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47 results for "controller" in function

function
AAIController::ActorsPerceptionUpdated AIModule

Called by UAIPerceptionComponent when perception of one or more actors changes.

function
AAIController::AreAIIgnoringPlayers AIModule

Returns whether the global AI-ignore-players flag is currently set.

function
AAIController::BuildPathfindingQuery AIModule

Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.

function
AAIController::ClaimTaskResource AIModule

Claims a gameplay task resource at the controller level, preventing any GameplayTask from using that resource until it is explicitly released via UnclaimTaskResource.

function
AAIController::ClearFocus AIModule

Clears the focus actor and focal point for the specified priority slot.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

function
AAIController::DisplayDebug AIModule

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.

function
AAIController::FindPathForMoveRequest AIModule

Executes pathfinding for a move request and stores the resulting path.

function
AAIController::GetAIPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller.

function
AAIController::GetBlackboardComponent AIModule

Returns the Blackboard component associated with this controller, or null if UseBlackboard has not been called.

function
AAIController::GetBrainComponent AIModule

Returns the UBrainComponent currently driving this controller's AI logic, or null if none is active.

function
AAIController::GetCurrentMoveRequestID AIModule

Returns the FAIRequestID of the movement request currently being processed by the PathFollowingComponent.

function
AAIController::GetDebugIcon AIModule

Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).

function
AAIController::GetDefaultNavigationFilterClass AIModule

Returns the navigation query filter class assigned to this controller.

function
AAIController::GetFocalPoint AIModule

Returns the world-space position the controller is currently focused on, resolved across all priority levels.

function
AAIController::GetFocalPointForPriority AIModule

Returns the world-space focal point stored at the given priority slot, or FAISystem::InvalidLocation if no focus has been set at that priority.

function
AAIController::GetFocalPointOnActor AIModule

Returns the world-space point on the given actor that the controller should look at.

function
AAIController::GetFocusActor AIModule

Returns the actor currently set as this controller's focus target, or null if focus is on a static position or is unset.

function
AAIController::GetFocusActorForPriority AIModule

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.

function
AAIController::GetGameplayTaskAvatar AIModule

Returns the visual/physical avatar for gameplay tasks — the currently possessed pawn.

function
AAIController::GetGameplayTaskDefaultPriority AIModule

Returns the default priority for gameplay tasks initiated by this AI controller.

function
AAIController::GetGameplayTaskOwner AIModule

Returns the actor that owns the gameplay task — always the AI controller itself.

function
AAIController::GetGameplayTasksComponent AIModule

Returns the cached UGameplayTasksComponent for this controller, used to manage and run UGameplayTask instances.

function
AAIController::GetGenericTeamId AIModule

Returns the team ID assigned to this AI controller.

function
AAIController::GetImmediateMoveDestination AIModule

Returns the world-space position of the end point of the current path segment being followed.

function
AAIController::GetMoveStatus AIModule

Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.

function
AAIController::GetPathFollowingAgent AIModule

Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.

function
AAIController::GetPathFollowingComponent AIModule

Returns the PathFollowingComponent subobject responsible for executing movement along a nav path.

function
APlayerController::GetPawn Engine

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.

function
AAIController::GetPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
AAIController::GrabDebugSnapshot AIModule

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.

function
AAIController::HasPartialPath AIModule

Returns true if the PathFollowingComponent is currently following a partial path — one that does not reach the actual goal because the destination is unreachable.

function
AAIController::IsFollowingAPath AIModule

Returns true if the PathFollowingComponent currently has an active path being followed.

function
AAIController::K2_ClearFocus AIModule

Clears the controller's focus target and focal point at Gameplay priority.

function
AAIController::K2_SetFocalPoint AIModule

Sets the controller's focus to a fixed world-space position rather than a tracked actor.

function
AAIController::K2_SetFocus AIModule

Sets this controller's focus to a specific actor so the pawn continuously rotates toward it each tick.

function
AAIController::LineOfSightTo AIModule

Performs a line-trace from the controller's eye position to the target actor to determine visibility.

function
AAIController::MoveTo AIModule

The core move dispatch function — builds a path and passes it to the PathFollowingComponent.

function
AAIController::MoveToActor AIModule

Commands the AI to move toward a specified actor, continuously updating the destination as the goal moves.

function
AAIController::MoveToLocation AIModule

Commands the AI to navigate to a fixed world-space location.

function
AAIController::OnGameplayTaskActivated AIModule

Called when a gameplay task owned by this controller transitions to the active state.

function
AAIController::OnGameplayTaskDeactivated AIModule

Called when a gameplay task owned by this controller transitions out of the active state, either because it finished, was paused, or was cancelled.

function
AAIController::OnGameplayTaskInitialized AIModule

Called by the GameplayTasks system when a task owned by this controller is initialized.

function
AAIController::OnGameplayTaskResourcesClaimed AIModule

Called by the GameplayTasks component whenever resource ownership changes on this controller.

function
AAIController::OnMoveCompleted AIModule

Called by the engine when the current movement request finishes, is aborted, or is blocked.

function
AAIController::PauseMove AIModule

Temporarily halts the active path-following move without cancelling it, provided the active request ID matches RequestToPause.