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


module: AIModule

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


description: Describe item

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


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


className: FValueType

code: typedef FVector FValueType


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


code: static FVector GetValue ( const uint8 * RawData )


code: static FRotator GetValueRot ( const uint8 * RawData )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const FVector & SingleDirection )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const FRotator & SingleRotation )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & MultipleDirections )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [TArray](API\Runtime\Core\Containers\TArray)< FRotator > & MultipleRotations )


code: static void SetValue ( uint8 * RawData, const FVector & Value )


code: static void SetValueRot ( uint8 * RawData, const FRotator & Value )


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


code: class UEnvQueryItemType_Direction : public [UEnvQueryItemType_VectorBase](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType_VectorBase)


code: typedef const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) FValueType


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


code: virtual [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) GetItemNavLocation ( const uint8 * RawData ) const


code: static [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) GetValue ( const uint8 * RawData )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const FVector & SinglePoint )


code: static void SetContextHelper ( [FEnvQueryContextData](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryContextData) & ContextData, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & MultiplePoints )


description: Update location data in existing item

code: virtual void SetItemNavLocation ( uint8 * RawData, const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & Value ) const


code: static void SetValue ( uint8 * RawData, const [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & Value )


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


code: class UEnvQueryItemType_Point : public [UEnvQueryItemType_VectorBase](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType_VectorBase)


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: Describe item

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


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


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: class UEnvQueryItemType_VectorBase : public [UEnvQueryItemType](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType)


code: namespace EEnvTestDistance { enum Type { Distance3D, Distance2D, DistanceZ, DistanceAbsoluteZ, } }


code: namespace EEnvTestPathfinding { enum Type { PathExist, PathCost, PathLength, } }


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


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


description: Function that does the actual work

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


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


description: Helper function: gather directions from context

code: void GatherLineDirections ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Directions, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const FRotator & ItemRotation, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineDirection ) const


code: class UEnvQueryTest_Distance : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

DistanceTo

type: TSubclassOf<UE...

description: Context

TestMode

type: TEnumAsByte<EE...

description: Testing mode


description: Helper function: gather directions from context pairs

code: void GatherLineDirections ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Directions, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const FVector & ItemLocation, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineFrom, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineTo ) const


description: Helper function: gather directions from proper contexts

code: void GatherLineDirections ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Directions, [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineFrom, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineTo, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineDirection, bool bUseDirectionContext, const FVector & ItemLocation, const FRotator & ItemRotation ) const


description: Helper function: check if contexts are updated per item

code: bool RequiresPerItemUpdates ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineFrom, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineTo, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > LineDirection, bool bUseDirectionContext ) const


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


code: class UEnvQueryTest_Dot : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

bAbsoluteValue

type: bool

description: If true, this test uses the absolute value of the dot product rather than the dot product itself.

LineA

type: FEnvDirection

description: Defines direction of first line used by test

LineB

description: Defines direction of second line used by test

type: EEnvTestDot


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: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) ObjectSaveContext )


code: bool SatisfiesTest ( const [IGameplayTagAssetInterface](API\Runtime\GameplayTags\IGameplayTagAssetInterface) * ItemGameplayTagAssetInterface ) const


description: Calling function only makes sense before first run of given query by the EQS manager. The query gets preprocessed and cached then so the query value will get stored and calling this function will not change it (unless you call it on the cached test's instance, seeUEnvQueryManager::CreateQueryInstance).

code: void SetTagQueryToMatch ( [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & GameplayTagQuery )


description: EnvQueryTest_GameplayTags attempts to cast items toIGameplayTagAssetInterfaceand test their tags with TagQueryToMatch. The behavior of IGameplayTagAssetInterface-less items is configured by bRejectIncompatibleItems.

code: class UEnvQueryTest_GameplayTags : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

bRejectIncompatibleItems

description: When set to True, actors that do not implement the interface will be ignored, meaning they will not be scored and will not be considered when filtering.

bUpdatedToUseQuery

description: Used to determine whether the file format needs to be updated to move data into TagQueryToMatch or not.

GameplayTags

type: FGameplayTagCon...

description: Deprecated property. Used only to load old data into TagQueryToMatch.

TagQueryToMatch

type: FGameplayTagQue...

TagsToMatch

type: EGameplayContai...


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


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


code: bool RunOverlap ( const FVector & ItemPos, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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


code: bool RunOverlapBlocking ( const FVector & ItemPos, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoredActors, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Function that does the actual work

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


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


code: class UEnvQueryTest_Overlap : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

OverlapData

type: FEnvOverlapData

description: Overlap data


className: FFindPathSignature

code: typedef TBaseDelegate_SevenParams< float, const FVector &, const FVector &, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type), const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) &, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) &, FSharedConstNavQueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FFindPathSignature


code: [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * FindNavigationData ( [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner ) const


code: float FindPathCostFrom ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


code: float FindPathCostTo ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


code: float FindPathLengthFrom ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


code: float FindPathLengthTo ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


className: FTestPathSignature

code: typedef TBaseDelegate_SevenParams< bool, const FVector &, const FVector &, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type), const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) &, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) &, FSharedConstNavQueryFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FTestPathSignature


description: Update test properties after changing mode

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


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetNavFilterClass ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance ) const


code: virtual void PostLoad()


code: bool TestPathFrom ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


code: bool TestPathTo ( const FVector & ItemPos, const FVector & ContextPos, [EPathFindingMode::Type](API\Runtime\NavigationSystem\EPathFindingMode__Type) Mode, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData, [UNavigationSystemV1](API\Runtime\NavigationSystem\UNavigationSystemV1) & NavSys, FSharedConstNavQueryFilter NavFilter, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathOwner ) const


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


code: class UEnvQueryTest_Pathfinding : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

Context

description: Context: other end of pathfinding test

FilterClass

type: TSubclassOf<UN...

description: Navigation filter to use in pathfinding

PathFromContext

type: FAIDataProvider...

description: Pathfinding direction

SkipUnreachable

description: If set, items with failed path will be invalidated (PathCost, PathLength)

TestMode

description: Testing mode


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


description: Function that does the actual work

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


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


code: class UEnvQueryTest_PathfindingBatch : public [UEnvQueryTest_Pathfinding](API\Runtime\AIModule\EnvironmentQuery\Tests\UEnvQueryTest_Pathfinding)

ScanRangeMultiplier

description: Multiplier for max distance between point and context


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


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


description: Projects points on navigation or geometry, will modify value of projected items. Works only on item type: point

code: class UEnvQueryTest_Project : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

ProjectionData

type: FEnvTraceData

description: Trace params


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


code: class UEnvQueryTest_Random : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)


className: FRunTraceSignature

code: typedef TBaseDelegate_SevenParams< bool, const FVector &, const FVector &, [AActor](API\Runtime\Engine\GameFramework\AActor) *, [UWorld](API\Runtime\Engine\Engine\UWorld) *, enum ECollisionChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) &, const FVector & > FRunTraceSignature


code: bool RunBoxTraceFrom ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunBoxTraceTo ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunCapsuleTraceFrom ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunCapsuleTraceTo ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunLineTraceFrom ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunLineTraceTo ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunSphereTraceFrom ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


code: bool RunSphereTraceTo ( const FVector & ItemPos, const FVector & ContextPos, [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, enum ECollisionChannel Channel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FVector & Extent )


description: Function that does the actual work

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


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


code: class UEnvQueryTest_Trace : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)

Context

description: Context: other end of trace test

ContextHeightOffset

description: Z offset from querier

ItemHeightOffset

description: Z offset from item

TraceData

description: Trace data

TraceFromContext

description: Trace direction


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


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


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

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


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


code: class UEnvQueryTest_Volume : public [UEnvQueryTest](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryTest)


className: Value

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


className: TIsZeroConstructType< FEnvQueryItem >

code: template<> struct TIsZeroConstructType< FEnvQueryItem >


description: Gather all required named params

code: void CollectQueryParams ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & QueryOwner, [TArray](API\Runtime\Core\Containers\TArray)< [FAIDynamicParam](API\Runtime\AIModule\EnvironmentQuery\FAIDynamicParam) > & NamedValues ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UEnvQueryOption](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryOption) * > & GetOptions() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UEnvQueryOption](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryOption) > > & GetOptionsMutable()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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()


description: QueryName patching up

code: virtual void PostLoad()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


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


className: UEnvQuery

code: class UEnvQuery : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

EdGraph

type: TObjectPtr<UEd...

description: Graph for query

Options

type: TArray<TObject...

