description: Returns number of waypoints

code: int32 GetNumWaypoints() const


description: Returns index of current target waypoint

module: AIModule

code: int32 GetTargetWaypointIndex() const


code: virtual void DebugDraw ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const [FColor](API\Runtime\Core\Math\FColor) PathColor, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const bool bPersistent, const float LifeTime, const uint32 NextPathPointIndex ) const


description: Returns waypoint array

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & GetWaypointArray() const


description: Returns radius for switching to next waypoint during path following

code: float GetWaypointSwitchRadius() const


description: Initialize path for path following

code: virtual void Initialize ( const FVector & AgentLocation )


description: Returns true if path at last waypoint

code: bool IsLastSection() const


description: Switch to next waypoint

code: bool MoveToNextSection ( const FVector & AgentLocation )


description: Tries to set waypoints, fails when path is ready being followed

code: bool SetWaypoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints )


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


description: Sets radius for switching to next waypoint during path following

code: void SetWaypointSwitchRadius ( float InSwitchRadius )


className: Type

code: static const [FNavPathType](API\Runtime\Engine\AI\Navigation\FNavPathType) Type;


description: Updates underlying navmesh path for current target waypoint

code: virtual bool UpdatePath ( const FVector & AgentLocation )


code: FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )


code: FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMetaPathWayPoint](API\Runtime\AIModule\Navigation\FMetaPathWayPoint) > & InWaypoints, const [AController](API\Runtime\Engine\GameFramework\AController) & Owner )


code: FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InWaypoints, const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )


className: FMetaNavMeshPath

description: Since path updates itself for moving agent it really shouldn't be reused by others.

code: struct FMetaNavMeshPath : public [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath)

ApproximateLength

description: Sum of 3D distance along waypoints, used for approximating length of path

PathGoal

type: TWeakObjectPtr<...

description: Stored goal actor

PathGoalTetherDistance

type: float

description: Stored goal actor's tether distance

TargetWaypointIdx

description: Current target of path following

Waypoints

type: TArray<FMetaPa...

description: List of waypoints, including start and end of path

WaypointSwitchRadius

description: Update navmesh path when this close to target waypoint


code: FMetaNavMeshPath ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InWaypoints, const [AController](API\Runtime\Engine\GameFramework\AController) & Owner )


code: FMetaPathWayPoint ( const FVector & Location, const uint32 InUserFlags )


className: FMetaPathWayPoint

code: struct FMetaPathWayPoint : public [UE::Math::TVector< double >](API\Runtime\Core\Math\TVector)


description: Create path points from StartCoords to EndCoord, returns false when failed

code: bool FindPath ( const FIntVector & StartCoords, const FIntVector & EndCoords, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & PathCoords ) const


description: Creates path points from navigation path going through grid

code: void FindPathForMovingAgent ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & SourcePath, const FVector & EntryLocation, int32 EntrySegmentStart, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPointsInside, int32 & NextSegmentStart ) const


className: FNodeRef

description: FGraphAStar: TGraph.

code: typedef int32 FNodeRef


description: Convert global world coords to cell index, return -1 if outside

code: int32 GetCellIndexFromGlobalCoords2D ( const FIntVector & WorldCoords ) const


description: Convert cell index to global world coords with origin in (0,0,0)

code: FIntVector GetGlobalCoords ( int32 CellIdx ) const


description: Get unique Id of grid

code: const int32 GetGridId() const


code: int32 GetNeighbourCount ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const


code: [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) GetNeighbour ( const [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef, const int32 NeiIndex ) const


description: Convert cell index to world location using projected heights

code: FVector GetProjectedCellCenter ( int32 CellIdx ) const


description: Convert cell coords on grid to world location using projected heights

code: FVector GetProjectedCellCenter ( int32 LocationX, int32 LocationY ) const


description: Check if there's an obstacle at cell coords

code: bool HasObstacleUnsafe ( int32 LocationX, int32 LocationY ) const


description: Check if line trace between local coords on grid hits any obstacles, doesn't validate coords!

code: bool IsLineObstructed ( const FIntVector & StartCoords, const FIntVector & EndCoords ) const


code: bool IsValidRef ( [FNodeRef](API\Runtime\AIModule\Navigation\FNavLocalGridData\FNodeRef) NodeRef ) const


description: Mark box (AABB or rotated) shape as obstacle

code: void MarkBoxObstacle ( const FVector & Center, const FVector & Extent, const FQuat & Quat )


description: Mark capsule shape as obstacle

code: void MarkCapsuleObstacle ( const FVector & Center, float Radius, float HalfHeight )


description: Mark single cell as obstacle

code: void MarkPointObstacle ( const FVector & Center )


description: Convert PathIndices into pruned PathCoords

code: void PostProcessPath ( const FIntVector & StartCoords, const FIntVector & EndCoords, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & PathIndices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & PathCoords ) const


description: Project cells on navigation data and marks failed ones as obstacles

code: void ProjectCells ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )


description: Set unique Id of grid

code: void SetGridId ( int32 NewId )


description: Set height of bounds, if not set: ProjectCells will use height of default query box

code: void SetHeight ( float ExtentZ )


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


code: FNavLocalGridData ( const FVector & Center, float Extent2D )


code: FNavLocalGridData ( const FVector & Center, const FVector2D & Extent2D )


className: FNavLocalGridData

description: TODO: helpers for marking different basic shapes TODO: serialization (with maps?) TODO:FNavigationPathsupport?

code: struct FNavLocalGridData : public [TSimpleCellGrid< uint8,((uint8) 0xff) >](API\Runtime\AIModule\TSimpleCellGrid)

CellZ

type: TArray<FVector...

LastAccessTime

type: double


code: namespace operator EPathFollowingRequestResult { operator EPathFollowingRequestResult::Type() const }


className: FPathFollowingRequestResult

code: struct FPathFollowingRequestResult

Code

type: TEnumAsByte<EP...

MoveId

type: FAIRequestID


code: bool HasFlag ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) Flag ) const


code: FPathFollowingResult ( [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) InFlags )


code: FPathFollowingResult ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) ResultCode, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) ExtraFlags )


className: FPathFollowingResult

code: struct FPathFollowingResult

Flags

type: FPathFollowingR...


code: namespace FPathFollowingResultFlags { [FString](API\Runtime\Core\Containers\FString) FPathFollowingResultFlags::ToString ( uint16 Value ) }


className: bReuseNodePoolInSubsequentSearches

code: static const bool bReuseNodePoolInSubsequentSearches = false;


className: FatalPathLength

code: static const int32 FatalPathLength = 10000;


className: NodePoolSize

code: static const int32 NodePoolSize = 2048;


className: OpenSetSize

code: static const int32 OpenSetSize = 2048;


className: FRecastGraphPolicy

code: struct FRecastGraphPolicy


className: FRecastGraphWrapper

code: struct FRecastGraphWrapper


className: FSmartLinkReachedSignature

code: class FSmartLinkReachedSignature


description: Group mask for this agent

code: virtual int32 GetCrowdAgentAvoidanceGroup&40;&41; const


description: Fills information about agent's collision cylinder

code: virtual void GetCrowdAgentCollisions &40; float & CylinderRadius, float & CylinderHalfHeight &41; const


description: Will avoid other agents if they are in one of specified groups

code: virtual int32 GetCrowdAgentGroupsToAvoid&40;&41; const


description: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid

code: virtual int32 GetCrowdAgentGroupsToIgnore&40;&41; const


description: current location of crowd agent

code: virtual FVector GetCrowdAgentLocation&40;&41; const


description: max speed of crowd agent

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


description: current velocity of crowd agent

code: virtual FVector GetCrowdAgentVelocity&40;&41; const


className: ICrowdAgentInterface

code: class ICrowdAgentInterface


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


className: UCrowdAgentInterface

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


description: Aborts following path

code: virtual void AbortMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) AbortFlags, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )


description: Pass desired position to movement component (after resolving collisions between crowd agents)

code: virtual void ApplyCrowdAgentPosition ( const FVector & NewPosition )


code: virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink )


description: Pass agent velocity to movement component

code: virtual void ApplyCrowdAgentVelocity ( const FVector & NewVelocity, const FVector & DestPathCorner, bool bTraversingLink, bool bIsNearEndOfPath )


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: Cleanup component before destroying

code: virtual void Cleanup()


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


description: PathFollowingComponent BEGIN.

