description: Called when start enters this node bUseNodeActivationNotify must be set to true for this function to be called Calling INIT_COMPOSITE_NODE_NOTIFY_FLAGS in the constructor of the node will set this flag automatically

code: virtual void NotifyNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


description: Called before passing search to child node

module: AIModule

code: void OnChildActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode ) const


code: void OnChildActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex ) const


description: Deprecated methods

code: void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Deprecated* This function is deprecated. Please use RequestBranchDeactivation instead.

code: void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Notification called after child has finished search

code: void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, const [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) & ChildNode, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bRequestedFromValidInstance ) const


code: void OnChildDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int32 ChildIndex, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult, const bool bRequestedFromValidInstance ) const


description: Called when start enters this node

code: void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


description: Called when search leaves this node

code: void OnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


description: Called when search needs to reactivate this node

code: void OnNodeRestart ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


description: Store delayed execution request

code: void RequestDelayedExecution ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) LastResult ) const


description: Set override for next child index

code: virtual void SetChildOverride ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, int8 Index ) const


code: UBTCompositeNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBTCompositeNode

code: class UBTCompositeNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)

bApplyDecoratorScope

type: uint32:  1

description: If set, all decorators in branch below will be removed when execution flow leaves (decorators on this node are not affected)

bUseChildExecutionNotify

description: If set, NotifyChildExecution will be called

bUseDecoratorsActivationCheck

description: If set, CanNotifyDecoratorsOnActivation will be called

bUseDecoratorsDeactivationCheck

description: If set, CanNotifyDecoratorsOnDeactivation will be called

bUseDecoratorsFailedActivationCheck

description: If set, CanNotifyDecoratorsOnFailedActivation will be called

bUseNodeActivationNotify

description: If set, NotifyNodeActivation will be called

bUseNodeDeactivationNotify

description: If set, NotifyNodeDeactivation will be called

Children

type: TArray<FBTComp...

description: Child nodes

LastExecutionIndex

description: Execution index of last node in child branches

Services

type: TArray<TObject...

description: Service nodes


description: Calculates raw, core value of decorator's condition. Should not include calling IsInversed

code: virtual bool CalculateRawConditionValue ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: More "flow aware" version of calling RequestExecution(this) on owning behavior tree component should be used in external events that may change result of CalculateRawConditionValue

code: void ConditionalFlowAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, EBTDecoratorAbortRequest RequestMode ) const


description: flow controller's abort mode


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: true if current abort mode can be used with parent composite

code: bool IsFlowAbortModeValid() const


description: true if condition should be inversed

code: bool IsInversed() const


description: Called when underlying node is activated this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyActivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

code: virtual void OnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )


description: Called when underlying node has finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyDeactivation must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

code: virtual void OnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )


description: Called when underlying node was processed (deactivated or failed to activate) this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyProcessed must be set to true for this function to be called Calling INIT_DECORATOR_NODE_NOTIFY_FLAGS in the constructor of the decorator will set this flag automatically

code: virtual void OnNodeProcessed ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult )


code: void SetIsInversed ( bool bShouldBeInversed )


description: Modify current flow abort mode, so it can be used with parent composite

code: void UpdateFlowAbortMode()


description: Wrapper for node instancing: CalculateRawConditionValue

code: bool WrappedCanExecute ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: Wrapper for node instancing: OnNodeActivation

code: void WrappedOnNodeActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


description: Wrapper for node instancing: OnNodeDeactivation

code: void WrappedOnNodeDeactivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult ) const


description: Wrapper for node instancing: OnNodeProcessed

code: void WrappedOnNodeProcessed ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) & NodeResult ) const


code: UBTDecorator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Resets indicated value to "not set" value, based on values type

code: static void ClearBlackboardValue ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


className: UBTDecorator

description: If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())

code: class UBTDecorator : public [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode)

bAllowAbortChildNodes

description: If set, FlowAbortMode can be set to Self and Both

bAllowAbortLowerPri

description: If set, FlowAbortMode can be set to LowerPriority and Both

bAllowAbortNone

description: If set, FlowAbortMode can be set to None

bNotifyActivation

description: If set, OnNodeActivation will be used

bNotifyDeactivation

description: If set, OnNodeDeactivation will be used

bNotifyProcessed

description: If set, OnNodeProcessed will be used

bShowInverseConditionDesc

description: If set, static description will include default description of inversed condition

FBehaviorDecoratorDetails

type: friend

FlowAbortMode

type: TEnumAsByte<EB...

description: Flow controller settings


description: (DEPRECATED) Use ClearBlackboardValue instead

code: static void ClearBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetBlackboardValueAsActor ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static bool GetBlackboardValueAsBool ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlackboardValueAsClass ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static uint8 GetBlackboardValueAsEnum ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static float GetBlackboardValueAsFloat ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static int32 GetBlackboardValueAsInt ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [FName](API\Runtime\Core\UObject\FName) GetBlackboardValueAsName ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBlackboardValueAsObject ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static FRotator GetBlackboardValueAsRotator ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [FString](API\Runtime\Core\Containers\FString) GetBlackboardValueAsString ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static FVector GetBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key )


code: static [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) * GetOwnerComponent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )


code: static [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetOwnersBlackboard ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )


code: static void SetBlackboardValueAsBool ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, bool Value )


code: static void SetBlackboardValueAsClass ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Value )


code: static void SetBlackboardValueAsEnum ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, uint8 Value )


code: static void SetBlackboardValueAsFloat ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, float Value )


code: static void SetBlackboardValueAsInt ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, int32 Value )


code: static void SetBlackboardValueAsName ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [FName](API\Runtime\Core\UObject\FName) Value )


code: static void SetBlackboardValueAsObject ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Value )


code: static void SetBlackboardValueAsRotator ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, FRotator Value )


code: static void SetBlackboardValueAsString ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, [FString](API\Runtime\Core\Containers\FString) Value )


code: static void SetBlackboardValueAsVector ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, const [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & Key, FVector Value )


description: Initialize variables marked as "instance memory" and set owning actor for blackboard operations

code: static void StartUsingExternalEvent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner, [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )


description: Save variables marked as "instance memory" and clear owning actor

code: static void StopUsingExternalEvent ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NodeOwner )


className: UBTFunctionLibrary

code: class UBTFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: template<typename T> T * CastInstanceNodeMemory ( uint8 * NodeMemory ) const


description: Called on removing subtree to cleanup memory

code: void CleanupInSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) const


description: Cleanup memory block

code: virtual void CleanupMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryClear::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryClear__Type) CleanupType ) const


description: Gathers description of all runtime parameters

code: virtual void DescribeRuntimeValues ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Values ) const


description: Sets bCreateNodeInstance flag, do NOT call this function on already pushed tree instance!