QueryName

type: FName


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


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


className: UEnvQueryContext

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


code: static void BlobArrayToDebugData ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & BlobArray, [EQSDebug::FQueryData](API\Runtime\AIModule\EnvironmentQuery\FQueryData) & EQSLocalData, bool bUseCompression )


code: static void DebugDataToBlobArray ( [EQSDebug::FQueryData](API\Runtime\AIModule\EnvironmentQuery\FQueryData) & QueryData, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & BlobArray, bool bUseCompression )


code: static void LogQuery ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & Query, const [FLogCategoryBase](API\Runtime\Core\Logging\FLogCategoryBase) & Category, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity )


code: static void LogQuery ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & Query, const [FName](API\Runtime\Core\UObject\FName) & CategoryName, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity )


code: static void QueryToBlobArray ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & Query, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & BlobArray, bool bUseCompression )


code: static void QueryToDebugData ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & Query, [EQSDebug::FQueryData](API\Runtime\AIModule\EnvironmentQuery\FQueryData) & EQSLocalData, int32 MaxItemsToStore )


className: UEnvQueryDebugHelpers

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


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


code: virtual bool IsValidGenerator() const


code: virtual void UpdateNodeVersion()


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


className: UEnvQueryGenerator

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

bAutoSortTests

type: uint32:  1

description: If set, tests will be automatically sorted for best performance before running query

ItemType

description: Type of generated items

OptionName

type: FString


className: FEQSQueryDoneSignature

code: class FEQSQueryDoneSignature


code: float GetItemScore ( int32 ItemIndex ) const


description: IEQSQueryResultSourceInterfacefunction. Returns the Query Instance.

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


description: IEQSQueryResultSourceInterfacefunction. Returns the Query Result.

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


description: Outputs an array filled with resulting actors. Note that it makes sense only if ItemType is a EnvQueryItemType_ActorBase-derived type. Returns false if there is no valid result.

code: bool GetQueryResultsAsActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ResultActors ) const


description: Outputs an array of locations generated by the query. If the query generated Actors the the array is filled with their locations. Returns false if there is no valid result.

code: bool GetQueryResultsAsLocations ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ResultLocations ) const


code: void OnQueryFinished ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > Result )


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


code: void SetInstigator ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void RunQuery ( const [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) InRunMode, [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & QueryRequest )


code: void SetNamedParam ( [FName](API\Runtime\Core\UObject\FName) ParamName, float Value )


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


className: UEnvQueryInstanceBlueprintWrapper

code: class UEnvQueryInstanceBlueprintWrapper : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IEQSQueryResultSourceInterface](API\Runtime\AIModule\EnvironmentQuery\IEQSQueryResultSourceInterface)

DeprecationMessage

description: DEPRECATED! Use GetQueryResultsAsActors instead.

Instigator

type: FWeakObjectPtr

ItemType

type: TSubclassOf<UE...

OnQueryFinishedEvent

type: FEQSQueryDoneSi...

OptionIndex

description: Index of query option, that generated items

QueryInstance

type: TSharedPtr<FEn...

RunMode

type: EEnvQueryRunMod...


description: Aborts specific query

code: bool AbortQuery ( int32 RequestID )


className: bAllowEQSTimeSlicing

code: static bool bAllowEQSTimeSlicing = true;


description: Configure config variables during runtime

code: void Configure ( const [FEnvQueryManagerConfig](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryManagerConfig) & NewConfig )


description: Create new instance, using cached data is possible

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) > CreateQueryInstance ( const [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * Template, [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) RunMode )


className: DebuggerStats

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FEQSDebugger::FStatsInfo](API\Runtime\AIModule\EnvironmentQuery\FEQSDebugger\FStatsInfo) > DebuggerStats;


description: Implementation of Exec that is only called in non-shipping targets

code: virtual bool Exec_Dev ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Find value of named param stored with active query

code: float FindNamedParam ( int32 QueryId, [FName](API\Runtime\Core\UObject\FName) ParamName ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) > FindQueryInstance ( const int32 QueryID )


description: FindsUEnvQuerymatching QueryName by first looking at instantiated queries (from InstanceCache) falling back to looking up allUEnvQueryand testing their name

code: [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * FindQueryTemplate ( const [FString](API\Runtime\Core\Containers\FString) & QueryName ) const


description: Cleanup hooks for map loading

code: virtual void FinishDestroy()


code: static [UEnvQueryManager](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryManager) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static [UEnvQueryManager](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryManager) * GetCurrent ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


code: static void NotifyAssetUpdate ( [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * Query )


code: virtual void PostInitProperties()


description: Fail all running queries on cleaning the world

code: virtual void OnWorldCleanup()


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Makes sure we don't have anyUEnvQueryManagerinstances serialized in. Any loaded instance will get marked as PendingKill

code: virtual void PostLoad()


description: Creates a query instance configured for execution

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) > PrepareQueryInstance ( const [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & Request, [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) RunMode )


description: Creates local context object

code: [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) * PrepareLocalContext ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > ContextClass )


description: Outputs active queries to log

code: void PrintActiveQueryInfo() const


code: void RegisterActiveWrapper ( [UEnvQueryInstanceBlueprintWrapper](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryInstanceBlueprintWrappe-) & Wrapper )


className: RegisteredItemTypes

description: List of all known item types

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryItemType](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType) > > RegisteredItemTypes;


description: Add information for data providers about query instance run independently

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


code: void RemoveAllQueriesByQuerier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Querier, bool bExecuteFinishDelegate )


code: static [UEnvQueryInstanceBlueprintWrapper](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryInstanceBlueprintWrappe-) * RunEQSQuery ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UEnvQuery](API\Runtime\AIModule\EnvironmentQuery\UEnvQuery) * QueryTemplate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Querier, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) > RunMode, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryInstanceBlueprintWrapper](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryInstanceBlueprintWrappe-) > WrapperClass )


description: Alternative way to run queries. Do not use for anything other than testing or when you know exactly what you're doing! Bypasses all EQS perf controlling and time slicing mechanics.

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryResult](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryResult) > RunInstantQuery ( const [FEnvQueryRequest](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryRequest) & Request, [EEnvQueryRunMode::Type](API\Runtime\AIModule\EnvironmentQuery\EEnvQueryRunMode__Type) RunMode )


description: Execute query

code: int32 RunQuery ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) > & QueryInstance, FQueryFinishedSignature const & FinishDelegate )


description: Execute query

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


code: static void SetAllowTimeSlicing ( bool bAllowTimeSlicing )


description: Removed all active queries asked by Querier. No "on finished" notifications are being sent, call this function when you no longer care about Querier's queries, like when it's "dead"

code: void SilentlyRemoveAllQueriesByQuerier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Querier )


description: FTickableGameObjectbegin.

code: virtual void Tick ( float DeltaTime )


code: void UnregisterActiveWrapper ( [UEnvQueryInstanceBlueprintWrapper](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryInstanceBlueprintWrappe-) & Wrapper )


description: Clear information about query instance run independently

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


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


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


className: UEnvQueryManager

code: class UEnvQueryManager : public [UAISubsystem](API\Runtime\AIModule\UAISubsystem), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)

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).

