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14 results for "focus" in function

function
AAIController::ClearFocus AIModule

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

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::K2_ClearFocus AIModule

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

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::SetFocus AIModule

Sets an actor as the AI's focus target at the given priority slot.

function
UGameplayStatics::SetGlobalListenerFocusParameters Engine

Sets global listener focus parameters that scale how the audio system distinguishes sounds in front of the listener ('focused') from those outside the focus cone ('non-focused').

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::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::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::K2_SetFocalPoint AIModule

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

function
APlayerController::SetInputMode (Game Only) Engine

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.

function
AAIController::SetPawn AIModule

Called internally when the controlled pawn changes.