code: void ForceInstancing ( bool bEnable )


description: blackboard asset

code: [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * GetBlackboardAsset() const


code: [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) * GetBTComponentForTask ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


description: execution index

code: uint16 GetExecutionIndex() const


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


description: Size of instance memory

code: virtual uint16 GetInstanceMemorySize() const


description: memory offset

code: uint16 GetMemoryOffset() const


description: next node in execution order

code: [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNextNode() const


description: Get the name of the icon used to display this node in the editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


description: node instance if bCreateNodeInstance was set

code: [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNodeInstance ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


code: [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * GetNodeInstance ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


code: template<typename T> T * GetNodeMemory ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


code: template<typename T> const T * GetNodeMemory ( const [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData ) const


code: template<typename T> const T * GetNodeMemory ( const [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & BTInstance ) const


code: template<typename T> T * GetNodeMemory ( [FBehaviorTreeInstance](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeInstance) & BTInstance ) const


description: name of node


description: parent node

code: [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * GetParentNode() const


description: string containing description of this node instance with all relevant runtime values

code: [FString](API\Runtime\Core\Containers\FString) GetRuntimeDescription ( const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTDescriptionVerbosity::Type](API\Runtime\AIModule\BehaviorTree\EBTDescriptionVerbosity__Type) Verbosity ) const


description: Size of special, hidden memory block for internal mechanics

code: virtual uint16 GetSpecialMemorySize() const


description: string containing description of this node with all setup values

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: Get special memory block used for hidden shared data (e.g. node instancing)

code: template<typename T> T * GetSpecialNodeMemory ( uint8 * NodeMemory ) const


description: tree asset

code: [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * GetTreeAsset() const


description: depth in tree

code: uint8 GetTreeDepth() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: true if node wants to be instanced

code: bool HasInstance() const


description: Fill in data about execution order

code: void InitializeExecutionOrder ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * NextNode )


description: Initialize any asset related data

code: virtual void InitializeFromAsset ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & Asset )


description: Called on creating subtree to set up memory and instancing

code: void InitializeInSubtree ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, int32 & NextInstancedIndex, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) const


description: Initialize memory block

code: virtual void InitializeMemory ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTMemoryInit::Type](API\Runtime\AIModule\BehaviorTree\EBTMemoryInit__Type) InitType ) const


description: Fill in data about tree structure

code: void InitializeNode ( [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * InParentNode, uint16 InExecutionIndex, uint16 InMemoryOffset, uint8 InTreeDepth )


description: true if node was injected by subtree

code: bool IsInjected() const


description: true if this object is instanced node

code: bool IsInstanced() const


description: Sets bIsInjected flag, do NOT call this function unless you really know what you are doing!

code: void MarkInjectedNode()


code: template<class T> T * NewBTAITask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & BTComponent )


code: template<class T> T * NewBTAITask ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & Class, [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & BTComponent )


description: Notify called after GameplayTask finishes initialization (not active yet)

code: virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Called when node instance is added to tree

code: virtual void OnInstanceCreated ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


description: Called when node instance is removed from tree

code: virtual void OnInstanceDestroyed ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp )


description: Called after creating new node in behavior tree editor, use for versioning

code: virtual void OnNodeCreated()


description: Gets called only for instanced nodes(bCreateNodeInstance == true). In practive overridden by BP-implemented BT nodes

code: virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner )


description: Get whether this node is using a blueprint for its logic

code: virtual bool UsesBlueprint() const


code: UBTNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBTNode

code: class UBTNode : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)

bCreateNodeInstance

type: uint8:  1

description: If set, node will be instanced instead of using memory block and template shared with all other BT components

bOwnsGameplayTasks

description: Set to true if task owns any GameplayTasks.

NodeName

type: FString

description: Node name


code: virtual [FName](API\Runtime\Core\UObject\FName) GetNodeIconName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticDescription() const


description: Gets the description of our tick interval.


description: Gets the description for our service.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStaticServiceDescription() const


code: void NotifyParentActivation ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )


description: Called when search enters underlying branch this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyOnSearch must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically

code: virtual void OnSearchStart ( [FBehaviorTreeSearchData](API\Runtime\AIModule\BehaviorTree\FBehaviorTreeSearchData) & SearchData )


description: Set next tick time

code: virtual void ScheduleNextTick ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Update next tick interval this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_SERVICE_NODE_NOTIFY_FLAGS in the constructor of the service will set this flag automatically

code: virtual void TickNode ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


code: UBTService ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBTService

description: If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())

code: class UBTService : public [UBTAuxiliaryNode](API\Runtime\AIModule\BehaviorTree\UBTAuxiliaryNode)

bCallTickOnSearchStart

description: Call Tick event when task search enters this node (SearchStart will be called as well)

bNotifyOnSearch

description: If set, service will be notified about search entering underlying branch

bRestartTimerOnEachActivation

description: If set, next tick time will be always reset to service's interval when node is activated

Interval

type: float

description: Defines time span between subsequent ticks of the service

RandomDeviation

description: Adds random range to service's Interval


description: Aborts this task, should return Aborted or InProgress (useFinishLatentAbort()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) AbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Starts this task, should return Succeeded, Failed or InProgress (useFinishLatentTask()when returning InProgress) this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) ExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory )


description: Helper function: finishes latent aborting

code: void FinishLatentAbort ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const


description: Helper function: finish latent executing

code: void FinishLatentTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult ) const


description: Size of special, hidden memory block for internal mechanics

code: virtual uint16 GetSpecialMemorySize() const


code: template<typename [TickTask](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\TickTask), typename [OnTaskFinished](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\OnTaskFinished)> void InitNotifyFlags ( [TickTask](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\TickTask), [OnTaskFinished](API\Runtime\AIModule\BehaviorTree\UBTTaskNode\OnTaskFinished) )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Message handler, default implementation will finish latent execution/abortion this function should be considered as const (don't modify state of object) if node is not instanced!

code: virtual void OnMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [FName](API\Runtime\Core\UObject\FName) Message, int32 RequestID, bool bSuccess )


description: Called when task execution is finished this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTaskFinished must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically

code: virtual void OnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult )


description: Message observer's hook

code: void ReceivedMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


description: Sets next tick time

code: void SetNextTickTime ( uint8 * NodeMemory, float RemainingTime ) const


description: true if task search should be discarded when this task is selected to execute but is already running

code: bool ShouldIgnoreRestartSelf() const


description: Unregister message observers

code: void StopWaitingForMessages ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp ) const


description: Ticks this task this function should be considered as const (don't modify state of object) if node is not instanced! bNotifyTick must be set to true for this function to be called Calling INIT_TASK_NODE_NOTIFY_FLAGS in the constructor of the task will set this flag automatically

code: virtual void TickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds )


description: Register message observer

code: void WaitForMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) MessageType ) const


description: Register message observer

code: void WaitForMessage ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, [FName](API\Runtime\Core\UObject\FName) MessageType, int32 RequestID ) const


description: Wrapper for node instancing: AbortTask

code: [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) WrappedAbortTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: Wrapper for node instancing: ExecuteTask

code: [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) WrappedExecuteTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory ) const


description: Wrapper for node instancing: OnTaskFinished

code: void WrappedOnTaskFinished ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) TaskResult ) const


description:
Wrapper for node instancing: TickTask
True if it actually done some processing or false if it was skipped because of not ticking or in between time interval

code: bool WrappedTickTask ( [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) & OwnerComp, uint8 * NodeMemory, float DeltaSeconds, float & NextNeededDeltaTime ) const


code: UBTTaskNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBTTaskNode

description: If your node is not being instanced (default behavior), DO NOT change any properties of object within those functions! Template nodes are shared across all behavior tree components using the same tree asset and must store their runtime properties in provided NodeMemory block (allocation size determined byGetInstanceMemorySize())

code: class UBTTaskNode : public [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode)

bIgnoreRestartSelf

description: If set, task search will be discarded when this task is selected to execute but is already running

bNotifyTaskFinished

description: If set, OnTaskFinished will be called

bNotifyTick

description: If set, TickTask will be called

bTickIntervals

description: If set, conditional tick will use remaining time from node's memory

Services

description: Service nodes


className: FOAISimpleDelegate

code: class FOAISimpleDelegate


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


code: void OnMoveCompleted ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) MovementResult )


code: UAIAsyncTaskBlueprintProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAIAsyncTaskBlueprintProxy

code: class UAIAsyncTaskBlueprintProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AIController

type: TWeakObjectPtr<...