EQSDebugger

type: FEQSDebugger

ExecutionTimeWarningSeconds

type: double

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

ExternalQueries

type: TMap< int32,TW...

description: Queries run independently from manager, mapped here for data providers

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.

InstanceCache

type: TArray<FEnvQue...

description: Cache of instances

LocalContextMap

type: TMap<FName,UE...

description: Local contexts mapped by class names

LocalContexts

description: Local cache of context objects for managing BP based objects

MaxAllowedTestingTime

type: float

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

NextQueryID

description: Next ID for running query

NumRunningQueriesAbortedSinceLastUpdate

description: Count of queries aborted since last update, to be removed.

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

RunningQueries

type: TArray<TShared...

description: Currently running queries

UEnvQueryInstanceBlueprintWrapper

type: friend


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


code: virtual void UpdateNodeVersion()


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

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


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


className: UEnvQueryNode

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

VerNum

description: Versioning for updating deprecated properties


className: UEnvQueryOption

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

Generator

type: TObjectPtr<UEn...

Tests

type: TArray<TObject...


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


code: bool CanRunAsFinalCondition() const


code: [FText](API\Runtime\Core\Internationalization\FText) DescribeBoolTestParams ( const [FString](API\Runtime\Core\Containers\FString) & ConditionDesc ) const


description: Helper: get actor from item

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetItemActor ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, int32 ItemIndex ) const


description: Helper: get actor from item

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetItemActor ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const [FEnvQueryInstance::ItemIterator](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance\ItemIterator) & Iterator ) const


description: Helper: get location of item

code: FVector GetItemLocation ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const [FEnvQueryInstance::ItemIterator](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance\ItemIterator) & Iterator ) const


description: Helper: get location of item

code: FRotator GetItemRotation ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, int32 ItemIndex ) const


description: Helper: get location of item

code: FVector GetItemLocation ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, int32 ItemIndex ) const


description: Helper: get location of item

code: FRotator GetItemRotation ( [FEnvQueryInstance](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance) & QueryInstance, const [FEnvQueryInstance::ItemIterator](API\Runtime\AIModule\EnvironmentQuery\FEnvQueryInstance\ItemIterator) & Iterator ) const


code: bool GetWorkOnFloatValues() const


description: Check if context needs to be updated for every item

code: bool IsContextPerItem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > CheckContext ) const


description: Check if test supports item type

code: bool IsSupportedItem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryItemType](API\Runtime\AIModule\EnvironmentQuery\Items\UEnvQueryItemType) > ItemType ) const


description: Normalize scores in range

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


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


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: Function that does the actual work

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


code: void SetWorkOnFloatValues ( bool bWorkOnFloats )


description: Update to latest version after spawning

code: virtual void UpdateNodeVersion()


description: Update preview list

code: void UpdatePreviewData()


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


className: UEnvQueryTest

code: class UEnvQueryTest : public [UEnvQueryNode](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryNode)

bDefineReferenceValue

description: When set to true enables usage of ReferenceValue. It's false by default

BoolValue

type: FAIDataProvider...

description: Desired boolean value of the test for scoring to occur or filtering test to pass.

ClampMaxType

type: TEnumAsByte<EE...

description: How should the upper bound for normalization of the raw test value before applying the scoring formula be determined? Should it use the highest value found (tested), the upper threshold for filtering, or a separate specified normalization maximum?

ClampMinType

description: How should the lower bound for normalization of the raw test value before applying the scoring formula be determined? Should it use the lowest value found (tested), the lower threshold for filtering, or a separate specified normalization minimum?

Cost

description: Cost of test

FilterType

description: Does this test filter out results that are below a lower limit, above an upper limit, or both? Or does it just look for a matching value?

FloatValueMax

description: Maximum limit (inclusive) of valid values for the raw test value.

FloatValueMin

description: Minimum limit (inclusive) of valid values for the raw test value.

MultipleContextFilterOp

description: Determines filtering operator when context returns multiple items

MultipleContextScoreOp

description: Determines scoring operator when context returns multiple items

NormalizationType

type: EEQSNormalizati...

description: Specifies how to determine value span used to normalize scores

PreviewData

type: FEnvQueryTestSc...

description: Samples of scoring function to show on graph in editor

ReferenceValue

description: When specified gets used to normalize test's results in such a way that the closer a value is to ReferenceValue the higher normalized result it will produce.

ScoreClampMax

description: Maximum value to use to normalize the raw test value before applying scoring formula.

ScoreClampMin

description: Minimum value to use to normalize the raw test value before applying scoring formula.

ScoringEquation

description: The shape of the curve equation to apply to the normalized score before multiplying by factor.

ScoringFactor

description: The weight (factor) by which to multiply the normalized score after the scoring equation is applied.

TestComment

type: FString

description: Optional comment or explanation about what this test is for.

TestOrder

description: Number of test as defined in data asset

TestPurpose

description: The purpose of this test. Should it be used for filtering possible results, scoring them, or both?

ValidItemType

description: Validation: item type that can be used with this test


code: static [FText](API\Runtime\Core\Internationalization\FText) DescribeContext ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnvQueryContext](API\Runtime\AIModule\EnvironmentQuery\UEnvQueryContext) > ContextClass )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetShortTypeName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Ob )


className: SkippedItemValue

description: Special test value assigned to items skipped by condition check

code: static const float SkippedItemValue = - (3.402823466e+38F);


className: UnlimitedStepTime

description: Special value used for executing query steps to prevent them from being time sliced

code: static float UnlimitedStepTime = -1.f;


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


className: UEnvQueryTypes

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


className: UEQSQueryResultSourceInterface

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


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Method that derived class should override to create the scene proxy and customize a custom delegate helper (if any)

code: virtual [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * CreateDebugSceneProxy()


description: Method that should be overriden when subclass uses a custom delegate helper.

code: virtual [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper) & GetDebugDrawDelegateHelper()


code: void StoreDebugData ( const [EQSDebug::FQueryData](API\Runtime\AIModule\EnvironmentQuery\FQueryData) & DebugData )


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


className: UEQSRenderingComponent

code: class UEQSRenderingComponent : public [UDebugDrawComponent](API\Runtime\Engine\Debug\UDebugDrawComponent)

bDrawOnlyWhenSelected

type: uint32:  1

DebugDataSolidSpheres

type: TArray<FDebugR...

description: EQSDebug::FQueryDataDebugData;.