code: virtual int32 DetermineStartingPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * ConsideredPath ) const


description: Call when moving agent finishes using custom nav link, returns control back to path following

code: virtual void FinishUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink )


description: Follow current path segment

code: virtual void FollowPathSegment ( float DeltaTime )


description: Group mask for this agent

code: virtual int32 GetCrowdAgentAvoidanceGroup() const


code: virtual void GetCrowdAgentCollisions ( float & CylinderRadius, float & CylinderHalfHeight ) const


code: virtual int32 GetCrowdAgentGroupsToAvoid() const


code: virtual int32 GetCrowdAgentGroupsToIgnore() const


description: max speed of crowd agent

code: virtual float GetCrowdAgentMaxSpeed() const


description: current location of crowd agent

code: virtual FVector GetCrowdAgentLocation() const


description: current velocity of crowd agent

code: virtual FVector GetCrowdAgentVelocity() const


code: float GetCrowdSeparationWeight() const


description: Returns index of the currently followed element of path. Depending on the actual path it may represent different things, like a path point or navigation corridor index

code: virtual int32 GetCurrentPathElement() const


code: virtual void GetDebugStringTokens ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [EPathFollowingDebugTokens::Type](API\Runtime\AIModule\Navigation\EPathFollowingDebugTokens__Type) > & Flags ) const


description: Get current focal point of movement

code: virtual FVector GetMoveFocus ( bool bAllowStrafe ) const


code: bool HasMovedDuringPause() const


description: PathFollowingComponent BEGIN.

code: virtual void Initialize()


description: Checks if bEnableAnticipateTurns is set to true, and if crowd simulation is not suspended


description: Checks if bEnableObstacleAvoidance is set to true, and if crowd simulation is not suspended


description: Checks if bEnableOptimizeTopology is set to true, and if crowd simulation is not suspended


code: bool IsCrowdPathOffsetEnabled() const


description: Checks if bEnableSeparation is set to true, and if crowd simulation is not suspended

code: bool IsCrowdSeparationActive() const


code: bool IsCrowdSeparationEnabled() const


code: bool IsCrowdSimulatioSuspended() const


code: bool IsCrowdSimulationActive() const


code: bool IsCrowdSimulationEnabled() const


description: Check if agent is on path

code: virtual bool IsOnPath() const


description: Called when falling movement ends.

code: virtual void OnLanded()


description: Called when NavigationSystem finishes initial navigation data registration. This is usually required by AI agents hand-placed on levels to find MyNavData

code: virtual void OnNavigationInitDone()


description: Called when agent moved to next nav node (poly)

code: virtual void OnNavNodeChanged ( NavNodeRef NewPolyRef, NavNodeRef PrevPolyRef, int32 CorridorSize )


description: Called when owner is preparing new pathfinding request

code: virtual void OnPathfindingQuery ( [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )


description: Notify about finished movement

code: virtual void OnPathFinished ( const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result )


description: Pause path following

code: virtual void PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )


description: Notify about changing current path: new pointer or update from path event

code: virtual void OnPathUpdated()


description: Reset path following data

code: virtual void Reset()


description: Resume path following

code: virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )


code: void SetAvoidanceGroup ( int32 GroupFlags, bool bUpdateAgent )


code: void SetCrowdAffectFallingVelocity ( bool bEnable )


code: void SetCrowdAnticipateTurns ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdAvoidanceQuality ( [ECrowdAvoidanceQuality::Type](API\Runtime\AIModule\Navigation\ECrowdAvoidanceQuality__Type) Quality, bool bUpdateAgent )


code: void SetCrowdAvoidanceRangeMultiplier ( float Multiplier, bool bUpdateAgent )


code: void SetCrowdObstacleAvoidance ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdCollisionQueryRange ( float Range, bool bUpdateAgent )


code: void SetCrowdOptimizeVisibility ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdOptimizeTopology ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdPathOffset ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdPathOptimizationRange ( float Range, bool bUpdateAgent )


code: void SetCrowdRotateToVelocity ( bool bEnable )


code: void SetCrowdSeparation ( bool bEnable, bool bUpdateAgent )


code: void SetCrowdSeparationWeight ( float Weight, bool bUpdateAgent )


code: void SetCrowdSlowdownAtGoal ( bool bEnable, bool bUpdateAgent )


code: void SetGroupsToAvoid ( int32 GroupFlags, bool bUpdateAgent )


description: Sets variables related to current move segment

code: virtual void SetMoveSegment ( int32 SegmentStartIndex )


code: void SetGroupsToIgnore ( int32 GroupFlags, bool bUpdateAgent )


description: Should verify if agent if still on path ater movement has been resumed?

code: virtual bool ShouldCheckPathOnResume() const


code: bool ShouldSwitchPathPart ( int32 CorridorSize ) const


code: virtual bool ShouldTrackMovingGoal ( FVector & OutGoalLocation ) const


description: Main switch for crowd steering & avoidance

code: virtual void SuspendCrowdSteering ( bool bSuspend )


description: Switch between crowd simulation and parent implementation (following path segments)

code: virtual void SetCrowdSimulationState ( ECrowdSimulationState NewState )


code: void UpdateCachedDirections ( const FVector & NewVelocity, const FVector & NextPathCorner, bool bTraversingLink )


description: Update params in crowd manager

code: void UpdateCrowdAgentParams() const


code: void UpdateDestinationForMovingGoal ( const FVector & NewDestination )


description: Check if movement component is valid or tries to grab one from owner

code: virtual bool UpdateMovementComponent ( bool bForce )


description: Check state of path following, update move segment if needed

code: virtual void UpdatePathSegment()


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


className: UCrowdFollowingComponent

code: class UCrowdFollowingComponent : public [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent), public [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface)

AvoidanceInterface

type: TWeakInterfaceP...

AvoidanceQuality

type: TEnumAsByte<EC...

AvoidanceRangeMultiplier

description: Multiplier for avoidance samples during detection, doesn't affect actual velocity

bAffectFallingVelocity

type: uint8:  1

description: If set, velocity will be updated even if agent is falling

bCanCheckMovingTooFar

description: If set, destination overshot can be tested

bCanUpdatePathPartInTick

description: If set, path parts can be switched in UpdatePathSegment, based on distance

bCheckMovementAngle

description: If set, movement will be finished when velocity is opposite to path direction (runtime flag)

bFinalPathPart

description: If set, agent if moving on final path part, skip further updates (runtime flag)

bRegisteredWithCrowdSimulation

description: Set when agent is registered in crowd simulation (either controlled or an obstacle)

bRotateToVelocity

description: If set, move focus will match velocity direction

bSuspendCrowdSimulation

description: If set, avoidance and steering will be suspended (used for direct move requests)

bUpdateDirectMoveVelocity

description: If set, move velocity will be updated in every tick

CrowdAgentMoveDirection

type: FVector

LastPathPolyIndex

description: Last visited poly on path

PathStartIndex

description: Start index of current path part

SimulationState

type: ECrowdSimulatio...

UCrowdManager

type: friend


description: Adjust current position in path's corridor, starting test from PathStartIdx

code: void AdjustAgentPathStart ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) * Path, int32 & PathStartIdx ) const


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

code: virtual void BeginDestroy()


code: virtual void CleanUp ( float DeltaTime )


description: Clears move target for crowd agent (only for fully simulated)

code: void ClearAgentMoveTarget ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const


description: Reads existing avoidance config or returns false

code: bool GetAvoidanceConfig ( int32 Idx, [FCrowdAvoidanceConfig](API\Runtime\AIModule\Navigation\FCrowdAvoidanceConfig) & Data ) const


code: static [UCrowdManager](API\Runtime\AIModule\Navigation\UCrowdManager) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


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


code: const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * GetNavData() const


description: Returns a list of locations of nearby agents

code: int32 GetNearbyAgentLocations ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutLocations ) const


description: Returns number of nearby agents

code: int32 GetNumNearbyAgents ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const


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


description: Check if object is a valid crowd agent

code: bool IsAgentValid ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const


description: Check if object is a valid crowd agent

code: bool IsAgentValid ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const


description: Tests if NavData is a suitable nav data type to be used by this CrowdManager instance.

code: virtual bool IsSuitableNavData ( const [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData ) const


description: Update agent after using custom link

code: void OnAgentFinishedCustomLink ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const


description: Called by the nav system when a navigation data instance is removed. The crowd manager will see if it's the nav data being used by it an if so try to find another one. If there's none the crowd manager will stop working.