MoveRequestId

type: FAIRequestID

OnFail

type: FOAISimpleDeleg...

type: FTimerHandle


code: static [UAIAsyncTaskBlueprintProxy](API\Runtime\AIModule\Blueprint\UAIAsyncTaskBlueprintProxy) * CreateMoveToProxyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, FVector Destination, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, float AcceptanceRadius, bool bStopOnOverlap )


description: The way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn's controller cast to AIController. Otherwise the function returns actor cast to AIController.

code: static [AAIController](API\Runtime\AIModule\AAIController) * GetAIController ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ControlledActor )


code: static [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboard ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target )


description: Returns a NEW UOBJECT that is a COPY of navigation path given controller is currently using. The result being a copy means you won't be able to influence agent's pathfollowing by manipulating received path. Please use GetCurrentPathPoints if you only need the array of path points.

code: static [UNavigationPath](API\Runtime\NavigationSystem\UNavigationPath) * GetCurrentPath ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


description: Return the path index the given controller is currently at. Returns INDEX_NONE if no path.

code: static int32 GetCurrentPathIndex ( const [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


description: Returns an array of navigation path points given controller is currently using.

code: static const [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetCurrentPathPoints ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


description: Return the path index of the next nav link for the current path of the given controller. Returns INDEX_NONE if no path or no incoming nav link.

code: static int32 GetNextNavLinkIndex ( const [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


code: static bool IsValidAIDirection ( FVector DirectionVector )


code: static bool IsValidAILocation ( FVector Location )


code: static bool IsValidAIRotation ( FRotator Rotation )


description: Locks indicated AI resources of animated pawn

code: static void LockAIResourcesWithAnimation ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, bool bLockMovement, bool LockAILogic )


code: static void SendAIMessage ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Target, [FName](API\Runtime\Core\UObject\FName) Message, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MessageSource, bool bSuccess )


code: static void SimpleMoveToActor ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const [AActor](API\Runtime\Engine\GameFramework\AActor) * Goal )


code: static void SimpleMoveToLocation ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const FVector & Goal )


code: UAIBlueprintHelperLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources

code: static void UnlockAIResourcesWithAnimation ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, bool bUnlockMovement, bool UnlockAILogic )


description: Spawns AI agent of a given class. The PawnClass needs to have AIController set for the function to spawn a controller as well.

code: static [APawn](API\Runtime\Engine\GameFramework\APawn) * SpawnAIFromClass ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APawn](API\Runtime\Engine\GameFramework\APawn) > PawnClass, [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BehaviorTree, FVector Location, FRotator Rotation, bool bNoCollisionFail, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner )


className: UAIBlueprintHelperLibrary

code: class UAIBlueprintHelperLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::AbortLatentActions ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & OwnerOb, const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Ob ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CollectBlackboardSelectors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & KeyNames ) }


code: namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::CollectPropertyDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & InPropertiesToSkip ) }


code: namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::CollectPropertyDescription ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FProperty](API\Runtime\CoreUObject\UObject\FProperty) *)> ShouldSkipProperty ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CollectPropertyData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass, [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CopyPropertiesToContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, uint8 * ObjectMemory, uint8 * ContextMemory ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::CopyPropertiesFromContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, uint8 * ObjectMemory, uint8 * ContextMemory ) }


code: namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::DescribeProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Prop, const uint8 * PropertyAddr ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::DescribeRuntimeValues ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & RuntimeValues ) }


code: namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::FindNodeOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * Node, [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) *& OwningComp, int32 & OwningInstanceIdx ) }


code: namespace BlueprintNodeHelpers { [FString](API\Runtime\Core\Containers\FString) BlueprintNodeHelpers::GetNodeName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & NodeObject ) }


code: namespace BlueprintNodeHelpers { uint16 BlueprintNodeHelpers::GetPropertiesMemorySize ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & PropertyData ) }


code: namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::HasAnyBlackboardSelectors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * StopAtClass ) }


code: namespace BlueprintNodeHelpers { bool BlueprintNodeHelpers::HasBlueprintFunction ( [FName](API\Runtime\Core\UObject\FName) FuncName, const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, const [UClass](API\Runtime\CoreUObject\UObject\UClass) & StopAtClass ) }


code: namespace BlueprintNodeHelpers { void BlueprintNodeHelpers::ResolveBlackboardSelectors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Ob, const [UClass](API\Runtime\CoreUObject\UObject\UClass) & StopAtClass, const [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset ) }


description: Describe default data

code: virtual [FString](API\Runtime\Core\Containers\FString) ValueToString() const


className: FAIDataProviderBoolValue

code: struct FAIDataProviderBoolValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)

DefaultValue

type: bool


className: FAIDataProviderFloatValue

code: struct FAIDataProviderFloatValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)


className: FAIDataProviderIntValue

code: struct FAIDataProviderIntValue : public [FAIDataProviderTypedValue](API\Runtime\AIModule\DataProviders\FAIDataProviderTypedValue)


description: Filter for provider's properties

code: virtual bool IsMatchingType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropType ) const


className: FAIDataProviderStructValue

code: struct FAIDataProviderStructValue : public [FAIDataProviderValue](API\Runtime\AIModule\DataProviders\FAIDataProviderValue)

StructName

description: Name ofUStructtype


description: Implementing Serialize to convertUClasstoFFieldClass

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FAIDataProviderTypedValue

code: struct FAIDataProviderTypedValue : public [FAIDataProviderValue](API\Runtime\AIModule\DataProviders\FAIDataProviderValue)

PropertyType

type: FFieldClass...


description: Bind data in provider and cache property for faster access

code: void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, int32 RequestId ) const


description: Find all properties of provider that are matching filter

code: void GetMatchingProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & MatchingProperties ) const


description: Return raw data from provider's property

code: template<typename T> T * GetRawValuePtr() const


description: Describe default data


className: FAIDataProviderValue

description: Non editable properties are holding data

code: struct FAIDataProviderValue

DataBinding

type: TObjectPtr<UAI...

description: (optional) provider for dynamic data binding

DataField

type: FName

description: Name of provider's value property


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FAIDataProviderTypedValue > : public [TStructOpsTypeTraitsBase2< FAIDataProviderTypedValue >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: virtual void BindData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, int32 RequestId )


code: virtual [FString](API\Runtime\Core\Containers\FString) ToString ( [FName](API\Runtime\Core\UObject\FName) PropName ) const


code: UAIDataProvider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAIDataProvider

code: class UAIDataProvider : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: It allows defining simple parameters for running query, which are not tied to any specific pawn, but defined for every query execution.

code: class UAIDataProvider_QueryParams : public [UAIDataProvider](API\Runtime\AIModule\DataProviders\UAIDataProvider)