EQSRenderingDebugDrawDelegateHelper

type: FEQSRenderingDe...


code: namespace EPawnActionAbortState { enum Type { NeverStarted, NotBeingAborted, MarkPendingAbort, LatentAbortInProgress, AbortDone, MAX, } }


code: namespace EPawnActionResult { enum Type { NotStarted, InProgress, Success, Failed, Aborted, } }


code: namespace EPawnActionEventType { enum Type { Invalid, FailedToStart, InstantAbort, FinishedAborting, FinishedExecution, Push, } }


code: namespace ETeamAttitude { enum Type { Friendly, Neutral, Hostile, } }


code: void OnIndexForced ( [Type](API\Runtime\AIModule\FAIBasicCounter\Type) ForcedIndex )


className: FAIBasicCounter

code: template<typename TCounterType> struct FAIBasicCounter

NextAvailableID

type: Type


code: static [FAIGenericID](API\Runtime\AIModule\FAIGenericID)< TCounter > InvalidID()


code: namespace operator typename TCounter { operator typename TCounter::Type() const }


code: [FAIGenericID](API\Runtime\AIModule\FAIGenericID) & operator= ( const [FAIGenericID](API\Runtime\AIModule\FAIGenericID) & Other )


code: FAIGenericID ( typename [TCounter::Type](API\Plugins\StateTreeModule\Type) InIndex )


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


className: FAIGenericID

code: template<typename TCounter> struct FAIGenericID


code: static void Broadcast ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


code: bool HasFlag ( uint8 Flag ) const


className: EStatus

code: enum EStatus { Failure, Success, }


code: static void Send ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


code: static void Send ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


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


code: FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender )


code: FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [EStatus](API\Runtime\AIModule\FAIMessage\EStatus) InStatus )


code: FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InID, [EStatus](API\Runtime\AIModule\FAIMessage\EStatus) InStatus )


code: FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, bool bSuccess )


code: FAIMessage ( [FName](API\Runtime\Core\UObject\FName) InMessage, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSender, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InID, bool bSuccess )


className: FAIMessage

code: struct FAIMessage

MessageFlags

description: Message param: custom flags

MessageName

type: FName

description: Type of message

RequestID

type: FAIRequestID

description: Message param: ID

Sender

type: FWeakObjectPtr

description: Message source

Status

type: TEnumAsByte<ES...

description: Message param: status


code: static FAIMessageObserverHandle Create ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )


code: static FAIMessageObserverHandle Create ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )


code: static FAIMessageObserverHandle Create ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, [FName](API\Runtime\Core\UObject\FName) MessageType, FOnAIMessage const & Delegate )


code: static FAIMessageObserverHandle Create ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )


code: static FAIMessageObserverHandle Create ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )


code: static FAIMessageObserverHandle Create ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * BrainComp, [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) MessageID, FOnAIMessage const & Delegate )


code: bool IsObservingMessageID() const


code: void OnMessage ( const [FAIMessage](API\Runtime\AIModule\FAIMessage) & Message )


description: Non-copyable.

code: FAIMessageObserver &40; const FAIMessageObserver & &41;


className: FAIMessageObserver

code: struct FAIMessageObserver : public [TSharedFromThis< FAIMessageObserver >](API\Runtime\Core\Templates\TSharedFromThis)


className: FAIMoveCompletedSignature

code: class FAIMoveCompletedSignature


code: namespace FAIMoveFlag { static const bool FAIMoveFlag::IgnorePathfinding = false; }


code: namespace FAIMoveFlag { static const bool FAIMoveFlag::StopOnOverlap = true; }


code: namespace FAIMoveFlag { static const bool FAIMoveFlag::UsePathfinding = true; }


code: float GetAcceptanceRadius() const


code: float GetCostLimitFactor() const


description: Retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself

code: FVector GetDestination() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGoalActor() const


code: float GetMinimumCostLimit() const


code: const FCustomMoveSharedPtr & GetUserData() const


code: bool IsMoveToActorRequest() const


code: bool IsUsingPartialPaths() const


description: The request should be either set up to move to a location, of go to a valid actor

code: bool IsValid() const


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetAcceptanceRadius ( float Radius )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetAllowPartialPath ( bool bAllowPartial )


description: Defines if the underlying pathfind query should limit its exploration based on the navigation cost

code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetApplyCostLimitFromHeuristic ( bool bApply, float InCostLimitFactor, float InMinimumCostLimit )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetCanStrafe ( bool bStrafe )


code: void SetGoalActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InGoalActor )


code: void SetGoalLocation ( const FVector & InGoalLocation )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetNavigationFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > Filter )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetProjectGoalLocation ( bool bProject )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetReachTestIncludesAgentRadius ( bool bIncludeRadius )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetReachTestIncludesGoalRadius ( bool bIncludeRadius )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetRequireNavigableEndLocation ( bool bRequire )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUsePathfinding ( bool bPathfinding )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUserData ( const FCustomMoveSharedPtr & InUserData )


code: [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & SetUserFlags ( int32 InUserFlags )


code: bool UpdateGoalLocation ( const FVector & NewLocation ) const


code: FAIMoveRequest ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InGoalActor )


code: FAIMoveRequest ( const FVector & InGoalLocation )


className: FAIMoveRequest

code: struct FAIMoveRequest

AcceptanceRadius

type: float

description: Pathfollowing: required distance to goal to complete move

bAllowPartialPath

description: Pathfinding: allow using incomplete path going toward goal but not reaching it

bApplyCostLimitFromHeuristic

description: Pathfinding: if set - the pathfind query cost will be limited based on the heuristic between the start and end location (c.f. CostLimitFactor and MinimumCostLimit).

bCanStrafe

description: Pathfollowing: keep focal point at move goal

bInitialized

description: Move goal is an actor

bMoveToActor

description: Move goal is an actor

bProjectGoalOnNavigation

description: Pathfinding: goal location will be projected on navigation data before use

bReachTestIncludesAgentRadius

description: Pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)

bReachTestIncludesGoalRadius

description: Pathfollowing: acceptance radius needs to be increased by goal actor radius

bRequireNavigableEndLocation

description: Pathfinding: if set - require the end location to be linked to the navigation data

bUsePathfinding

description: Pathfinding: if set - regular pathfinding will be used, if not - direct path between two points

CostLimitFactor

description: Pathfinding: this multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate)

FilterClass

type: TSubclassOf<UN...

description: Pathfinding: navigation filter to use

GoalActor

type: TWeakObjectPtr<...

description: Move goal: actor

GoalLocation

type: FVector

description: Move goal: location

MinimumCostLimit

description: Pathfinding: minimum cost limit clamping value (in cost units) used to allow large deviation in short paths

UserData

type: FCustomMoveShar...

description: Custom user data: structure

UserFlags

description: Custom user data: flags


className: AnyRequest

code: static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) AnyRequest;


className: AnyRequestID

code: static const uint32 AnyRequestID = 0;


className: CurrentRequest

code: static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) CurrentRequest;


className: InvalidRequest

code: static const [FAIRequestID](API\Runtime\AIModule\FAIRequestID) InvalidRequest;


className: InvalidRequestID

code: static const uint32 InvalidRequestID = uint32(-1);


description: Returns true if given ID is identical to stored ID or any of considered IDs is FAIRequestID::AnyRequest

code: bool IsEquivalent ( uint32 OtherID ) const


code: bool IsEquivalent ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) Other ) const


className: FAIRequestID::operator uint32

code: operator uint32() const


code: void operator= ( uint32 OtherID )


code: FAIRequestID ( uint32 InRequestID )


className: FAIResCounter

code: struct FAIResCounter : public [FAIBasicCounter< uint8 >](API\Runtime\AIModule\FAIBasicCounter)


code: void ClearLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority )


className: FLockFlags

description: Feel free to change the type if you need to support more then 16 lock sources

code: typedef uint16 FLockFlags


description: Force-clears all locks

code: void ForceClearAllLocks()


description: Answers the question if given priority is allowed to use this resource.  that if resource is locked with priority LockPriority this function will return false as well

code: bool IsAvailableFor ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority ) const


code: bool IsLockedBy ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority ) const


code: void operator+= ( const [FAIResourceLock](API\Runtime\AIModule\FAIResourceLock) & Other )


code: bool operator== ( const [FAIResourceLock](API\Runtime\AIModule\FAIResourceLock) & Other ) const


code: void SetLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockPriority )


description: Set whether we should use resource lock count. clears all existing locks.