code: virtual void OnNavDataUnregistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )


description: Called by the nav system when a new navigation data instance is registered. If the CrowdManager instance had no nav data cached it will consider this NavDataInstance and update if necesary.

code: virtual void OnNavDataRegistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) & NavData )


description: Notify called when detour navmesh is changed

code: void OnNavMeshUpdate()


description: Switch agent to waiting state

code: void PauseAgent ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent ) const


description: Called from tick, after move points were updated, before any steering/avoidance

code: virtual void PostMovePointUpdate()


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

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


description: Called from tick, just after updating agents proximity data

code: virtual void PostProximityUpdate()


description: Adds new agent to crowd

code: void RegisterAgent ( [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent )


description: Resumes agent movement

code: void ResumeAgent ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, bool bForceReplanPath ) const


description: Sets move direction for crowd agent (only for fully simulated)

code: bool SetAgentMoveDirection ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const FVector & MoveDirection ) const


description: Sets move target using path (only for fully simulated)

code: bool SetAgentMovePath ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const [FNavMeshPath](API\Runtime\NavigationSystem\NavMesh\FNavMeshPath) * Path, int32 PathSectionStart, int32 PathSectionEnd, const FVector & PathSectionEndLocation ) const


description: Sets move target for crowd agent (only for fully simulated)

code: bool SetAgentMoveTarget ( const [UCrowdFollowingComponent](API\Runtime\AIModule\Navigation\UCrowdFollowingComponent) * AgentComponent, const FVector & MoveTarget, FSharedConstNavQueryFilter Filter ) const


description: Updates existing avoidance config or returns false

code: bool SetAvoidanceConfig ( int32 Idx, const [FCrowdAvoidanceConfig](API\Runtime\AIModule\Navigation\FCrowdAvoidanceConfig) & Data )


description: Remove started offmesh connections from corridor

code: void SetOffmeshConnectionPruning ( bool bRemoveFromCorridor )


description: Block path visibility raycasts when crossing different nav areas

code: void SetSingleAreaVisibilityOptimization ( bool bEnable )


description: Sets NavData as MyNavData. If Null and bFindNewNavDataIfNull is true then the manager will search for a new NavData instance that meets theIsSuitableNavData()condition.

code: void SetNavData ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData, const bool bFindNewNavDataIfNull )


code: virtual void Tick ( float DeltaTime )


description: Removes agent from crowd

code: void UnregisterAgent ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent )


description: Updates agent data

code: void UpdateAgentParams ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const


description: Refresh agent state

code: void UpdateAgentState ( const [ICrowdAgentInterface](API\Runtime\AIModule\Navigation\ICrowdAgentInterface) * Agent ) const


description: Try to initialize nav data from already existing ones

code: virtual void UpdateNavData()


description: Setup params of crowd avoidance

code: virtual void UpdateAvoidanceConfig()


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


className: UCrowdManager

code: class UCrowdManager : public [UCrowdManagerBase](API\Runtime\NavigationSystem\UCrowdManagerBase)

ActiveAgents

type: TMap<ICrowdAge...

description: Agents registered in crowd manager

AgentFlags

type: TArray< uint8 >

description: Temporary flags for crowd agents

AvoidanceConfig

type: TArray<FCrowdA...

description: Obstacle avoidance params

bAllowPathReplan

type: uint32:  1

bResolveCollisions

description: Should crowd simulation resolve collisions between agents? if not, this will be handled by their movement components

MaxAgentRadius

description: Max radius of agent that can be added to crowd

MaxAgents

description: Max number of agents supported by crowd

MaxAvoidedAgents

description: Max number of neighbor agents for velocity avoidance

MaxAvoidedWalls

description: Max number of wall segments for velocity avoidance

MyNavData

type: TObjectPtr<ANa...

NavmeshCheckInterval

description: How often should agents check their position after moving off navmesh?

PathOffsetRadiusMultiplier

description: Agent radius multiplier for offsetting path around corners

PathOptimizationInterval

description: How often should agents try to optimize their paths?

SamplingPatterns

description: Obstacle avoidance params

SeparationDirClamp

description: Clamp separation force to left/right when neighbor is behind (dot between forward and dirToNei, -1 = disabled)

TickHelper

type: FCrowdTickHelpe...


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


code: int32 GetNextGridPathIndex() const


description: Initialize component to use

code: virtual void Initialize()


description: Notify about changing current path: new pointer or update from path event

code: virtual void OnPathUpdated()


description: Reset path following data

code: virtual void Reset()


description: Resume path following

code: virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )


description: Check state of path following, update move segment if needed

code: virtual void UpdatePathSegment()


code: void UpdateActiveGrid ( const FVector & CurrentLocation )


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


className: UGridPathFollowingComponent

description: Does not replace proper avoidance for dynamic obstacles!

code: class UGridPathFollowingComponent : public [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent)

ActiveGridId

description: Id of current grid

ActiveGridIdx

description: Index of current grid

bHasGridPath

description: Set when grid path is valid

bIsPathEndInsideGrid

description: Set when end of followed Path ends inside current grid

GridManager

type: TObjectPtr<UNa...

GridMoveSegmentEndIndex

description: Index of current destination grid path point

GridPathPoints

type: TArray< FVector...

description: Path points for moving through grid

MoveSegmentStartIndexOffGrid

description: Expected start of path segment after leaving grid


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > GetSimpleFilterForAgent ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Querier ) const


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


code: class UNavFilter_AIControllerDefault : public [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter)


description: Adds new grid

code: int32 AddGridData ( const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GridData, bool bUpdate )


description: Creates single grid data for set of points

code: static int32 AddLocalNavigationGridForPoints ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Locations, const int32 Radius2D, const float Height, bool bRebuildGrids )


description: Creates new grid data for single point

code: static int32 AddLocalNavigationGridForPoint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, const int32 Radius2D, const float Height, bool bRebuildGrids )


code: static int32 AddLocalNavigationGridForCapsule ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, float CapsuleRadius, float CapsuleHalfHeight, const int32 Radius2D, const float Height, bool bRebuildGrids )


code: static int32 AddLocalNavigationGridForBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, FVector Extent, FRotator Rotation, const int32 Radius2D, const float Height, bool bRebuildGrids )


code: static bool FindLocalNavigationGridPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Start, const FVector & End, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPoints )


description: Get shared size of grid cell, static but there's only one active manager

code: static float GetCellSize()


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


description: Tries to find a path using grids, returns false when start and end locations are not on the same grid

code: bool FindPath ( const FVector & Start, const FVector & End, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PathPoints ) const


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


description: Get combined, non overlapping grid by index

code: const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GetGridData ( int32 GridIdx ) const


description: Find combined grid at location

code: int32 GetGridIndex ( const FVector & WorldLocation ) const


description: Find combined grid value at world location

code: uint8 GetGridValueAt ( const FVector & WorldLocation ) const


description: Get limit of source grids

code: int32 GetMaxActiveSources() const


description: Get number of combined, non overlapping grids

code: int32 GetNumGrids() const


description: Get number of known source grids

code: int32 GetNumSources() const


description: Get source grid by index

code: const [FNavLocalGridData](API\Runtime\AIModule\Navigation\FNavLocalGridData) & GetSourceData ( int32 SourceIdx ) const


description: Get version of grid data, incremented with each rebuild

code: int32 GetVersion() const


className: GridCellSize

code: static float GridCellSize = 50.0f;


description: Check if source grid limit is set

code: bool HasSourceGridLimit() const


description: Rebuild overlapping grids if needed

code: void RebuildGrids()


description: Projects combined grids to navigation data

code: virtual void ProjectGrids ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GridIndices )


description: Removes grid

code: void RemoveGridData ( int32 GridId, bool bUpdate )


code: static void RemoveLocalNavigationGrid ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 GridId, bool bRebuildGrids )


description: Set shared size of grid cell, allowed only when there's no grid added

code: bool SetCellSize ( float CellSize )


code: static bool SetLocalNavigationGridDensity ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float CellSize )


description: Set limit of source grids, 0 or negative means unlimited

code: void SetMaxActiveSources ( int32 NumActiveSources )


description: Updates LastAccessTime in all source grids

code: void UpdateAccessTime ( int32 CombinedGridIdx )


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


description: Ensures limit of source grids, removing oldest entries (LastAccessTime)

code: bool UpdateSourceGrids()


className: UNavLocalGridManager

description: Builds non overlapping grid from multiple sources, that can be used later for pathfinding. Check also:UGridPathFollowingComponent,FNavLocalGridData

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

CombinedGrids

type: TArray<FCombin...

