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29 results for "ai" in function

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.

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.

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.

function
UAnimInstance::Montage_Play Engine

Plays an animation montage on this anim instance.

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.