ParamName

description: Arbitrary name this query parameter will be exposed as to outside world (like BT nodes)


code: UAIDataProvider_Random ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAIDataProvider_Random : public [UAIDataProvider_QueryParams](API\Runtime\AIModule\DataProviders\UAIDataProvider_QueryParams)


code: namespace EAIForceParam { enum Type { Force, DoNotForce, MAX, } }


code: namespace EAILockSource { enum Type { Animation, Logic, Script, Gameplay, MAX, } }


code: namespace EAILogicResuming { enum Type { Continue, RestartedInstead, } }


code: namespace EAIOptionFlag { enum Type { Default, Enable, Disable, MAX, } }


code: namespace EAIRequestPriority { static const int32 EAIRequestPriority::Lowest = EAIRequestPriority::Logic; }


code: namespace EAIRequestPriority { enum Type { SoftScript, Logic, HardScript, Reaction, Ultimate, MAX, } }


description: Returns EdRenderComp subobject


code: virtual float GetHighlightRangePct() const


description: RetrievesFNavAgentPropertiesexpressing navigation props and caps of represented agent  the function will be renamed to GetNavAgentProperties in 4.8. Current name was introduced to help with deprecating old GetNavAgentProperties function

code: virtual const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & GetNavAgentPropertiesRef() const


code: virtual const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) * GetQueryInstance() const


description: IEQSQueryResultSourceInterfacestart.

code: virtual const [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) * GetQueryResult() const


description: Debugging

code: virtual bool GetShouldDebugDrawLabels() const


code: virtual bool GetShouldDrawFailedItems() const


code: static void OnEditorSelectionChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSelection )


code: void OnPropertyChanged ( const [FName](API\Runtime\Core\UObject\FName) PropName )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Reset actor to initial state - used when restarting level without reloading.

code: virtual void Reset()


description: This pawn class spawns its controller in PostInitProperties to have it available in editor mode

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


code: AEQSTestingPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AEQSTestingPawn

code: class AEQSTestingPawn : public [ACharacter](API\Runtime\Engine\GameFramework\ACharacter), public [IEQSQueryResultSourceInterface](API\Runtime\AIModule\EnvironmentQuery\IEQSQueryResultSourceInterface)

bDrawFailedItems

type: uint32: 1

HighlightMode

type: EEnvQueryHightl...

NavAgentProperties

type: FNavAgentProper...

QueryConfig

type: TArray<FAIDyna...

QueryingMode

type: TEnumAsByte<EE...

QueryInstance

type: TSharedPtr<FEn...

QueryParams

type: TArray<FEnvNam...

description: Optional parameters for query

QueryTemplate

type: TObjectPtr<UEn...

StepResults

type: TArray<FEnvQue...


className: ECallMode

code: enum ECallMode { InvalidCallMode, SingleActor, SingleLocation, ActorSet, LocationSet, }


description: We need to implementGetWorld()so that blueprint functions which use a hidden WorldContextObject* will work properly.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: void ProvideActorsSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * QuerierObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * QuerierActor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ResultingActorsSet ) const


code: virtual void ProvideContext ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData ) const


code: void ProvideLocationsSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * QuerierObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * QuerierActor, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ResultingLocationSet ) const


code: void ProvideSingleActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * QuerierObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * QuerierActor, [AActor](API\Runtime\Engine\GameFramework\AActor) *& ResultingActor ) const


code: UEnvQueryContext_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void ProvideSingleLocation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * QuerierObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * QuerierActor, FVector & ResultingLocation ) const


code: class UEnvQueryContext_BlueprintBase : public [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext)

CallMode

type: ECallMode


code: UEnvQueryContext_Item ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryContext_Item : public [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext)


code: UEnvQueryContext_Querier ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryContext_Querier : public [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext)


code: namespace EEnvDirection { enum Type { TwoPoints, Rotation, } }


code: namespace EEnvItemStatus { enum Type { Passed, Failed, } }


code: namespace EEnvOverlapShape { enum Type { Box, Sphere, Capsule, } }


code: namespace EEnvQueryParam { enum Type { Float, Int, Bool, } }


code: namespace EEnvQueryRunMode { enum Type { SingleResult, RandomBest5Pct, RandomBest25Pct, AllMatching, } }


code: namespace EEnvQueryStatus { enum Type { Processing, Success, Failed, Aborted, OwnerLost, MissingParam, } }


code: namespace EEnvQueryTestClamping { enum Type { None, SpecifiedValue, FilterThreshold, } }


code: namespace EEnvQueryTrace { enum Type { None, Navigation, GeometryByChannel, GeometryByProfile, NavigationOverLedges, } }


code: namespace EEnvTestCost { enum Type { Low, Medium, High, } }


code: namespace EEnvTestFilterOperator { enum Type { AllPass, AnyPass, } }


code: namespace EEnvTestFilterType { enum Type { Minimum, Maximum, Range, Match, } }


code: namespace EEnvTestScoreEquation { enum Type { Linear, Square, InverseLinear, SquareRoot, Constant, } }


code: namespace EEnvTestPurpose { enum Type { Filter, Score, FilterAndScore, } }


code: namespace EEnvTestScoreOperator { enum Type { AverageScore, MinScore, MaxScore, Multiply, } }


code: namespace EEnvTestWeight { enum Type { None, Square, Inverse, Unused, Constant, Skip, } }


code: namespace EEnvTraceShape { enum Type { Line, Box, Sphere, Capsule, } }


code: static void GenerateConfigurableParamsFromNamedValues ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & QueryOwner, [TArray](API\Runtime\Core\Containers\TArray)< [FAIDynamicParam](API\Runtime\AIModule\EnvironmentQuery\FAIDynamicParam) > & OutQueryConfig, [TArray](API\Runtime\Core\Containers\TArray)< [FEnvNamedValue](API\Runtime\AIModule\EnvironmentQuery\FEnvNamedValue) > & InQueryParams )


code: void ConfigureBBKey ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & QueryOwner )


className: FAIDynamicParam

code: struct FAIDynamicParam

BBKey

type: FBlackboardKeyS...

ParamType

type: EAIParamType

Value

type: float


code: FDebugHelper ( FVector Loc, float R )


code: FDebugHelper ( FVector Loc, float R, const [FString](API\Runtime\Core\Containers\FString) & Desc )


className: FDebugHelper

description: Struct filled while collecting data (to store additional debug data needed to display per rendered item)

code: struct FDebugHelper

AdditionalInformation

type: FString

Location

type: FVector


className: FEnvDirection

code: struct FEnvDirection

DirMode

description: Defines direction of second line used by test

LineFrom

type: TSubclassOf<UE...

description: Line: start context

LineTo

description: Line: finish context

Rotation

description: Rotation: direction context


className: FEnvNamedValue

code: struct FEnvNamedValue

ParamName

type: FName


className: FEnvOverlapData

code: struct FEnvOverlapData

bOnlyBlockingHits

type: uint32:  1

description: If set, overlap will look only for blocking hits

bOverlapComplex

description: If set, overlap will run on complex collisions

bSkipOverlapQuerier

description: If set, overlap will skip querier context hits

ExtentX

description: Shape parameter for overlap

ExtentY

description: Shape parameter for overlap

ExtentZ

description: Shape parameter for overlap

OverlapChannel

type: TEnumAsByte< en...

description: Geometry trace channel used for overlap

OverlapShape

description: Shape used for geometry overlap


className: FEnvQueryContextData

code: struct FEnvQueryContextData

NumValues

description: Number of stored values

RawData

type: TArray< uint8 >

description: Data of stored values

ValueType

description: Type of context values


code: void PrepareOption ( const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const [TArray](API\Runtime\Core\Containers\TArray)< [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator) * > & Generators, const int32 NumTests )


code: void Store ( const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const float ExecutionTime, const bool bStepDone )


className: FEnvQueryDebugData

code: struct FEnvQueryDebugData : public [FEnvQueryDebugProfileData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryDebugProfileData)

bSingleItemResult

description: Indicates the query was run in a single-item mode and that it has been found