code: void SetUseResourceLockCount ( bool inUseResourceLockCount )


className: FAIResourceLock

description: Structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)

code: struct FAIResourceLock


code: [FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & AddResource ( const FAIResourceID & Resource )


code: [FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & AddResourceIndex ( uint8 ResourceIndex )


className: AllResources

code: static const uint32 AllResources = uint32(-1);


code: bool ContainsResource ( const FAIResourceID & Resource ) const


className: MaxFlags

code: static const uint8 MaxFlags = 32;


className: NoResources

code: static const uint32 NoResources = 0;


code: [FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & RemoveResource ( const FAIResourceID & Resource )


code: [FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) & RemoveResourceIndex ( uint8 ResourceIndex )


code: FAIResourcesSet ( uint32 ResourceSetDescription )


code: FAIResourcesSet ( const FAIResourceID & Resource )


code: bool ContainsResourceIndex ( uint8 ResourceID ) const


className: FAIResourcesSet

code: struct FAIResourcesSet


code: namespace FAIResources { const FAIResourceID & FAIResources::GetResource ( int32 ResourceIndex ) }


code: namespace FAIResources { int32 FAIResources::GetResourcesCount() }


code: namespace FAIResources { [FString](API\Runtime\Core\Containers\FString) FAIResources::GetSetDescription ( [FAIResourcesSet](API\Runtime\AIModule\FAIResourcesSet) ResourceSet ) }


code: namespace FAIResources { void FAIResources::RegisterResource ( const FAIResourceID & Resource ) }


code: namespace FAISystem { [EAIOptionFlag::Type](API\Runtime\AIModule\EAIOptionFlag__Type) FAISystem::BoolToAIOption ( bool Value ) }


code: namespace FAISystem { static const float FAISystem::InfiniteInterval = -FLT_MAX; }


code: namespace FAISystem { static const FVector FAISystem::InvalidDirection = FVector::ZeroVector; }


code: namespace FAISystem { static const FVector FAISystem::InvalidLocation = FVector(FLT_MAX); }


code: namespace FAISystem { static const FQuat FAISystem::InvalidOrientation = FQuat(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX); }


code: namespace FAISystem { static const float FAISystem::InvalidRange = -1.f; }


code: namespace FAISystem { static const FRotator FAISystem::InvalidRotation = FRotator(FLT_MAX); }


code: namespace FAISystem { static const uint32 FAISystem::InvalidUnsignedID = uint32(INDEX_NONE); }


code: namespace FAISystem { bool FAISystem::IsValidControllerAndHasValidPawn ( const [AController](API\Runtime\Engine\GameFramework\AController) * Controller ) }


code: namespace FAISystem { bool FAISystem::IsValidDirection ( const FVector & TestVector ) }


code: namespace FAISystem { bool FAISystem::IsValidLocation ( const FVector & TestLocation ) }


code: namespace FAISystem { bool FAISystem::IsValidOrientation ( const FQuat & TestOrientation ) }


code: namespace FAISystem { bool FAISystem::IsValidRotation ( const FRotator & TestRotation ) }


code: namespace FAISystem { bool FAISystem::PickAIOption ( [EAIOptionFlag::Type](API\Runtime\AIModule\EAIOptionFlag__Type) Option, bool DefaultOption ) }


className: FOnTreeDebugTool

description: Delegate type for locking AI debugging tool on pawn

code: typedef TMulticastDelegate_OneParam< void, const [APawn](API\Runtime\Engine\GameFramework\APawn) * > FOnTreeDebugTool


className: FOnTreeStarted

description: Delegate type for tree execution events (Params: const UBehaviorTreeComponent* OwnerComp, const UBehaviorTree* TreeAsset)

code: typedef TMulticastDelegate_TwoParams< void, const [UBehaviorTreeComponent](API\Runtime\AIModule\BehaviorTree\UBehaviorTreeComponent) &, const [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) & > FOnTreeStarted


className: OnDebugLocked

description: Called when the AI debug tool locks on pawn.


className: OnTreeStarted

description: Called when the behavior tree starts execution.


className: OnDebugSelected

description: Called when the AI debug tool highlights a pawn.


className: FBehaviorTreeDelegates

code: struct FBehaviorTreeDelegates


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


code: FBehaviorTreeNodeInitializationData()


code: FBehaviorTreeNodeInitializationData ( [UBTNode](API\Runtime\AIModule\BehaviorTree\UBTNode) * InNode, [UBTCompositeNode](API\Runtime\AIModule\BehaviorTree\UBTCompositeNode) * InParentNode, uint16 InExecutionIndex, uint8 InTreeDepth, uint16 NodeMemory, uint16 SpecialNodeMemory )


className: FBehaviorTreeNodeInitializationData

Node

type: UBTNode*

ParentNode

type: UBTCompositeNod...


description: INDEX_NONE if invalid or >=0 for a potentially valid handle

code: int16 GetIndex() const


description: Makes the handle Invalid

code: void Invalidate()


description: IsValid

code: operator bool() const


description: true if this handle is valid, this doesn't check that it's in the correct range for the underlying resource it's providing a handle for

code: bool IsValid() const


code: bool operator== ( const [FCompactIndexedHandleBase](API\Runtime\AIModule\FCompactIndexedHandleBase) & Other ) const


code: bool operator!= ( const [FCompactIndexedHandleBase](API\Runtime\AIModule\FCompactIndexedHandleBase) & Other ) const


code: void SetSerialNumber ( int16 InSerialNumber )


description: Passing INDEX_NONE as index will make this handle Invalid

code: FCompactIndexedHandleBase ( const int32 InIndex, const uint32 InSerialNumber )


className: FCompactIndexedHandleManager

code: template<typename TIndexedHandle, bool bOptimizeHandleReuse> struct FCompactIndexedHandleManager : public [FIndexedHandleManagerBase< TIndexedHandle, int16, uint16, bOptimizeHandleReuse >](API\Runtime\AIModule\FIndexedHandleManagerBase)


className: FCompactIndexedHandleBase

description: CompactIndexbased handle that has a serial number to verify stale handles. For fast safe access in to index based data structures.

code: struct FCompactIndexedHandleBase


className: FFocusItem

code: struct FFocusItem


className: FFocusKnowledge

code: struct FFocusKnowledge

Priorities

type: TArray<FFocusI...


className: AttitudeSolverImpl

description: that for consistencyIGenericTeamAgentInterfaceshould be using the same function (by default it does)

code: static [FAttitudeSolverFunction](API\Runtime\AIModule\FGenericTeamId\FAttitudeSolverFunction) AttitudeSolverImpl = &DefaultTeamAttitudeSolver;


className: EPredefinedId

code: enum EPredefinedId { NoTeamId = 255, }


code: static [ETeamAttitude::Type](API\Runtime\AIModule\ETeamAttitude__Type) GetAttitude ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * A, const [AActor](API\Runtime\Engine\GameFramework\AActor) * B )


code: static [ETeamAttitude::Type](API\Runtime\AIModule\ETeamAttitude__Type) GetAttitude ( [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamA, [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamB )


code: static [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) GetTeamIdentifier ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TeamMember )


className: NoTeam

code: static const [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) NoTeam;


className: FGenericTeamId::operator uint8

code: operator uint8() const


code: static void ResetAttitudeSolver()


code: static void SetAttitudeSolver ( const [FAttitudeSolverFunction](API\Runtime\AIModule\FGenericTeamId\FAttitudeSolverFunction) & Solver )


code: FGenericTeamId ( uint8 InTeamID )


className: FGenericTeamId

code: struct FGenericTeamId


code: template<typename TemplateClass> auto Requires &40; const TemplateClass & Obj &41;


className: CQueryGetCostLimit

code: struct CQueryGetCostLimit


code: template<typename TemplateClass> auto Requires &40; const TemplateClass & Obj, const FSearchNode & Param1, const FSearchNode & Param2 &41;


className: CQueryGetHeuristicCost

code: struct CQueryGetHeuristicCost


code: template<typename TemplateClass> auto Requires &40; const TemplateClass & Obj, const FSearchNode & Param1, const int32 Param2 &41;


className: CQueryGetNeighbour

code: struct CQueryGetNeighbour


code: template<typename TemplateClass> auto Requires &40; const TemplateClass & Obj, const FGraphNodeRef Param1 &41;


className: CQueryGetNeighbourCount

description: TGraph optionally implemented wrapper methods.

