46 results for "ai" in function
Called by UAIPerceptionComponent when perception of one or more actors changes.
Returns whether the global AI-ignore-players flag is currently set.
Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.
Claims a gameplay task resource at the controller level, preventing any GameplayTask from using that resource until it is explicitly released via UnclaimTaskResource.
Clears the focus actor and focal point for the specified priority slot.
Draws AI-specific debug information (behavior tree state, path, focus, perception) onto the HUD canvas when the 'AI' debug category is active via the `showdebug AI` console command.
Executes pathfinding for a move request and stores the resulting path.
Returns the UAIPerceptionComponent attached to this controller.
Returns the Blackboard component associated with this controller, or null if UseBlackboard has not been called.
Returns the UBrainComponent currently driving this controller's AI logic, or null if none is active.
Returns the FAIRequestID of the movement request currently being processed by the PathFollowingComponent.
Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).
Returns the navigation query filter class assigned to this controller.
Returns the world-space position the controller is currently focused on, resolved across all priority levels.
Returns the world-space focal point stored at the given priority slot, or FAISystem::InvalidLocation if no focus has been set at that priority.
Returns the world-space point on the given actor that the controller should look at.
Returns the actor currently set as this controller's focus target, or null if focus is on a static position or is unset.
Returns the actor set as the focus target at the specified priority slot, or nullptr if no actor focus has been assigned at that priority.
Returns the visual/physical avatar for gameplay tasks — the currently possessed pawn.
Returns the default priority for gameplay tasks initiated by this AI controller.
Returns the actor that owns the gameplay task — always the AI controller itself.
Returns the cached UGameplayTasksComponent for this controller, used to manage and run UGameplayTask instances.
Returns the team ID assigned to this AI controller.
Returns the world-space position of the end point of the current path segment being followed.
Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.
Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.
Returns the PathFollowingComponent subobject responsible for executing movement along a nav path.
Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.
Populates a Visual Logger snapshot with the controller's current AI state (path, focus, perception), enabling replay and analysis in the Visual Logger editor tool.
Returns true if the PathFollowingComponent is currently following a partial path — one that does not reach the actual goal because the destination is unreachable.
Returns true if the PathFollowingComponent currently has an active path being followed.
Clears the controller's focus target and focal point at Gameplay priority.
Sets the controller's focus to a fixed world-space position rather than a tracked actor.
Sets this controller's focus to a specific actor so the pawn continuously rotates toward it each tick.
Performs a line-trace from the controller's eye position to the target actor to determine visibility.
The core move dispatch function — builds a path and passes it to the PathFollowingComponent.
Commands the AI to move toward a specified actor, continuously updating the destination as the goal moves.
Commands the AI to navigate to a fixed world-space location.
Called when a gameplay task owned by this controller transitions to the active state.
Called when a gameplay task owned by this controller transitions out of the active state, either because it finished, was paused, or was cancelled.
Called by the GameplayTasks system when a task owned by this controller is initialized.
Called by the GameplayTasks component whenever resource ownership changes on this controller.
Called by the engine when the current movement request finishes, is aborted, or is blocked.
Temporarily halts the active path-following move without cancelling it, provided the active request ID matches RequestToPause.
Called after all components are initialized.
Called after all components have been registered with the world.