CurrentOptionGeneratorIdx

description: Composite generator can be counted correctly

PerformedTestNames

type: TArray<FString...


code: void Add ( const [FEnvQueryDebugProfileData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryDebugProfileData) & Other )


className: FOptionData

description: Setup data

code: struct FOptionData

GeneratorNames

type: TArray<FName>

TestIndices

type: TArray< int32 >


className: FOptionStat

description: Runtime stats, can be merged

code: struct FOptionStat

StepData

type: TArray<FStep>


className: FEnvQueryDebugProfileData

code: struct FEnvQueryDebugProfileData

OptionData

type: TArray<FOption...


code: template<typename TypeItem> void AddItemData ( typename TypeItem::FValueType ItemValue )


description: AddItemData specialization for arrays if values

code: template<typename TypeItem> void AddItemData ( [TArray](API\Runtime\Core\Containers\TArray)< typename TypeItem::FValueType > & ItemCollection )


code: template<typename TypeItem, typename TypeValue> void AddItemData ( TypeValue ItemValue )


description: A specialization to support saving locations with navigation data already gathered

code: template<> void AddItemData ( FVector ItemValue )


code: template<typename TypeItem, typename TypeValue> void AddItemData ( [TArray](API\Runtime\Core\Containers\TArray)< TypeValue > & ItemCollection )


className: bDebuggingInfoEnabled

code: static bool bDebuggingInfoEnabled = true;


description: Check if current test can batch its calculations

code: bool CanBatchTest() const


description: Execute single step of query

code: void ExecuteOneStep ( double TimeLimit )


code: FConstItemIterator &40; FEnvQueryInstance & QueryInstance, int32 StartingItemIndex &41;


description: Prepare item data after generator has finished

code: void FinalizeGeneration()


className: FConstItemIterator

description: Note that this iterator is for read-only purposes. Please useFItemIteratorfor regular item iteration while performing EQS testing and scoring

code: struct FConstItemIterator

Instance

type: FEnvQueryInstan...


description: Update costs and flags after test has finished

code: void FinalizeTest()


description: Final pass on items of finished query

code: void FinalizeQuery()


code: void HandleFailedTestResult&40;&41;


description: Force state and score of item Any following SetScore calls for current item will be ignored

code: void ForceItemState &40; const EEnvItemStatus::Type InStatus, const float Score &41;


description: Disables time slicing for this iterator, use with caution!

code: FItemIterator & IgnoreTimeLimit&40;&41;


description: Filter and score an item - used by tests working on float values (can be called multiple times for single item when processing contexts with multiple entries) NOTE: The Score is the raw score, before clamping, normalizing, and multiplying by weight. The FilterMin and FilterMax values are ONLY used for filtering (if any).

code: void SetScore &40; EEnvTestPurpose::Type TestPurpose, EEnvTestFilterType::Type FilterType, float Score, float FilterMin, float FilterMax &41;


description: Filter and score an item - used by tests working on bool values (can be called multiple times for single item when processing contexts with multiple entries)

code: void SetScore &40; EEnvTestPurpose::Type TestPurpose, EEnvTestFilterType::Type FilterType, bool bScore, bool bExpected &41;


code: void SetScoreInternal &40; float Score &41;


code: FItemIterator &40; const UEnvQueryTest &42; QueryTest, FEnvQueryInstance & QueryInstance, int32 StartingItemIndex &41;


className: FItemIterator

code: struct FItemIterator : public [FEnvQueryInstance::FConstItemIterator](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance\FConstItemIterator)

bForced

type: uint8:  1

Deadline

type: double


className: FNamedParamValueType

code: typedef float FNamedParamValueType


description: Describe for logging purposes what the query spent time on


code: uint32 GetContextAllocatedSize() const


code: bool IsInSingleItemFinalSearch() const


description: Normalize total score in range 0..1

code: void NormalizeScores()


description: Pick one of items with score equal or higher than specified

code: void PickRandomItemOfScoreAtLeast ( float MinScore )


description: Discard all items but one

code: void PickSingleItem ( int32 ItemIndex )


description: Update context cache

code: bool PrepareContext ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Context, [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData )


code: void Log ( const [FString](API\Runtime\Core\Containers\FString) Msg ) const


description: Helpers for reading spatial data from context

code: bool PrepareContext ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [FEnvQuerySpatialData](API\Runtime\AIModule\EnvironmentQuery\FEnvQuerySpatialData) > & Data )


description: Update context cache

code: bool PrepareContext ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Context, [TArray](API\Runtime\Core\Containers\TArray)< FRotator > & Data )


description: Update context cache

code: bool PrepareContext ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Context, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Data )


description: Helpers for reading actor data from context

code: bool PrepareContext ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Data )


description: Raw data operations

code: void ReserveItemData ( int32 NumAdditionalItems )


description: Sort all scores, from highest to lowest

code: void SortScores()


description: Removes all runtime data that can be used for debugging (not a part of actual query result)

code: void StripRedundantData()


className: FEnvQueryInstance

code: struct FEnvQueryInstance : public [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult)

bFoundSingleResult

description: Used to breaking from item iterator loops

bHasLoggedTimeLimitWarning

description: True if this query has logged a warning that it overran the time limit

bPassOnSingleResult

description: Set when testing final condition of an option

bStoreDebugInfo

description: Set to true to store additional debug info

ContextCache

type: TMap<UClass&#...

description: Contexts in use

CurrentTest

description: Currently processed test (-1 = generator)

CurrentTestStartingItem

description: Non-zero if test run last step has been stopped mid-process.

DebugData

type: FEnvQueryDebugD...

FinishDelegate

type: FQueryFinishedS...

description: Observer's delegate

GenerationTimeWarningSeconds

description: Maximum EQS Generator duration (in seconds) before a warning is reported in non-shipping build.

ItemDetails

type: TArray<FEnvQue...

description: List of item details

ItemTypeActorCDO

type: UEnvQueryItemTy...

description: Item type's CDO for actor tests

ItemTypeVectorCDO

description: Item type's CDO for location tests

Mode

type: EEnvQueryRunMod...

description: Run mode

NamedParams

type: TMap<FName,FN...

description: Execution params

NumProcessedItems

description: Number of items processed in current step

NumValidItems

description: Number of valid items on list

Options

description: List of options

QueryName

description: Short name of query template - friendly name for debugging

StartTime

description: Timestamp of creating query instance

TotalExecutionTime

description: Time spent executing this query

UniqueName

description: Unique name of query template - object name

ValueSize

description: Size of current value

World

type: UWorld*

description: World owning this query instance


className: FEnvQueryInstanceCache

description: Cache of instances with sorted tests

code: struct FEnvQueryInstanceCache

AssetName

type: FName

description: The name of the source query

Instance

description: Instance to duplicate

Template

type: TObjectPtr<UEn...

description: Query template, duplicated in manager's world


code: FEnvQueryInstance ( const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & Other )


code: bool operator< ( const [FEnvQueryItem](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryItem) & Other ) const


code: FEnvQueryItem ( int32 InOffset )


className: FEnvQueryItem

code: struct FEnvQueryItem

bIsDiscarded

type: uint32: 1

description: Has this item been discarded?