code: struct CQueryGetNeighbourCount


code: template<typename TemplateClass> auto Requires &40; const TemplateClass & Obj, const FSearchNode & Param1 &41;


code: struct CQueryGetNeighbourCountV2


className: CQueryGetTraversalCost

description: TQueryFilter optionally implemented wrapper methods.

code: struct CQueryGetTraversalCost


className: CQueryHasExceededCostLimit

code: struct CQueryHasExceededCostLimit


className: CQueryHasReachMaxSearchNodes

description: Custom methods implemented over TQueryFilter optionally implemented methods.

code: struct CQueryHasReachMaxSearchNodes


code: template<typename TemplateClass> auto Requires &40; TemplateClass & Obj, const int32 Param1, const FSearchNode & Param2 &41;


className: CQuerySetPathInfo

description: TResultPathInfo optionally implemented wrapper methods.

code: struct CQuerySetPathInfo


className: CQueryShouldIgnoreClosedNodes

code: struct CQueryShouldIgnoreClosedNodes


className: FGraphNodeRef

code: typedef TGraph::FNodeRef FGraphNodeRef


className: CQueryShouldIncludeStartNodeInPath


className: FIndexArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< int32, [FRangeChecklessAllocator](API\Runtime\AIModule\FRangeChecklessAllocator)< DoRangeCheck >> FIndexArray


description: Performs the actual search.

code: template<typename TQueryFilter, typename TResultPathInfo> EGraphAStarResult FindPath ( const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & StartNode, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & EndNode, const TQueryFilter & Filter, TResultPathInfo & OutPath )


description: Floods node pool until running out of either free nodes or open set

code: template<typename TQueryFilter> EGraphAStarResult FloodFrom ( const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & StartNode, const TQueryFilter & Filter )


className: FNodeArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode), [FRangeChecklessAllocator](API\Runtime\AIModule\FRangeChecklessAllocator)< DoRangeCheck >> FNodeArray


className: FNodeMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FGraphNodeRef](API\Runtime\AIModule\FGraphAStar\FGraphNodeRef), int32, [FRangeChecklessSetAllocator](API\Runtime\AIModule\FGraphAStar\FRangeChecklessSetAllocator) > FNodeMap


code: FSearchNode & Add &40; const FSearchNode & SearchNode &41;


code: FSearchNode &42; Find &40; const FGraphNodeRef NodeRef &41;


code: FSearchNode & FindOrAdd &40; const FGraphNodeRef NodeRef &41;


className: FNodePool

code: struct FNodePool : public [TArray< FSearchNode, FRangeChecklessAllocator< DoRangeCheck >>](API\Runtime\Core\Containers\TArray)

NodeMap

type: FNodeMap


code: bool operator&40;&41; &40; const int32 A, const int32 B &41; const


code: FNodeSorter &40; const FNodeArray & InNodePool &41;


className: FNodeSorter

code: struct FNodeSorter

NodePool

type: constFNodeArra...


code: void Modify &40; FSearchNode & SearchNode &41;


code: int32 PopIndex &40; bool bAllowShrinking &41;


code: void Push &40; FSearchNode & SearchNode &41;


code: FOpenList &40; FNodeArray & InNodePool, const FNodeSorter & InNodeSorter &41;


className: FOpenList

code: struct FOpenList : public [TArray< int32, FRangeChecklessAllocator< DoRangeCheck >>](API\Runtime\Core\Containers\TArray)

type: FNodeArray&

NodeSorter

type: constFNodeSort...


className: FRangeChecklessSetAllocator

code: typedef [TSetAllocator](API\Runtime\Core\Containers\TSetAllocator)< [TSparseArrayAllocator](API\Runtime\Core\Containers\TSparseArrayAllocator)< [FRangeChecklessAllocator](API\Runtime\AIModule\FRangeChecklessAllocator)< DoRangeCheck >, TInlineAllocator< 4, [FRangeChecklessAllocator](API\Runtime\AIModule\FRangeChecklessAllocator)< DoRangeCheck >>>, TInlineAllocator< 1, [FRangeChecklessAllocator](API\Runtime\AIModule\FRangeChecklessAllocator)< DoRangeCheck >>> FRangeChecklessSetAllocator


className: FSearchNode

code: typedef TSearchNode FSearchNode


code: template<typename TemplateClass> static decltype(auto) GetCostLimit ( const TemplateClass & Obj )


code: template<typename TemplateClass> static decltype(auto) GetHeuristicCost ( const TemplateClass & Obj, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param1, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param2 )


code: template<typename TemplateClass> static decltype(auto) GetNeighbour ( const TemplateClass & Obj, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param1, const int32 Param2 )


code: template<typename TemplateClass> static decltype(auto) GetNeighbourCount ( const TemplateClass & Obj, const [FGraphNodeRef](API\Runtime\AIModule\FGraphAStar\FGraphNodeRef) Param1 )


code: template<typename TemplateClass> static decltype(auto) GetNeighbourCountV2 ( const TemplateClass & Obj, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param1 )


code: template<typename TemplateClass> static decltype(auto) GetTraversalCost ( const TemplateClass & Obj, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param1, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param2 )


code: template<typename TemplateClass> static bool HasExceededCostLimit ( const TemplateClass & Obj, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Cost )


code: template<typename TQueryFilter> bool HasReachMaxSearchNodes ( const TQueryFilter & Filter ) const


code: template<typename TemplateClass> static bool HasReachMaxSearchNodes ( const TemplateClass & Obj, uint32 NodeCount )


description: Single run of A* loop: get node from open set and process neighbors returns true if loop should be continued

code: template<typename TQueryFilter> bool ProcessSingleNode ( const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & EndNode, const bool bIsBound, const TQueryFilter & Filter, int32 & OutBestNodeIndex, float & OutBestNodeCost )


code: template<typename TQueryFilter> bool ProcessSingleNode ( const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & EndNode, const bool bIsBound, const TQueryFilter & Filter, int32 & OutBestNodeIndex, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) & OutBestNodeCost )


code: template<typename TemplateClass> static decltype(auto) SetPathInfo ( TemplateClass & Obj, const int32 Param1, const [FSearchNode](API\Runtime\AIModule\FGraphAStar\FSearchNode) & Param2 )


code: template<typename TemplateClass> static decltype(auto) ShouldIgnoreClosedNodes ( const TemplateClass & Obj )


code: template<typename TemplateClass> static decltype(auto) ShouldIncludeStartNodeInPath ( const TemplateClass & Obj )


code: FGraphAStar ( const TGraph & InGraph )


className: FGraphAStar

description: // Optionally implemented methods to parameterize the search int32 GetNeighbourCount(FNodeRef NodeRef) const; - returns number of neighbours that the graph node identified with NodeRef has, it is ok if not implemented, the logic will stop calling GetNeighbour once it received an invalid noderef bool ShouldIgnoreClosedNodes() const; - whether to revisit closed node or not bool ShouldIncludeStartNodeInPath() const; - whether to put the start node in the resulting path int32 GetMaxSearchNodes() const; - whether to limit the number of search nodes to a maximumFVector::FRealGetCostLimit() const  - whether to limit the search to a maximum cost

code: template<typename TGraph, typename Policy, typename TSearchNode, bool DoRangeCheck> struct FGraphAStar

Graph

type: const TGraph &

NodePool

type: FNodePool

type: FNodeSorter

OpenList

type: FOpenList


code: typedef TGraph::FNodeRef FGraphNodeRef


code: FGraphAStarDefaultNode ( const [FGraphNodeRef](API\Runtime\AIModule\FGraphAStarDefaultNode\FGraphNodeRef) & InNodeRef )


className: bReuseNodePoolInSubsequentSearches

code: static const bool bReuseNodePoolInSubsequentSearches = false;


className: FGraphAStarDefaultNode

description: Default A* node class. Extend this class and pass as a parameter toFGraphAStarfor additional functionality

code: template<typename TGraph> struct FGraphAStarDefaultNode

bIsClosed

type: uint8:  1

NodeRef

type: constFGraphNod...