SourceGrids

type: TArray<FNavLoc...


description: Aborts following path

code: virtual void AbortMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator, [FPathFollowingResultFlags::Type](API\Runtime\AIModule\Navigation\Type) AbortFlags, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )


description: Cleanup component before destroying

code: virtual void Cleanup()


description: Clear resource lock of the given origin

code: virtual void ClearResourceLock ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )


description: Debug point reach test values

code: void DebugReachTest ( float & CurrentDot, float & CurrentDistance, float & CurrentHeight, uint8 & bDotFailed, uint8 & bDistanceFailed, uint8 & bHeightFailed ) const


className: DefaultAcceptanceRadius

description: Special float constant to symbolize "use default value". This does not contain value to be used, it's used to detect the fact that it's requested, and appropriate value from querier/doer will be pulled

code: static const float DefaultAcceptanceRadius = -1.f;


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


description: index of path point, that should be target of current move segment

code: virtual int32 DetermineCurrentTargetPathPoint ( int32 StartIndex )


description:
this function does not set MoveSegmentEndIndex
what PathFollowingComponent thinks should be next path point. INDEX_NONE if given path is invalid

code: virtual int32 DetermineStartingPathPoint ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * ConsideredPath ) const


description: For given path finds a path node at which PathfollowingComponent should start doing precise is-goal-in-acceptance-radius tests

code: int32 FindPreciseAcceptanceRadiusTestsStartNodeIndex ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & PathInstance, const FVector & GoalLocation ) const


code: virtual void DisplayDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos ) const


description: Call when moving agent finishes using custom nav link, returns control back to path following

code: virtual void FinishUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink )


className: FMoveComplete

code: typedef TMulticastDelegate_TwoParams< void, [FAIRequestID](API\Runtime\AIModule\FAIRequestID), const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & > FMoveComplete


description: Follow current path segment

code: virtual void FollowPathSegment ( float DeltaTime )


className: FMoveCompletedSignature

code: typedef TMulticastDelegate_TwoParams< void, [FAIRequestID](API\Runtime\AIModule\FAIRequestID), [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) > FMoveCompletedSignature


className: FPostProcessMoveSignature

code: typedef TBaseDelegate_TwoParams< void, [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) *, FVector & > FPostProcessMoveSignature


className: FRequestCompletedSignature

code: typedef TBaseDelegate_OneParam< void, [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) > FRequestCompletedSignature


description: Force-clears all locks on resource

code: virtual void ForceUnlockResource()


code: float GetAcceptanceRadius() const


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


description: Force creating new location sample for block detection

code: void ForceBlockDetectionUpdate()


description: Note that CurrentMoveInput is only valid if MovementComp->UseAccelerationForPathFollowing() == true

code: FVector GetCurrentMoveInput() const


code: FVector GetCurrentDirection() const


description: Returns current location on navigation data


description: Returns index of the currently followed element of path. Depending on the actual path it may represent different things, like a path point or navigation corridor index

code: virtual int32 GetCurrentPathElement() const


code: uint32 GetCurrentPathIndex() const


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


code: virtual void GetDebugStringTokens ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [EPathFollowingDebugTokens::Type](API\Runtime\AIModule\Navigation\EPathFollowingDebugTokens__Type) > & Flags ) const


description: Based on Path's properties, original move goal location and requested AcceptanceRadius this function calculates actual acceptance radius to apply when testing if the agent has successfully reached requested goal's vicinity

code: float GetFinalAcceptanceRadius ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & PathInstance, const FVector OriginalGoalLocation, const FVector * PathEndOverride ) const


description: Get current focal point of movement

code: virtual FVector GetMoveFocus ( bool bAllowStrafe ) const


code: static uint32 GetNextRequestId()


code: const FNavPathSharedPtr GetPath() const


code: FVector GetPathDestination() const


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


description: estimated cost of unprocessed path segments  0 means, that component is following final path segment or doesn't move


description: Readable name of result enum

code: [FString](API\Runtime\Core\Containers\FString) GetResultDesc ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) Result ) const


description: Readable name of current status


description:
Called after receiving update event from current path
false if path was not accepted and move request needs to be aborted

code: virtual bool HandlePathUpdateEvent()


description: Check if path following has authority over movement (e.g. not falling) and can update own state

code: bool HasMovementAuthority() const


description: Simple test for stationary agent (used as early finish condition), check if reached target specified in move request

code: bool HasReached ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest ) const


description: Simple test for stationary agent (used as early finish condition), check if reached given goal

code: bool HasReached ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & TestGoal, EPathFollowingReachMode ReachMode, float AcceptanceRadius, bool bUseNavAgentGoalLocation ) const


description: Simple test for stationary agent (used as early finish condition), check if reached given point

code: bool HasReached ( const FVector & TestPoint, EPathFollowingReachMode ReachMode, float AcceptanceRadius ) const


description: Check if segment is completed

code: virtual bool HasReachedCurrentTarget ( const FVector & CurrentLocation ) const


description: Check if move is completed

code: virtual bool HasReachedDestination ( const FVector & CurrentLocation ) const


description: Check if movement is blocked

code: bool IsBlocked() const


code: bool HasStartedNavLinkMove() const


description: Check if moving agent has reached goal defined by cylinder

code: bool HasReachedInternal ( const FVector & GoalLocation, float GoalRadius, float GoalHalfHeight, const FVector & AgentLocation, float RadiusThreshold, float AgentRadiusMultiplier ) const


description: Initialize component to use

code: virtual void Initialize()


description: state of block detection

code: bool IsBlockDetectionActive() const


description: Returns true if pathfollowing is doing deceleration at the end of the path.

code: bool IsDecelerating() const


description: Check if agent is on path

code: virtual bool IsOnPath() const


description: Check if path following can be activated

code: virtual bool IsPathFollowingAllowed() const


description: Check whether resource is currently locked

code: virtual bool IsResourceLocked() const


description: state of movement stopping on finish


description: If resource is lockable lock it with indicated priority

code: virtual void LockResource ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) LockSource )


description: Helper function for sending a path for visual log

code: static void LogPathHelper ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogOwner, FNavPathSharedPtr InLogPath, const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogGoalActor )


code: static void LogPathHelper ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogOwner, [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InLogPath, const [AActor](API\Runtime\Engine\GameFramework\AActor) * LogGoalActor )


className: NextRequestId

description: Used for debugging purposes to be able to identify which logged information results from which request, if there was multiple ones during one frame

code: static uint32 NextRequestId = 1;


description: Called when moving agent collides with another actor

code: virtual void OnActorBump ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SelfActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Called when falling movement ends.

code: virtual void OnLanded()


description: Called when NavigationSystem registers new navigation data type while this component instance has empty MyNavData. This is usually the case for AI agents hand-placed on levels.

code: void OnNavDataRegistered ( [ANavigationData](API\Runtime\NavigationSystem\ANavigationData) * NavData )


description: Called when NavigationSystem finishes initial navigation data registration. This is usually required by AI agents hand-placed on levels to find MyNavData

code: virtual void OnNavigationInitDone()


description: Called if owning Controller possesses new pawn or ends up pawn-less. Doesn't get called if owner is not an AContoller

code: virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )


description: Called when owner is preparing new pathfinding request

code: virtual void OnPathfindingQuery ( [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )


description: Path observer

code: void OnPathEvent ( [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) * InPath, [ENavPathEvent::Type](API\Runtime\Engine\AI\Navigation\ENavPathEvent__Type) Event )


description: Notify about finished movement

code: virtual void OnPathFinished ( const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result )


code: void OnPathFinished ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) ResultCode, uint16 ExtraResultFlags )


description: Notify about changing current path: new pointer or update from path event

code: virtual void OnPathUpdated()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Notify about finishing move along current path segment

code: virtual void OnSegmentFinished()


description: Called when pathfollowing agent is not able to move anymore

code: virtual void OnUnableToMove ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Instigator )


description: Called from timer if component spends too much time in Waiting state

code: virtual void OnWaitingPathTimeout()


description: Virtual void OnMoveBlockedBy(const FHitResult& BlockingImpact) {}

code: virtual void OnStartedFalling()