DataOffset

description: Raw data offset

Score

type: float

description: Total score of item


code: FEnvQueryItemDetails ( int32 NumTests, int32 InItemIndex )


className: FEnvQueryItemDetails

description: Detailed information about item, used by tests

code: struct FEnvQueryItemDetails

FailedDescription

type: FString

TestResults

type: TArray< float >

description: Results assigned by option's tests, before any modifications

TestWeightedScores

description: Results assigned by option's tests, after applying modifiers, normalization and weight


className: FEnvQueryManagerConfig

description: Wrapper to hold config variables

code: struct FEnvQueryManagerConfig

bTestQueriesUsingBreadth

type: bool

description: Whether we update EQS queries based on: running a test on one query and move to the next (breadth) - default behavior, or test an entire query before moving to the next one (depth).

ExecutionTimeWarningSeconds

description: Maximum EQS execution duration (in seconds) before a warning is reported.

GenerationTimeWarningSeconds

description: Maximum EQS Generator duration (in seconds) before a warning is reported.

HandlingResultTimeWarningSeconds

description: Maximum EQS Query FinishDelegate duration (in seconds) before a warning is reported.

MaxAllowedTestingTime

description: How long are we allowed to test per update, in seconds.

QueryCountWarningInterval

description: How often (in seconds) we will warn about the number of queries (allows us to catch multiple occurrences in a session)

QueryCountWarningThreshold

description: If greater than zero, we will warn once when the number of queries is greater than or equal to this number, and log the queries out


className: FEnvQueryOptionInstance

code: struct FEnvQueryOptionInstance

bHasNavLocations

type: uint32:  1

description: If set, items will be shuffled after tests

Generator

type: UEnvQueryGenera...

description: Generator object, raw pointer can be used safely because it will be always referenced by EnvQueryManager

ItemType

type: TSubclassOf<UE...

description: Type of generated items

SourceOptionIndex

description: Index of option in source asset

Tests

type: TArray<UEnvQue...

description: Test objects, raw pointer can be used safely because it will be always referenced by EnvQueryManager


code: int32 Execute ( [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) RunMode, FQueryFinishedSignature const & FinishDelegate )


code: template<class UserClass> int32 Execute ( [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) Mode, UserClass * InObj, typename FQueryFinishedSignature::TMethodPtr< UserClass > InMethod )


code: template<class UserClass> int32 Execute ( [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) Mode, UserClass * InObj, typename FQueryFinishedSignature::TConstMethodPtr< UserClass > InMethod )


description: Set names param indicated by Param. If Param is configured to read values from a blackboard then BlackboardComponent is expected to be non-null (the function will fail a check otherwise).

code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetDynamicParam ( const [FAIDynamicParam](API\Runtime\AIModule\EnvironmentQuery\FAIDynamicParam) & Param, const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComponent )


code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetBoolParam ( [FName](API\Runtime\Core\UObject\FName) ParamName, bool Value )


description: Set named params

code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetFloatParam ( [FName](API\Runtime\Core\UObject\FName) ParamName, float Value )


code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetNamedParam ( const [FEnvNamedValue](API\Runtime\AIModule\EnvironmentQuery\FEnvNamedValue) & ParamData )


code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetIntParam ( [FName](API\Runtime\Core\UObject\FName) ParamName, int32 Value )


code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetNamedParams ( const [TArray](API\Runtime\Core\Containers\TArray)< [FEnvNamedValue](API\Runtime\AIModule\EnvironmentQuery\FEnvNamedValue) > & Params )


description: Set world (for accessing query manager) when owner can't provide it

code: [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & SetWorldOverride ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Use when owner is different from finish delegate binding

code: FEnvQueryRequest ( const [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * Query, [UObject](API\Runtime\CoreUObject\UObject\UObject) * RequestOwner )


description: Basic constructor: owner will be taken from finish delegate bindings

code: FEnvQueryRequest ( const [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * Query )


description: Item accessors for basic types

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetItemAsActor ( int32 Index ) const


className: FEnvQueryRequest

description: Wrapper for easy query execution

code: struct FEnvQueryRequest

NamedParams

type: TMap<FName, fl...

description: List of named params

Owner

type: TObjectPtr<UOb...

description: Querier

QueryTemplate

type: TObjectPtr< con...

description: Query to run

UEnvQueryManager

type: friend

World

type: TObjectPtr<UWo...

description: World


code: void GetAllAsLocations ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutLocations ) const


code: FVector GetItemAsLocation ( int32 Index ) const


code: template<typename TItemType> const TItemType::FValueType & GetItemAsTypeChecked ( const int32 Index ) const


code: const uint8 * GetItemRawMemory ( const int32 Index ) const


code: float GetItemScore ( int32 Index ) const


description: Note that this function does not strip out the null-actors to not mess up results of GetItemScore(Index) calls

code: void GetAllAsActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


description: Deprecated*FEnvQueryResult::IsSuccsessfulis deprecated. UseFEnvQueryResult::IsSuccessfulinstead.

code: bool IsSuccsessful() const


code: void MarkAsFinishedWithoutIssues()


code: FEnvQueryResult ( const [EEnvQueryStatus::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryStatus__Type) & InStatus )


className: FEnvQueryResult

code: struct FEnvQueryResult

Items

type: TArray<FEnvQue...

ItemType

description: Type of generated items

OptionIndex

description: Index of query option, that generated items

Owner

type: TWeakObjectPtr<...

description: Instance owner.

QueryID

description: Instance ID

RawData

type: TArray< uint8 >

description: Raw data of items


className: FEnvQuerySpatialData

code: struct FEnvQuerySpatialData

Location

type: FVector

Rotation

type: FRotator


className: DefaultSamplesCount

description: Used for built-in functions (

code: enum { DefaultSamplesCount = 21 }


className: FEnvQueryTestScoringPreview

code: struct FEnvQueryTestScoringPreview

ClampMax

type: float


className: EDescriptionMode

code: enum EDescriptionMode { Brief, Detailed, }


code: [FText](API\Runtime\Core\Internationalization\FText) ToText ( [EDescriptionMode](API\Runtime\AIModule\EnvironmentQuery\FEnvTraceData\EDescriptionMode) DescMode ) const


className: FEnvTraceData

code: struct FEnvTraceData

bCanDisableTrace

description: If set, editor will allow

bCanProjectDown

description: If set, editor show height up/down properties for projection

bCanTraceOnGeometry

description: If set, editor will allow picking geometry trace

bCanTraceOnNavMesh

description: If set, editor will allow picking navmesh trace

bOnlyBlockingHits

description: If set, trace will look only for blocking hits

bTraceComplex

description: If set, trace will run on complex collisions

ExtentX

description: Shape parameter for trace

ExtentY

description: Shape parameter for trace

ExtentZ

description: Shape parameter for trace

NavigationFilter

type: TSubclassOf<UN...

description: Navigation filter for tracing

PostProjectionVerticalOffset

description: This value will be added to resulting location's Z axis.

ProjectDown

description: Search height: below point

ProjectUp

description: Search height: above point

SerializedChannel

type: TEnumAsByte< en...

description: Geometry trace channel for serialization purposes

TraceChannel

description: Geometry trace channel

TraceMode

type: TEnumAsByte<EE...

description: Shape used for geometry tracing

TraceProfileName

type: FName

description: Geometry trace profile

TraceShape

description: Shape used for geometry tracing

VersionNum

description: Version number for updates


className: FEnvQueryInfo

code: struct FEnvQueryInfo

Instance

type: TSharedPtr<FEn...