ParentRef

type: FGraphNodeRef


className: OpenSetSize

code: static const int32 OpenSetSize = 64;


className: FatalPathLength

code: static const int32 FatalPathLength = 10000;


className: NodePoolSize

code: static const int32 NodePoolSize = 64;


className: FGraphAStarDefaultPolicy

code: struct FGraphAStarDefaultPolicy


code: FGridSize2D ( uint32 InWidth, uint32 InHeight )


code: bool operator== ( const [FIndexedHandleBase](API\Runtime\AIModule\FIndexedHandleBase) & Other ) const


code: bool operator!= ( const [FIndexedHandleBase](API\Runtime\AIModule\FIndexedHandleBase) & Other ) const


code: void SetSerialNumber ( uint32 InSerialNumber )


code: FIndexedHandleBase ( int32 InIndex, uint32 InSerialNumber )


className: FIndexedHandleBase

description: Indexbased handle that has a serial number to verify stale handles. For fast safe access in to index based data structures

code: struct FIndexedHandleBase : public [FSimpleIndexedHandleBase](API\Runtime\AIModule\FSimpleIndexedHandleBase)


description: Returns the number of used handles, will be greater than or equal to zero

code: int32 CalcNumUsedHandles() const


className: FIndexedHandleManager

code: template<typename TIndexedHandle, bool bOptimizeHandleReuse> struct FIndexedHandleManager : public [FIndexedHandleManagerBase< TIndexedHandle, int32, uint32, bOptimizeHandleReuse >](API\Runtime\AIModule\FIndexedHandleManagerBase)


className: FHandleArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< TIndexedHandle > FHandleArray


code: const [TArray](API\Runtime\Core\Containers\TArray)< TIndexedHandle > & GetHandles() const


code: bool IsValidHandle ( TIndexedHandle IndexedHandle ) const


className: ManagerIDCounter

description: ID used in non shipping / test builds to ensure the same manager that is used to create handles is also used to remove them

code: static std::atomic< uint32 > ManagerIDCounter = { 0 };


code: [FIndexedHandleManagerBase](API\Runtime\AIModule\FIndexedHandleManagerBase) & operator= ( const [FIndexedHandleManagerBase](API\Runtime\AIModule\FIndexedHandleManagerBase) & Other )


code: bool RemoveHandle ( TIndexedHandle IndexedHandle )


className: SerialNumberCounter

code: static std::atomic< TSerialType > SerialNumberCounter = { 0 };


description:
Attempts to shrink the Handles array if there are contiguous free slots at the end of the Array
the new Num items in the handles array

code: int32 ShrinkHandles()


description: Defaulted copy constructor, but it acts differently from the copy assignment operator - notably, doesn't allocate a new ManagerID.

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


className: FIndexedHandleManagerBase

description: Handle Manager meant forFIndexedHandleBaseandFCompactIndexedHandleBasederived classes, handles are given out from a freelist and are zero based and consecutive in nature, so ideal for being used as indices in to arrays. Using bOptimizeHandleReuse performance impact on releasing a handle. Because new handles will always use the smallest index, this will help greatly the compaction code(ShrinkHandles) and reduce the total number of handles. This is very useful when you need to iterate through every valid handles often.

code: template<typename TIndexedHandle, typename TIndexType, typename TSerialType, bool bOptimizeHandleReuse> struct FIndexedHandleManagerBase

FreeHandleIndices

type: TArray< TIndexT...

Handles

type: FHandleArray

description: Handles stored as a free list sparse array, Handle entries that are free will have a GetIndex() == INDEX_NONE


code: float GetElapsedTimeWithFallback ( const float FallbackValue ) const


code: FIntervalCountdown ( const float InInterval )


description: Resets the countdown back to Interval

code: void Reset()


code: void Set ( const float InNewTimeLeft )


description: True if time's up

code: bool Tick ( const float TimeDelta )


className: FIntervalCountdown

code: struct FIntervalCountdown

Interval

type: float


className: RequireRangeCheck

description: Set to false if you don't want to lose performance on range checks in performance-critical pathfinding code.

code: enum { RequireRangeCheck = DoRangeCheck }


className: FRangeChecklessAllocator

code: template<bool DoRangeCheck> class FRangeChecklessAllocator : public [TSizedDefaultAllocator< 32 >](API\Runtime\Core\Containers\TSizedDefaultAllocator)


className: InvalidID

code: static constexpr uint32 InvalidID = 0;


code: bool operator!= ( const [FSequentialIDBase](API\Runtime\AIModule\FSequentialIDBase) & Other ) const


code: bool operator== ( const [FSequentialIDBase](API\Runtime\AIModule\FSequentialIDBase) & Other ) const


code: FSequentialIDBase ( uint32 InID )


className: FSequentialIDBase

code: struct FSequentialIDBase


description: INDEX_NONE if invalid or >=0 for a potentially valid handle

code: int32 GetIndex() const


description: Makes the handle Invalid

code: void Invalidate()


description: true if this handle is valid, this doesn't check that it's in the correct range for the underlying resource it's providing a handle for

code: bool IsValid() const


className: FSimpleIndexedHandleBase::operator bool

description: IsValid

code: operator bool() const


code: bool operator== ( const [FSimpleIndexedHandleBase](API\Runtime\AIModule\FSimpleIndexedHandleBase) & Other ) const


code: bool operator!= ( const [FSimpleIndexedHandleBase](API\Runtime\AIModule\FSimpleIndexedHandleBase) & Other ) const


code: virtual void DrawData ( [IVisualLoggerEditorInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerEditorInterface) * EdInterface, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


className: FSimpleIndexedHandleBase

description: Indexbased handle that doesn't use a serial number. For fast access in to index based data structures when we don't expect handles to be able to be stale

code: struct FSimpleIndexedHandleBase


code: void DrawData &40; UWorld &42; InWorld, class UEQSRenderingComponent &42; EQSRenderingComponent, UCanvas &42; Canvas, AActor &42; HelperActor, const FName & TagName, const FVisualLogDataBlock & DataBlock, double Timestamp &41;


code: virtual void OnItemsSelectionChanged ( [IVisualLoggerEditorInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerEditorInterface) * EdInterface )


code: virtual void OnLogLineSelectionChanged ( [IVisualLoggerEditorInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerEditorInterface) * EdInterface, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct FLogEntryItem > SelectedItem, int64 UserData )


code: FSimpleIndexedHandleBase ( int32 InIndex )


code: virtual void ResetData ( [IVisualLoggerEditorInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerEditorInterface) * EdInterface )


className: FVisualLoggerExtension

code: class FVisualLoggerExtension : public [FVisualLogExtensionInterface](API\Runtime\Engine\VisualLogger\FVisualLogExtensionInterface)

EQSRenderingComponents

type: TArray<TWeakOb...


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


className: UAIHotSpotManager

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


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IAIModule](API\Runtime\AIModule\IAIModule) & Get()


description: Deprecated* Should use aUAssetDefinitionDefaultand return EAssetCategoryPaths::AI instead.