description:
Start movement along path
MoveId of requested move

code: virtual [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestMove ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & RequestData, FNavPathSharedPtr InPath )


description: Pause path following

code: virtual void PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, EPathFollowingVelocityMode VelocityMode )


description:
Create new request and finish it immediately (e.g. already at goal)
MoveId of requested (and already finished) move

code: [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestMoveWithImmediateFinish ( [EPathFollowingResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingResult__Type) Result, EPathFollowingVelocityMode VelocityMode )


description: Reset path following data

code: virtual void Reset()


description: Clears Block Detection stored data effectively resetting the mechanism

code: void ResetBlockDetectionData()


description: Resume path following

code: virtual void ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )


code: void SetAcceptanceRadius ( const float InAcceptanceRadius )


description: Update state of block detection

code: void SetBlockDetectionState ( bool bEnable )


code: void SetDestinationActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InDestinationActor )


description: Set status of last requested move, works only in Idle state

code: void SetLastMoveAtGoal ( bool bFinishedAtGoal )


description: Set associated movement component

code: virtual void SetMovementComponent ( [UNavMovementComponent](API\Runtime\Engine\GameFramework\UNavMovementComponent) * MoveComp )


description: Switch to next segment on path

code: void SetNextMoveSegment()


description: Sets variables related to current move segment

code: virtual void SetMoveSegment ( int32 SegmentStartIndex )


description: Set threshold for precise reach tests in intermediate goals (minimal test radius)

code: void SetPreciseReachThreshold ( float AgentRadiusMultiplier, float AgentHalfHeightMultiplier )


description: Set block detection params

code: void SetBlockDetection ( float DistanceThreshold, float Interval, int32 NumSamples )


description: Set whether movement is stopped on finish of move.

code: void SetStopMovementOnFinish ( bool bEnable )


description: Should verify if agent if still on path ater movement has been resumed?

code: virtual bool ShouldCheckPathOnResume() const


description: Defines if the agent should reset his velocity when the path is finished

code: virtual bool ShouldStopMovementOnPathFinished() const


description: Next path segment if custom nav link, try passing control to it

code: virtual void StartUsingCustomLink ( [INavLinkCustomInterface](API\Runtime\NavigationSystem\INavLinkCustomInterface) * CustomNavLink, const FVector & DestPoint )


description: Assign new request Id

code: void StoreRequestId()


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description:
Update blocked movement detection,
true if new sample was added

code: virtual bool UpdateBlockDetection()


description: Updates cached pointers to relevant owner's components

code: virtual void UpdateCachedComponents()


description: Updates braking distance and deceleration segment

code: virtual void UpdateDecelerationData()


description: Set move focus in AI owner

code: virtual void UpdateMoveFocus()


description: Check if movement component is valid or tries to grab one from owner

code: virtual bool UpdateMovementComponent ( bool bForce )


description: Check state of path following, update move segment if needed

code: virtual void UpdatePathSegment()


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


className: UPathFollowingComponent

code: class UPathFollowingComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IAIResourceInterface](API\Runtime\AIModule\IAIResourceInterface), public [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface)

AcceptanceRadius

type: float

description: Min distance to destination to consider request successful.

bCollidedWithGoal

description: Set when agent collides with goal actor

bIsDecelerating

description: True if pathfollowing is doing deceleration at the end of the path.

bIsUsingMetaPath

description: If set, path following is usingFMetaNavMeshPath

bLastMoveReachedGoal

description: Set when last move request was finished at goal

BlockDetectionDistance

description: Detect blocked movement when distance between center of location samples and furthest one (centroid radius) is below threshold

BlockDetectionInterval

description: Interval for collecting location samples

BlockDetectionSampleCount

description: Number of samples required for block detection

bMoveToGoalOnLastSegment

description: If set, target location will be constantly updated to match goal actor while following last segment of full path

bReachTestIncludesAgentRadius

description: Increase acceptance radius with agent's radius

bReachTestIncludesGoalRadius

description: Increase acceptance radius with goal's radius

bStopMovementOnFinish

description: If set, movement will be stopped on finishing path

bUseBlockDetection

description: If set, movement block detection will be used

bWalkingNavLinkStart

description: Gets set when agent starts following a navigation link.

CachedBrakingDistance

description: Braking distance for acceleration driven path following

CachedBrakingMaxSpeed

description: Max speed used for CachedBrakingDistance

CurrentAcceptanceRadius

description: Min distance to end of current path segment to consider segment finished

CurrentCustomLinkOb

type: FWeakObjectPtr

description: Currently traversed custom nav link

CurrentDestination

type: FBasedPosition

description: Destination for current path segment

CurrentMoveInput

description: Last MoveInput calculated and passed over to MovementComponent.

DecelerationSegmentIndex

description: Index of path point for starting deceleration

DestinationActor

type: TWeakObjectPtr<...

description: Destination actor. Use SetDestinationActor to set this

DestinationAgent

type: constINavAgent...

description: Cached DestinationActor cast toINavAgentInterface.

GameData

type: FCustomMoveShar...

description: Game specific data

LastSampleTime

type: double

description: Timestamp of last location sample

LocationSamples

type: TArray<FBasedP...

description: Location samples for stuck detection

LocationWhenPaused

description: Agent location when movement was paused

MinAgentHalfHeightPct

description: Part of agent height used as min acceptable height difference

MinAgentRadiusPct

description: Part of agent radius used as min acceptance radius

MovementComp

description: Associated movement component

MoveOffset

description: Relative offset from goal actor's location to end of path

MoveSegmentDirection

description: Direction of current move segment

MoveSegmentEndIndex

description: Index of path point being current move target

MoveSegmentEndRef

type: NavNodeRef

description: Reference of node at segment end

MoveSegmentStartIndex

description: Index of path point being current move beginning

MoveSegmentStartRef

description: Reference of node at segment start

MyDefaultAcceptanceRadius

description: Value based on navigation agent's properties that's used for AcceptanceRadius when DefaultAcceptanceRadius is requested

MyNavData

description: Navigation data for agent described in movement component

NextSampleIdx

description: Index of next location sample in array

OnRequestFinished

type: FMoveComplete

description: Delegate for move completion notify

OriginalMoveRequestGoalLocation

description: This is needed for partial paths when trying to figure out if following a path should finish before reaching path end, due to reaching requested acceptance radius away from original move goal Is being set for non-partial paths as well

Path

type: FNavPathSharedP...

description: Requested path

PathTimeWhenPaused

description: Timestamp of path update when movement was paused

PostProcessMove

type: FPostProcessMov...

description: Delegate for modifying path following velocity

description: Indicates a path node index at which precise "is at goal" tests are going to be performed every frame, in regards to acceptance radius

ResourceLock

type: FAIResourceLock

description: Used to keep track of which subsystem requested this AI resource be locked

Status

type: TEnumAsByte<EP...

description: Current status

WaitingForPathTimer

type: FTimerHandle

description: Timer handle for OnWaitingPathTimeout function

WaitingTimeout

description: Timeout for Waiting state, negative value = infinite


code: static bool IsFollowingAPath ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller )


code: static void StopMovement ( const [AController](API\Runtime\Engine\GameFramework\AController) & Controller )


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


className: UPathFollowingManager

code: class UPathFollowingManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IPathFollowingManagerInterface](API\Runtime\Engine\AI\IPathFollowingManagerInterface)


code: namespace ESightPerceptionEventName { enum Type { Undefined, GainedSight, LostSight, } }


code: FActorPerceptionBlueprintInfo ( const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) & Info )


className: FActorPerceptionBlueprintInfo

code: struct FActorPerceptionBlueprintInfo

bIsHostile

type: uint32:  1

LastSensedStimuli

type: TArray<FAIStim...

