the desired size reported by its child widget.