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IAIModule

description: The public interface to this module

code: class IAIModule : public [IAISystemModule](API\Runtime\Engine\AI\IAISystemModule)


description: Clear resource lock of the given origin

code: virtual void ClearResourceLock &40; EAIRequestPriority::Type LockSource &41;


description: Force-clears all locks on resource


description: If resource is lockable lock it with indicated priority

code: virtual void LockResource &40; EAIRequestPriority::Type LockSource &41;


description: Check whether resource is currently locked

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


className: IAIResourceInterface

code: class IAIResourceInterface


description: Retrieve team identifier in form ofFGenericTeamId

code: virtual FGenericTeamId GetGenericTeamId&40;&41; const


description: Assigns Team Agent to given TeamID

code: virtual void SetGenericTeamId &40; const FGenericTeamId & TeamID &41;


className: IGenericTeamAgentInterface

code: class IGenericTeamAgentInterface


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()


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Copies navlink end points from the first entry in PointLinks array. This function is a helper function making up for smart links not drawing the FVector widgets in the editor.


description: Returns the world space bounding box of all components in this Actor.

code: virtual FBox GetComponentsBoundingBox ( bool bNonColliding, bool bIncludeFromChildActors ) const


description: Returns EdRenderComp subobject

code: [UNavLinkRenderingComponent](API\Runtime\NavigationSystem\UNavLinkRenderingComponent) * GetEdRenderComp() const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


description: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Optionalway of retrieving navigation link data - ifINavLinkHostInterfaceimplementer defines custom navigation links then it can just retrieve a list of links

code: virtual bool GetNavigationLinksArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationLink](API\Runtime\Engine\AI\Navigation\FNavigationLink) > & OutLink, [TArray](API\Runtime\Core\Containers\TArray)< [FNavigationSegmentLink](API\Runtime\Engine\AI\Navigation\FNavigationSegmentLink) > & OutSegments ) const


description: RetrievesUNavLinkDefinitionderived UClasses hosted by this interface implementer

code: virtual bool GetNavigationLinksClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavLinkDefinition](API\Runtime\Engine\AI\Navigation\UNavLinkDefinition) > > & OutClasses ) const


description: Returns SmartLinkComp subobject

code: [UNavLinkCustomComponent](API\Runtime\NavigationSystem\UNavLinkCustomComponent) * GetSmartLinkComp() const


description: Returns SpriteComponent subobject

code: [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent() const


description: Check if any agent is moving through smart link right now

code: bool HasMovingAgents() const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description: Check if smart link is enabled

code: bool IsSmartLinkEnabled() const


code: void NotifySmartLinkReached ( [UNavLinkCustomComponent](API\Runtime\NavigationSystem\UNavLinkCustomComponent) * LinkComp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PathingAgent, const FVector & DestPoint )


code: void OnNavAreaRegistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


code: void OnNavAreaUnregistered ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * NavAreaClass )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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()


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: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Called when agent reaches smart link during path following, useResumePathFollowing()to give control back

code: void ReceiveSmartLinkReached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Agent, const FVector & Destination )


description: Resume normal path following

code: void ResumePathFollowing ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Agent )


description: Change state of smart link

code: void SetSmartLinkEnabled ( bool bEnabled )


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


className: ANavLinkProxy

description: ANavLinkProxyconnects areas of Navmesh that don't have a direct navigation path. It directly supports Simple Links (see PointLinks array). There can be multiple Simple links perANavLinkProxyinstance. Simple links are designed to statically link areas of Navmesh and are associated with a particular area class that the link provides. Smart Link functionality is provided viaUNavLinkCustomComponent, see SmartLinkComp. They are designed to be able to be dynamically toggled between enabled and disabled and provide different area classes for both cases. The area classes can be dynamically modified without navmesh rebuilds. There can only be at most one smart link perANavLinkProxyinstance. Both simple and smart links on a singleANavLinkProxyinstance, can be set / enabled at once, as well as either or neither of them.

code: class ANavLinkProxy : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavLinkHostInterface](API\Runtime\NavigationSystem\INavLinkHostInterface), public [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface)

bSmartLinkIsRelevant

type: bool

description: Smart link: toggle relevancy

OnNavAreaRegisteredDelegateHandle

type: FDelegateHandle

OnSmartLinkReached

type: FSmartLinkReach...

PointLinks

type: TArray<FNaviga...

description: Navigation links (point to point) added to navigation data

SegmentLinks

description: Navigation links (segment to segment) added to navigation data


code: namespace ECrowdAvoidanceQuality { enum Type { Low, Medium, Good, High, } }


description: DEPRECATED, will be removed with GetPathActionType function.

code: namespace EPathFollowingAction { enum Type { Error, NoMove, DirectMove, PartialPath, PathToGoal, } }


code: namespace EPathFollowingDebugTokens { enum Type { Description, ParamName, FailedValue, PassedValue, } }


description: DEPRECATED, please use EPathFollowingResultDetails instead, will be removed with deprecated override of AbortMove function.

code: namespace EPathFollowingMessage { enum Type { NoPath, OtherRequest, } }


code: namespace EPathFollowingRequestResult { enum Type { Failed, AlreadyAtGoal, RequestSuccessful, } }


code: namespace EPathFollowingResult { enum Type { Success, Blocked, OffPath, Aborted, Skipped_DEPRECATED, Invalid, } }


code: namespace EPathFollowingStatus { enum Type { Idle, Waiting, Paused, Moving, } }


code: FCombinedNavGridData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) > & SourceGrids )


className: FCombinedNavGridData

code: struct FCombinedNavGridData : public [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData)

SourceIds

type: TArray< int32 >


className: FCrowdAgentData

code: struct FCrowdAgentData

AgentIndex

description: Index of agent in detour crowd

bIsSimulated

type: uint32:  1

description: Is this agent fully simulated by crowd?

bWantsPathOptimization

description: If set, agent wants path optimizations

PathOptRemainingTime

description: Remaining time for next path optimization

PrevPoly

type: NavNodeRef

description: Poly ref that agent is standing on from previous update


className: FCrowdAvoidanceConfig

description: Check flags in CrowdDebugDrawing namespace (CrowdManager.cpp) for debugging options.

code: struct FCrowdAvoidanceConfig

AdaptiveDepth

description: Adaptive sampling: number of iterations at best velocity

AdaptiveDivisions

description: Adaptive sampling: number of divisions per ring

AdaptiveRings

description: Adaptive sampling: number of rings

CustomPatternIdx

description: Index in SamplingPatterns array or 0xff for adaptive sampling


code: void AddSample ( float AngleInDegrees, float NormalizedRadius )


code: void AddSampleWithMirror ( float AngleInDegrees, float NormalizedRadius )


className: FCrowdAvoidanceSamplingPattern

code: struct FCrowdAvoidanceSamplingPattern

Angles

type: TArray< float >


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: FCrowdTickHelper

code: struct FCrowdTickHelper : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

Owner

type: TWeakObjectPtr<...


description: Try switching to next waypoint, depends on WaypointSwitchRadius

code: virtual bool ConditionalMoveToNextSection ( const FVector & AgentLocation, EMetaPathUpdateReason Reason )


description: Copy properties of other meta path

code: virtual void CopyFrom ( const [FMetaNavMeshPath](API\Runtime\AIModule\Navigation\FMetaNavMeshPath) & Other )


description: Force switching to next waypoint

code: bool ForceMoveToNextSection ( const FVector & AgentLocation )


code: virtual void DescribeSelfToVisLog ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


description: Returns approximate cost of path, ignores parameter

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetCostFromIndex ( int32 PathPointIndex ) const


description: Returns approximate length of path, ignores parameters

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetLengthFromPosition ( FVector SegmentStart, uint32 NextPathPointIndex ) const


description: Returns cached path goal

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMetaPathGoal() const