Target

type: TObjectPtr<AAc...


description: Retrieves last known location. Active (last reported as "successful") stimuli are preferred.

code: FVector GetLastStimulusLocation ( float * OptionalAge ) const


className: FActorPerceptionForgetUpdatedDelegate


description:
Retrieves receiver location of the last sense stimuli for a given sense
Location of the receiver for the last sensed stimuli or FAISystem::InvalidLocation if given sense has never registered related Target actor or last stimuli has expired.

code: FVector GetReceiverLocation ( FAISenseID Sense ) const


description:
Retrieves location of the last sensed stimuli for a given sense
Location of the last sensed stimuli or FAISystem::InvalidLocation if given sense has never registered related Target actor or if last stimuli has expired.

code: FVector GetStimulusLocation ( FAISenseID Sense ) const


description: Indicates currently live (visible) stimulus from any sense

code: bool HasAnyCurrentStimulus() const


description: It includes both currently live (visible) stimulus, as well as "remembered" ones

code: bool HasAnyKnownStimulus() const


description:
Indicates a currently active or "remembered" stimuli for a given sense
True if a target has been registered (even if not currently sensed) for the given sense and the stimuli is not expired.

code: bool HasKnownStimulusOfSense ( FAISenseID Sense ) const


description:
Indicates a currently active stimuli for a given sense
True if a target is still sensed for the given sense and the stimuli is not expired.

code: bool IsSenseActive ( FAISenseID Sense ) const


description: Takes all "newer" info from Other and absorbs it

code: void Merge ( const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) & Other )


code: FActorPerceptionInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTarget )


className: FActorPerceptionInfo

code: struct FActorPerceptionInfo

bIsHostile

description: Indicates whether this Actor is hostile to perception holder

DominantSense

type: FAISenseID

description: If != MAX indicates the sense that takes precedense over other senses when it comes to determining last stimulus location


className: FActorPerceptionInfoUpdatedDelegate


className: FActorPerceptionUpdatedDelegate

code: class FActorPerceptionUpdatedDelegate


code: FActorPerceptionUpdateInfo ( const int32 TargetId, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & Target, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )


className: FActorPerceptionUpdateInfo

code: struct FActorPerceptionUpdateInfo

Stimulus

type: FAIStimulus

description: Updated stimulus

Target

description: Actor associated to the stimulus (can be null)

TargetId

description: Id of to the stimulus source


className: FSenseClass

code: typedef class [UAISense_Damage](API\Runtime\AIModule\Perception\UAISense_Damage) FSenseClass


code: FAIDamageEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InDamagedActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, float DamageAmount, const FVector & EventLocation, const FVector & InHitLocation, [FName](API\Runtime\Core\UObject\FName) InTag )


description: Verifies and calculates derived data

code: void Compile()


code: typedef class [UAISense_Hearing](API\Runtime\AIModule\Perception\UAISense_Hearing) FSenseClass


code: FAINoiseEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, const FVector & InNoiseLocation, float InLoudness, float InMaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )


className: FAINoiseEvent

code: struct FAINoiseEvent

Age

type: float

Instigator

description: Actor triggering the sound.

Loudness

description: Loudness modifier of the sound.

MaxRange

description: Max range at which the sound can be heard.

NoiseLocation

type: FVector

description: If not set Instigator's location will be used

Tag

type: FName

description: Named identifier for the noise.

TeamIdentifier

type: FGenericTeamId


code: FAIPredictionEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InRequestor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InPredictedActor, float PredictionTime )


className: FAIDamageEvent

code: struct FAIDamageEvent

Amount

description: Damage taken by DamagedActor.  0-damage events do not get ignored

DamagedActor

description: Damaged actor

HitLocation

description: Event's additional spatial information  document

Instigator

description: Actor that instigated damage. Can be None

Location

description: Event's "Location", or what will be later treated as the perceived location for this sense.

Tag

description: Optional named identifier for the damage.


className: FAIPredictionEvent

code: struct FAIPredictionEvent


code: static bool ShouldSenseTeam ( [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamA, [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) TeamB, uint8 AffiliationFlags )


code: static bool ShouldSenseTeam ( const [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface) * TeamAgent, const [AActor](API\Runtime\Engine\GameFramework\AActor) & TargetActor, uint8 AffiliationFlags )


className: FAISenseAffiliationFilter

code: struct FAISenseAffiliationFilter


className: FAISenseCounter

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


code: FAISightEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InSeenActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InObserver, [ESightPerceptionEventName::Type](API\Runtime\AIModule\Perception\ESightPerceptionEventName__Type) InEventType )


className: FAISightEvent

code: struct FAISightEvent

EventType

type: ESightPerceptio...


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


className: FSortPredicate

code: class FSortPredicate


description: Note: This should only be called on queries that are queued up for later processing (in SightQueriesOutOfRange or SightQueriesOutOfRange)

code: float GetAge() const


code: void RecalcScore()


code: void SetLastResult ( const bool bValue )


description: Note: This only be called for pending queries because it will erase the LastProcessedFrameNumber value

code: void SetTraceInfo ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & TraceHandle )


code: FAISightQuery ( FPerceptionListenerID ListenerId, [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) Target )


className: FAISightQuery

code: struct FAISightQuery

type: union FAISightQ...

bLastResult

type: uint64: 1

type: uint32: 1

FrameInfo

description: We can share the memory for these values because they aren't used at the same time :

ObserverId

type: FPerceptionList...

TraceInfo

description: The 'FrameNumber' value can increase indefinitely while the 'Index' represents the number of queries that were already requested during this frame.

UserData

description: User data that can be used inside the IAISightTargetInterface::CanBeSeenFrom method to store a persistence state


code: FAISightQueryID ( const [FAISightQuery](API\Runtime\AIModule\Perception\FAISightQuery) & Query )


code: FAISightQueryID ( FPerceptionListenerID ListenerId, [FAISightTarget::FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) Target )


className: FAISightQueryID

code: struct FAISightQueryID


className: FTargetId

code: typedef uint32 FTargetId


code: FVector GetLocationSimple() const


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


className: InvalidTargetId

code: static const [FTargetId](API\Runtime\AIModule\Perception\FAISightTarget\FTargetId) InvalidTargetId = FAISystem::InvalidUnsignedID;


code: FAISightTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTarget, [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) InTeamId )


className: FAISightTarget

code: struct FAISightTarget

SightTargetInterface

type: IAISightTargetI...

Target

type: TWeakObjectPtr<...

TargetId

type: FTargetId


description: false when this stimulus is no longer valid, when it is Expired

code: bool AgeStimulus ( float ConstPerceptionAgingRate )


className: FResult

code: enum FResult { SensingSucceeded, SensingFailed, }


className: NeverHappenedAge

code: static const float NeverHappenedAge = FLT_MAX;


code: [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetExpirationAge ( float InExpirationAge )


code: [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetStimulusAge ( float StimulusAge )


code: [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & SetWantsNotifyOnlyOnValueChange ( bool InEnable )


code: bool WasSuccessfullySensed() const


description: Default constructor

code: FAIStimulus()


description: This is the recommended constructor. Use others if you know what you're doing.

code: FAIStimulus ( const [UAISense](API\Runtime\AIModule\Perception\UAISense) & Sense, float StimulusStrength, const FVector & InStimulusLocation, const FVector & InReceiverLocation, [FResult](API\Runtime\AIModule\Perception\FAIStimulus\FResult) Result, [FName](API\Runtime\Core\UObject\FName) InStimulusTag )


className: FAIStimulus

code: struct FAIStimulus

bExpired

description: This means the stimulus was originally created with a "time limit" and this time has passed.

bWantsToNotifyOnlyOnValueChange

type: uint32:  1


code: const FVector & GetBroadcastLocation() const


code: FAITeamStimulusEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InBroadcaster, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEnemy, const FVector & InLastKnowLocation, float EventRange, float PassedInfoAge, float InStrength )


className: FAITeamStimulusEvent

code: struct FAITeamStimulusEvent


code: FAITouchEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InTouchReceiver, [AActor](API\Runtime\Engine\GameFramework\AActor) * InOtherActor, const FVector & EventLocation )


className: FAITouchEvent

code: struct FAITouchEvent


className: FCanBeSeenFromContext

code: struct FCanBeSeenFromContext

bWasVisible

type: const bool *...

description: If available, it is the previous visibility state

IgnoreActor

type: constAActor&#...