Timestamp

type: double


className: FStatsInfo

code: struct FStatsInfo

MostExpensive

type: FEnvQueryDebugP...

description: Most expensive run

TickPct

description: EQS tick load.

TotalAvgData

description: Average run (sum of all runs, divide by TotalAvgCount to get values)


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FEnvQueryInfo](API\Runtime\AIModule\EnvironmentQuery\FEQSDebugger\FEnvQueryInfo) > & GetAllQueriesForOwner ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


code: static void SaveStats ( const [FString](API\Runtime\Core\Containers\FString) & FileName )


code: static void LoadStats ( const [FString](API\Runtime\Core\Containers\FString) & FileName )


code: void StoreQuery ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) > & QueryInstance )


code: void StoreStats ( const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance )


code: void StoreTickTime ( const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, double TickTime, double MaxTickTime )


className: FEQSDebugger

code: struct FEQSDebugger

StoredQueries

type: TMap< constUOb...

description: Maps owner to performed queries

StoredStats

type: TMap<FName,FS...

description: Map query name with profiler data


code: namespace FEQSHelpers { const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * FEQSHelpers::FindNavigationDataForQuery ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) }


code: int32 Execute ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & QueryOwner, const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComponent, FQueryFinishedSignature & QueryFinishedDelegate )


code: void InitForOwnerAndBlackboard ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * BBAsset )


code: FEQSParametrizedQueryExecutionRequest()


code: void PostEditChangeProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: FEQSParametrizedQueryExecutionRequest

bInitialized

type: uint32:  1

EQSQueryBlackboardKey

type: FBlackboardKeyS...

description: Blackboard key storing an EQS query template

QueryConfig

type: TArray<FAIDyna...

QueryTemplate

type: TObjectPtr<UEn...

RunMode

description: Determines which item will be stored (All = only first matching)


className: FEQSQueryDebugData

description: This struct is now deprecated, please useFEnvQueryDebugDatainstead.

code: struct FEQSQueryDebugData : public [FEnvQueryDebugData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryDebugData)


code: virtual void DrawDebugLabels ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * )


code: void SetupFromProxy ( const [FEQSSceneProxy](API\Runtime\AIModule\EnvironmentQuery\FEQSSceneProxy) * InSceneProxy )


code: FEQSRenderingDebugDrawDelegateHelper()


className: FEQSRenderingDebugDrawDelegateHelper

code: class FEQSRenderingDebugDrawDelegateHelper : public [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper)


code: static void CollectEQSData ( const [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) * ResultItems, const [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) * QueryInstance, float HighlightRangePct, bool ShouldDrawFailedItems, [TArray](API\Runtime\Core\Containers\TArray)< [FSphere](API\Runtime\Engine\FDebugRenderSceneProxy\FSphere) > & Spheres, [TArray](API\Runtime\Core\Containers\TArray)< [FText3d](API\Runtime\Engine\FDebugRenderSceneProxy\FText3d) > & Texts, [TArray](API\Runtime\Core\Containers\TArray)< [EQSDebug::FDebugHelper](API\Runtime\AIModule\EnvironmentQuery\FDebugHelper) > & DebugItems )


code: static void CollectEQSData ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, const [IEQSQueryResultSourceInterface](API\Runtime\AIModule\EnvironmentQuery\IEQSQueryResultSourceInterface) * QueryDataSource, [TArray](API\Runtime\Core\Containers\TArray)< [FSphere](API\Runtime\Engine\FDebugRenderSceneProxy\FSphere) > & Spheres, [TArray](API\Runtime\Core\Containers\TArray)< [FText3d](API\Runtime\Engine\FDebugRenderSceneProxy\FText3d) > & Texts, [TArray](API\Runtime\Core\Containers\TArray)< [EQSDebug::FDebugHelper](API\Runtime\AIModule\EnvironmentQuery\FDebugHelper) > & DebugItems )


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


className: ItemDrawRadius

code: static const FVector3f ItemDrawRadius;


code: FEQSSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & InComponent, const [FString](API\Runtime\Core\Containers\FString) & ViewFlagName, const [TArray](API\Runtime\Core\Containers\TArray)< [FSphere](API\Runtime\Engine\FDebugRenderSceneProxy\FSphere) > & Spheres, const [TArray](API\Runtime\Core\Containers\TArray)< [FText3d](API\Runtime\Engine\FDebugRenderSceneProxy\FText3d) > & Texts )


className: FEQSSceneProxy

code: class FEQSSceneProxy : public [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy)


className: FItemData

code: struct FItemData

Desc

type: FString

TestScores

type: TArray< float >


className: FQueryData

code: struct FQueryData

Items

type: TArray<FItemDa...

Options

type: TArray<FString...

RenderDebugHelpers

type: TArray<FDebugH...

SolidSpheres

type: TArray<FDebugR...

Tests

type: TArray<FTestDa...


className: FTestData

code: struct FTestData


code: virtual void GenerateItems ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionTitle() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionDetails() const


code: UEnvQueryGenerator_CurrentLocation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryGenerator_CurrentLocation : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

QueryContext

type: TSubclassOf<UE...

description: Context


code: UEnvQueryGenerator_PerceivedActors ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: bool operator&40;&41; &40; const FNavLocation & A, const FNavLocation & B &41; const


description: Gathers actors perceived by context

code: class UEnvQueryGenerator_PerceivedActors : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

AllowedActorClass

type: TSubclassOf<AA...

description: If set will be used to filter results

bIncludeKnownActors

type: bool

description: Indicates whether to include all actors known via perception (TRUE) or just the ones actively being perceived at the moment (example "currently visible" as opposed to "seen and the perception stimulus haven't expired yet").

ListenerContext

description: The perception listener to use as a source of information

SearchRadius

type: FAIDataProvider...

description: Additional distance limit imposed on the items generated. Perception's range limit still applies.

SenseToUse

type: TSubclassOf<UA...

description: If set will be used to filter gathered results so that only actors perceived with a given sense are considered


code: FSortByHeight &40; const FVector & OriginalPt &41;


className: FSortByHeight

code: struct FSortByHeight


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Store points as generator's result

code: virtual void StoreNavPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) > & Points, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


description: Project all points in array and remove those outside navmesh

code: virtual void ProjectAndFilterNavPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) > & Points, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: class UEnvQueryGenerator_ProjectedPoints : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

ProjectionData

type: FEnvTraceData

description: Trace params


code: UEnvQueryGenerator_ProjectedPoints ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual void ProcessItems ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & MatchingActors ) const


code: UEnvQueryGenerator_ActorsOfClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryGenerator_ActorsOfClass : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

GenerateOnlyActorsInRadius

description: If true, this will only returns actors of the specified class within the SearchRadius of the SearchCenter context.