description: The actor to ignore when doing test

ObserverLocation

description: The location of the observer

SightQueryID

type: FAISightQueryID

description: The query identifier used by the delegate call to find the appropriate query


className: FListenerMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< FPerceptionListenerID, [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) > FListenerMap


code: [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & AcceptChannel ( FAISenseID Channel )


code: void FindNextAcceptedChannel&40;&41;


code: int32 operator&42;&40;&41; const


code: FConstIterator &40; const FPerceptionChannelAllowList & InAllowList &41;


className: FConstIterator

code: struct FConstIterator


className: FFlagsContainer

code: typedef int32 FFlagsContainer


code: [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & FilterOutChannel ( FAISenseID Channel )


code: [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & MergeFilterIn ( const [FPerceptionChannelAllowList](API\Runtime\AIModule\Perception\FPerceptionChannelAllowList) & OtherFilter )


description: By default accept all

code: FPerceptionChannelAllowList()


code: bool ShouldRespondToChannel ( FAISenseID Channel ) const


className: FPerceptionChannelAllowList

code: struct FPerceptionChannelAllowList

AcceptedChannelsMask

type: FFlagsContainer


description: Returns pointer to the actor representing this listener's physical body

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


code: uint32 GetBodyActorUniqueID() const


code: const [IGenericTeamAgentInterface](API\Runtime\AIModule\IGenericTeamAgentInterface) * GetTeamAgent() const


code: bool HasSense ( FAISenseID SenseID ) const


className: NullListener

description: Used to remove "dead" listeners

code: static const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) NullListener;


code: bool operator== ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * Other ) const


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


code: void RegisterStimulus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Source, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )


code: void UpdateListenerProperties ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )


code: FPerceptionListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & InListener )


className: FPerceptionListener

description: Should contain only cached information common to all senses. Sense-specific data needs to be stored by senses themselves

code: struct FPerceptionListener

Filter

type: FPerceptionChan...


className: FPerceptionListenerCounter

code: struct FPerceptionListenerCounter : public [FAIBasicCounter< uint32 >](API\Runtime\AIModule\FAIBasicCounter)


className: FPerceptionStimuliSource

code: struct FPerceptionStimuliSource


className: FPerceptionUpdatedDelegate

code: class FPerceptionUpdatedDelegate


code: virtual UAIPerceptionComponent &42; GetPerceptionComponent&40;&41;


className: IAIPerceptionListenerInterface

code: class IAIPerceptionListenerInterface


className: IAISightTargetInterface

code: class IAISightTargetInterface


description: Returns true if, as result of stimuli aging, this listener needs an update (like if some stimuli expired)

code: bool AgeStimuli ( const float ConstPerceptionAgingRate )


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: Called to clean up on owner's end play or destruction

code: virtual void CleanUp()


code: void ConfigureSense ( [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) & SenseConfig )


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


code: void ForgetActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToForget )


code: FStimulusToProcess &40; AActor &42; InSource, const FAIStimulus & InStimulus &41;


description: Basically cleans up PerceptualData, resulting in loss of all previous perception

code: void ForgetAll()


className: FStimulusToProcess

code: struct FStimulusToProcess

Source

type: TObjectKey<AAc...

Stimulus

type: FAIStimulus


code: const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) * GetActorInfo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) const


code: FVector GetActorLocation ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor ) const


description: Retrieves whatever has been sensed about given actor

code: bool GetActorsPerception ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FActorPerceptionBlueprintInfo](API\Runtime\AIModule\Perception\FActorPerceptionBlueprintInfo) & Info )


description: If SenseToUse is none all actors currently perceived in any way will get fetched

code: void GetCurrentlyPerceivedActors ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


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


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetDominantSense() const


description: Will stop on first age 0 stimulus

code: const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) * GetFreshestTrace ( const FAISenseID Sense ) const


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


code: void GetHostileActorsBySense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToFilterBy, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


description: If SenseToUse is none all actors ever perceived in any way (and not forgotten yet) will get fetched

code: void GetKnownPerceivedActors ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


code: FAISenseID GetDominantSenseID() const


description:
Retrieves all actors in PerceptualData matching the predicate.
whether dead data (invalid actors) have been found while iterating over PerceptualData

code: bool GetFilteredActors ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) &)> Predicate, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


code: void GetLocationAndDirection ( FVector & Location, FVector & Direction ) const


code: void GetPerceivedHostileActorsBySense ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseToUse, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


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


code: const [FActorPerceptionContainer](API\Runtime\AIModule\Perception\UAIPerceptionComponent\FActorPerceptionContainer) & GetPerceptualData() const


code: [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID )


code: const [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * GetSenseConfig ( const FAISenseID & SenseID ) const


code: float GetYoungestStimulusAge ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const


code: bool HasActiveStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source, FAISenseID Sense ) const


description: No need to call super implementation, it's there just for some validity checking

code: virtual void HandleExpiredStimulus ( [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & StimulusStore )


code: bool HasAnyActiveStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const


code: bool HasAnyCurrentStimulus ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Source ) const


className: InitialStimuliToProcessArraySize

code: static const int32 InitialStimuliToProcessArraySize = 10;


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: void OnOwnerEndPlay ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


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: Updates the stimulus entry in StimulusStore, if NewStimulus is more recent or stronger

code: virtual void RefreshStimulus ( [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & StimulusStore, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & NewStimulus )


code: void RegisterStimulus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Source, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )


code: void SetDominantSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > InDominantSense )


description: Note that this works only if given sense has been already configured for this component instance

code: void SetSenseEnabled ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass, const bool bEnable )


description: Notifies AIPerceptionSystem to update properties for this "stimuli listener"

code: void RequestStimuliListenerUpdate()


className: TActorPerceptionContainer

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< [AActor](API\Runtime\Engine\GameFramework\AActor) >, [FActorPerceptionInfo](API\Runtime\AIModule\Perception\FActorPerceptionInfo) > TActorPerceptionContainer


className: TAISenseConfigConstIterator

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig) * >::TConstIterator TAISenseConfigConstIterator


description: Allows toggling senses on and off

code: void UpdatePerceptionAllowList ( const FAISenseID Channel, const bool bNewValue )


description: Deprecated* Use UpdatePerceptionAllowList instead

code: void UpdatePerceptionWhitelist ( const FAISenseID Channel, const bool bNewValue )


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


className: UAIPerceptionComponent

description: AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)

code: class UAIPerceptionComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

AIOwner

type: TObjectPtr<AAI...

DominantSense

type: TSubclassOf<UA...

description: Indicated sense that takes precedence over other senses when determining sensed actor's location.

DominantSenseID

type: FAISenseID

MaxActiveAge

type: TArray< float >

description: Max age of stimulus to consider it "active" (e.g. target is visible)

OnPerceptionUpdated

type: FPerceptionUpda...

description: Might want to move these to special "BP_AIPerceptionComponent".

OnTargetPerceptionForgotten

type: FActorPerceptio...

description: Notifies all bound delegates that the perception info has been forgotten for a given target.

OnTargetPerceptionInfoUpdated

description: Notifies all bound objects that perception info has been updated for a given target.

SensesConfig

type: TArray<TObject...

StimuliToProcess

type: TArray<FStimul...


className: UAIPerceptionListenerInterface

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


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


code: virtual void OnRegister()


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

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


description: Registers owning actor as source for specified sense class

code: void RegisterForSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )


description: Registers owning actor as source of stimuli for senses specified in RegisterAsSourceForSenses. Note that you don't have to do it if bAutoRegisterAsSource == true

code: void RegisterWithPerceptionSystem()


description: Unregister owning actor from being a source of sense stimuli

code: void UnregisterFromPerceptionSystem()


description: Unregisters owning actor from sources list of a specified sense class

code: void UnregisterFromSense ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )


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


className: UAIPerceptionStimuliSourceComponent

description: Gives owning actor a way to auto-register as perception system's sense stimuli source

code: class UAIPerceptionStimuliSourceComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

RegisterAsSourceForSenses

type: TArray<TSubcla...


description: MarkForStimulusProcessing)

code: bool AgeStimuli ( const float Amount )


description:
Sorts DelayedStimuli and delivers all the ones that are no longer "in the future"
true if any stimuli has become "current" stimuli (meaning being no longer in future)

code: bool DeliverDelayedStimuli ( [EDelayedStimulusSorting](API\Runtime\AIModule\Perception\UAIPerceptionSystem\EDelayedStimulusSorting) Sorting )


className: EDelayedStimulusSorting

code: enum EDelayedStimulusSorting { RequiresSorting, NoNeedToSort, }


className: FDelayedStimulus

code: struct FDelayedStimulus

DeliveryTimestamp

type: double

Instigator

type: TWeakObjectPtr<...

ListenerId

type: FPerceptionList...


code: FPerceptionSourceRegistration &40; FAISenseID InSenseID, AActor &42; SourceActor &41;


code: bool operator&61;&61; &40; const FPerceptionSourceRegistration & Other &41; const


className: FPerceptionSourceRegistration

code: struct FPerceptionSourceRegistration


code: static [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetCurrent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: static [UAIPerceptionSystem](API\Runtime\AIModule\Perception\UAIPerceptionSystem) * GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseClassForStimulus ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )


description: Return the stat id to use for this tickable

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


code: bool IsSenseInstantiated ( const FAISenseID & SenseID ) const


code: static void MakeNoiseImpl ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NoiseMaker, float Loudness, [APawn](API\Runtime\Engine\GameFramework\APawn) * NoiseInstigator, const FVector & NoiseLocation, float MaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )


code: template<typename FEventClass, typename FSenseClass> void OnEvent ( const FEventClass & Event )


code: template<typename FEventClass, typename FSenseClass> void OnEventsBatch ( const [TArray](API\Runtime\Core\Containers\TArray)< FEventClass > & Events )


code: void OnListenerConfigUpdated ( FAISenseID SenseID, const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )


code: void OnListenerForgetsActor ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToForget )


code: void OnListenerForgetsAll ( const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )


code: void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )


code: void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )


code: void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )


code: virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn )


code: void OnPerceptionStimuliSourceEndPlay ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: void PerformSourceRegistration()


code: void RegisterDelayedStimulus ( FPerceptionListenerID ListenerId, float Delay, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, const [FAIStimulus](API\Runtime\AIModule\Perception\FAIStimulus) & Stimulus )


code: template<typename FEventClass, typename FSenseClass> static void OnEvent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FEventClass & Event )


description: Iterates over all pawns and registeres them as a source for sense indicated by SenseID. Note that this will be performed only for senses that request that (seeUAISense.bAutoRegisterAllPawnsAsSources).

code: virtual void RegisterAllPawnsAsSourcesForSense ( FAISenseID SenseID )


code: static bool RegisterPerceptionStimuliSource ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense, [AActor](API\Runtime\Engine\GameFramework\AActor) * Target )


code: FAISenseID RegisterSenseClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )


description: Registers a source of given sense's stimuli

code: template<typename FSenseClass> void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )


description: Registers given actor as a source for all registered senses

code: void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )


description: Requests registration of a given actor as a perception data source for specified sense

code: void RegisterSource ( FAISenseID SenseID, [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor )


code: void RegisterSourceForSenseClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense, [AActor](API\Runtime\Engine\GameFramework\AActor) & Target )


code: static void ReportPerceptionEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) * PerceptionEvent )


code: void ReportEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) * PerceptionEvent )


description: FTickableGameObjectbegin.

code: virtual void Tick ( float DeltaTime )


code: void UnregisterListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )


description: Unregisters given actor from the list of active stimuli sources

code: void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActor, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > Sense )


description: Registers listener if not registered

code: void UpdateListener ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & Listener )


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


className: UAIPerceptionSystem

description: Bydesign checks perception between hostile teams

code: class UAIPerceptionSystem : public [UAISubsystem](API\Runtime\AIModule\UAISubsystem)

bHandlePawnNotification

type: uint32:  1

DelayedStimuli

type: TArray<FDelaye...

NextStimuliAgingTick

description: Timestamp of the next stimuli aging

PerceptionAgingRate

type: float

RegisteredStimuliSources

type: TMap< constAAc...

description: Not a UPROPERTY on purpose so that we have a control over when stuff gets removed from the map

SourcesToRegister

type: TArray<FPercep...

StimuliSourceEndPlayDelegate

type: FActorEndPlaySi...


description: To be called only for BP-generated classes

code: void ForceSenseID ( FAISenseID SenseID )


description: Returning pointer rather then a reference to prevent users from accidentally creating copies by creating non-reference local vars


code: template<typename TSense> static FAISenseID GetSenseID()


code: static FAISenseID GetSenseID ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass )


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


description: Use with caution! Needs to be called before any senses get instantiated or listeners registered. DOES NOT update any perceptions system instances

code: static void HardcodeSenseID ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > SenseClass, FAISenseID HardcodedID )


code: virtual void OnListenerForgetsActor ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener, [AActor](API\Runtime\Engine\GameFramework\AActor) & ActorToForget )


code: virtual void OnListenerConfigUpdated ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )


code: virtual void OnListenerForgetsAll ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & Listener )


code: void OnListenerRemoved ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & RemovedListener )


code: void OnListenerUpdate ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & UpdatedListener )


code: void OnNewListener ( const [FPerceptionListener](API\Runtime\AIModule\Perception\FPerceptionListener) & NewListener )


description: Gets called when perception system gets notified about new spawned pawn. : do not call super implementation. It's used to detect when subclasses don't override it

code: virtual void OnNewPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & NewPawn )


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: should this sense be ticked now

code: bool ProgressTime ( float DeltaSeconds )


description: Virtual void RegisterSources(TArraySourceActors) {}

code: virtual void RegisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors )


code: virtual void RegisterWrappedEvent ( [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent) & PerceptionEvent )


description: Will result in updating as soon as possible

code: void RequestImmediateUpdate()


description: Will result in updating in specified number of seconds

code: void RequestUpdateInSeconds ( float UpdateInSeconds )


code: void SetSenseID ( FAISenseID Index )


className: SuspendNextUpdate

code: static const float SuspendNextUpdate = FLT_MAX;


code: virtual void UnregisterSource ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SourceActors )


description: time until next update

code: virtual float Update()


code: virtual FAISenseID UpdateSenseID()


code: bool WantsNewPawnNotification() const


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


className: UAISense

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

bAutoRegisterAllPawnsAsSources

description: If true all newly spawned pawns will get auto registered as source for this sense.

bNeedsForgettingNotification

description: This sense has some internal logic that requires it to be notified when a listener wants to forget an actor

bWantsNewPawnNotification

description: Whether this sense is interested in getting notified about new Pawns being spawned this can be used for example for automated sense sources registration

NotifyType

type: EAISenseNotifyT...

OnListenerRemovedDelegate

type: FOnPerceptionLi...

description: Called when aFPerceptionListeneris removed from AIPerceptionSystem

OnListenerUpdateDelegate

description: Called when a registeredFPerceptionListenerchanges

OnNewListenerDelegate

description: Called when a newFPerceptionListenerregisters with AIPerceptionSystem

UAIPerceptionSystem

type: friend


className: UAISenseBlueprintListener

code: class UAISenseBlueprintListener : public [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct)


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const


code: void SetMaxAge ( const float NewMaxAge )


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


className: UAISenseConfig

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

bStartsEnabled

description: Determines whether given sense starts in an enabled state

CachedSenseName

type: FString

description: Name of sense

DebugColor

type: FColor

MaxAge

description: Specifies age limit after stimuli generated by this sense become forgotten. 0 means "never"


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


code: class UAISenseConfig_Blueprint : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)

Implementation

type: TSubclassOf<UA...


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


code: class UAISenseConfig_Damage : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)


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


code: class UAISenseConfig_Hearing : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)

DetectionByAffiliation

type: FAISenseAffilia...


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


code: class UAISenseConfig_Prediction : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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


code: class UAISenseConfig_Sight : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)

AutoSuccessRangeFromLastSeenLocation

description: If not an InvalidRange (which is the default), we will always be able to see the target that has already been seen if they are within this range of their last seen location.

LoseSightRadius

description: Maximum sight distance to see target that has been already seen.

NearClippingRadius

description: Near clipping distance, to be used with point of view backward offset.

PeripheralVisionAngleDegrees

description: How far to the side AI can see, in degrees.

PointOfViewBackwardOffset

description: Point of view move back distance for cone calculation.

SightRadius

description: Maximum sight distance to notice a target.


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


code: class UAISenseConfig_Team : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAISense](API\Runtime\AIModule\Perception\UAISense) > GetSenseImplementation() const


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


code: class UAISenseConfig_Touch : public [UAISenseConfig](API\Runtime\AIModule\Perception\UAISenseConfig)


code: virtual void DrawToVLog ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & LogOwner ) const


code: virtual FAISenseID GetSenseID() const


className: UAISenseEvent

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


code: class UAISenseEvent_Damage : public [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent)

Event

type: FAIDamageEvent


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


code: class UAISenseEvent_Hearing : public [UAISenseEvent](API\Runtime\AIModule\Perception\UAISenseEvent)

type: FAINoiseEvent