SearchCenter

description: Context

SearchRadius

description: Max distance of path between point and context.


code: void AddGeneratedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * GeneratedActor ) const


code: void AddGeneratedVector ( FVector GeneratedVector ) const


code: void DoItemGenerationFromActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ContextActors ) const


code: void DoItemGeneration ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ContextLocations ) const


className: ECallMode

code: enum ECallMode { Invalid, FromVectors, FromActors, }


code: virtual void GenerateItems ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionDetails() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionTitle() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetQuerier() const


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: UEnvQueryGenerator_BlueprintBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryGenerator_BlueprintBase : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

Context

description: Context

GeneratorsActionDescription

type: FText

description: A short description of what test does, like "Generate pawn named Joe"


code: virtual bool IsValidGenerator() const


code: UEnvQueryGenerator_Composite ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Composite generator allows using multiple generators in single query option All child generators must produce exactly the same item type!

code: class UEnvQueryGenerator_Composite : public [UEnvQueryGenerator](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryGenerator)

bAllowDifferentItemTypes

type: uint32:  1

description: Allow generators with different item types, use at own risk!

Generators

type: TArray<TObject...


description: Returns the details of the generator on the corresponding node in the EQS Editor window


description: Returns the title of the generator on the corresponding node in the EQS Editor window


code: UEnvQueryGenerator_Cone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryGenerator_Cone : public [UEnvQueryGenerator_ProjectedPoints](API\Runtime\AIModule\EnvironmentQuery\Generators\UEnvQueryGenerat-_2)

AlignedPointsDistance

description: Distance between each point of the same angle

AngleStep

description: The step of the angle increase. Angle step must be >=1 Smaller values generate less items

bIncludeContextLocation

type: uint8:  1

description: Whether to include CenterActors' locations when generating items.

CenterActor

description: The actor (or actors) that will generate a cone in their facing direction

ConeDegrees

description: Maximum degrees of the generated cone

Range

description: Generation distance


code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetArcBisectorAngle ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


description: Binds data to data providers

code: void BindDataToDataProviders ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: bool IsAngleAllowed ( [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) TestAngleRad, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) BisectAngleDeg, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) AngleRangeDeg, bool bConstrainAngle ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UEnvQueryGenerator_Donut ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryGenerator_Donut : public [UEnvQueryGenerator_ProjectedPoints](API\Runtime\AIModule\EnvironmentQuery\Generators\UEnvQueryGenerat-_2)

ArcAngle

description: If you generate items on a piece of circle you define angle of Arc cut here

ArcDirection

type: FEnvDirection

description: If you generate items on a piece of circle you define direction of Arc cut here

bUseSpiralPattern

description: If true, the rings of the wheel will be rotated in a spiral pattern.

Center

type: TSubclassOf< cl...

description: Context

InnerRadius

description: Min distance between point and context

NumberOfRings

description: Number of rings to generate

OuterRadius

description: Max distance between point and context

PointsPerRing

description: Number of items to generate for each ring


code: virtual void AddItemDataForCircle ( uint8 * ContextRawData, [UEnvQueryItemType](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType) * ContextItemType, const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) > & Locations, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & OutQueryInstance ) const


code: FVector CalcDirection ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: virtual void GenerateItems ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: void GenerateItemsForCircle ( uint8 * ContextRawData, [UEnvQueryItemType](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType) * ContextItemType, const FVector & CenterLocation, const FVector & StartDirection, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors, int32 StepsCount, float AngleStep, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & OutQueryInstance ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionDetails() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescriptionTitle() const


code: UEnvQueryGenerator_OnCircle ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: class UEnvQueryGenerator_OnCircle : public [UEnvQueryGenerator_ProjectedPoints](API\Runtime\AIModule\EnvironmentQuery\Generators\UEnvQueryGenerat-_2)

AngleRadians

type: float

bDefineArc

type: uint32: 1

description: Ignore tracing into context actors when generating the circle

CircleCenter

description: Context

CircleCenterZOffset

description: Context offset

CircleRadius

description: Max distance of path between point and context

NumberOfPoints

description: This many items will be generated on a circle

PointOnCircleSpacingMethod

type: EPointOnCircleS...

description: How we are choosing where the points are in the circle

SpaceBetween

description: Items will be generated on a circle this much apart

TraceData

description: Horizontal trace for nearest obstacle


description: Project all points in array and remove those outside navmesh

code: virtual void ProjectAndFilterNavPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) > & Points, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: UEnvQueryGenerator_PathingGrid ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Navigation grid, generates points on navmesh with paths to/from context no further than given limit

code: class UEnvQueryGenerator_PathingGrid : public [UEnvQueryGenerator_SimpleGrid](API\Runtime\AIModule\EnvironmentQuery\Generators\UEnvQueryGenerator_SimpleGrid)

NavigationFilter

type: TSubclassOf<UN...

description: Navigation filter to use in pathfinding

PathToItem

description: Pathfinding direction

ScanRangeMultiplier

description: Multiplier for max distance between point and context


code: UEnvQueryGenerator_SimpleGrid ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Simple grid, generates points in 2D square around context

code: class UEnvQueryGenerator_SimpleGrid : public [UEnvQueryGenerator_ProjectedPoints](API\Runtime\AIModule\EnvironmentQuery\Generators\UEnvQueryGenerat-_2)

GenerateAround

description: Context

GridSize

description: Half of square's extent, like a radius

SpaceBetween

description: Generation density


code: virtual float GetHighlightRangePct&40;&41; const


code: virtual const FEnvQueryInstance &42; GetQueryInstance&40;&41; const


code: virtual const FEnvQueryResult &42; GetQueryResult&40;&41; const


description: Debugging

code: virtual bool GetShouldDebugDrawLabels&40;&41; const


className: IEQSQueryResultSourceInterface

code: class IEQSQueryResultSourceInterface


code: virtual bool GetShouldDrawFailedItems&40;&41; const


description: Add filters for blackboard key selector

code: virtual void AddBlackboardFilters ( [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & KeySelector, [UObject](API\Runtime\CoreUObject\UObject\UObject) * FilterOwner ) const


description: Unregister from known types in EnvQueryManager

code: virtual void FinishDestroy()


className: FValueType

description: Every EQS item type needs to speficy data type it's using. Default is void which should trigger a compilation error if it's not set in a defived class

code: typedef void FValueType


description: Describe item

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription ( const uint8 * RawData ) const


description: Helper function for reading typed data from memory block

code: template<typename T> static const T & GetValueFromMemory ( const uint8 * MemoryBlock )


description: Get ValueSize

code: uint16 GetValueSize() const


description: Helper function for writing typed data to memory block

code: template<typename T> static void SetValueInMemory ( uint8 * MemoryBlock, const T & Value )


description: Store value in blackboard entry

code: virtual bool StoreInBlackboard ( [FBlackboardKeySelector](API\Runtime\AIModule\BehaviorTree\FBlackboardKeySelector) & KeySelector, [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * Blackboard, const uint8 * RawData ) const


code: UEnvQueryItemType ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEnvQueryItemType

code: class UEnvQueryItemType : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ValueSize

description: Size of value for this type


code: typedef const [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) & FValueType


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor ( const uint8 * RawData ) const


code: virtual FVector GetItemLocation ( const uint8 * RawData ) const


code: virtual FRotator GetItemRotation ( const uint8 * RawData ) const


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetValue ( const uint8 * RawData )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [AActor](API\Runtime\Engine\GameFramework\AActor) * SingleActor )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [TArray](API\Runtime\Core\Containers\TArray)< const [AActor](API\Runtime\Engine\GameFramework\AActor) * > & MultipleActors )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & MultipleActors )


code: static void SetValue ( uint8 * RawData, const [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) & Value )


code: UEnvQueryItemType_Actor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UEnvQueryItemType_Actor : public [UEnvQueryItemType_ActorBase](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType_ActorBase)