description: First Annotation matching a bit in the bitmask

code: [UZoneGraphAnnotationComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationComponent) * GetFirstAnnotationForTag ( const [FZoneGraphTag](API\Plugins\ZoneGraph\FZoneGraphTag) AnnotationTag ) const


description: Return the stat id to use for this tickable

module: ZoneGraphAnnotations

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


description: USubsystemimplementation Begin.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: void PostZoneGraphDataAdded ( const [AZoneGraphData](API\Plugins\ZoneGraph\AZoneGraphData) * ZoneGraphData )


code: void PreZoneGraphDataRemoved ( const [AZoneGraphData](API\Plugins\ZoneGraph\AZoneGraphData) * ZoneGraphData )


description: Registers Annotation component

code: void RegisterAnnotationComponent ( [UZoneGraphAnnotationComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationComponent) & Component )


code: void RemoveFromAnnotationLookup ( [UZoneGraphAnnotationComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationComponent) & Annotation )


description: Signals the subsystem to re-register all tags.

code: void ReregisterTagsInEditor()


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

code: virtual void Tick ( float DeltaTime )


description: Sends an event to the Annotations.

code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [FZoneGraphAnnotationEventBase](API\Plugins\ZoneGraphAnnotations\FZoneGraphAnnotationEventBase) >::IsDerived, void >::Type SendEvent ( const T & InRequest )


description: Unregisters Annotation component

code: void UnregisterAnnotationComponent ( [UZoneGraphAnnotationComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationComponent) & Component )


code: UZoneGraphAnnotationSubsystem()


className: UZoneGraphAnnotationSubsystem

description: A subsystem managing Zonegraph Annotations.

AnnotationTagContainer

type: FZoneGraphAnnot...

description: Combined tags for each ZoneGraphData.

CurrentEventStream

description: Indexof the current event stream.

Events

type: FInstancedStruc...

description: Stream of events to be processed, double buffered.

EventsDetector

type: FRWAccessDetect...

OnPostZoneGraphDataAddedHandle

type: FDelegateHandle

RegisteredComponents

type: TArray<FRegist...

description: Array of registered components.

TagToAnnotationLookup

type: TArray<TObject...

description: Lookup table from tag index to Annotation


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


code: virtual void DebugDraw ( [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * DebugProxy )


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


code: const [UZoneGraphAnnotationTestingComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationTestingCompo-) * GetOwner() const


code: void SetOwner ( [UZoneGraphAnnotationTestingComponent](API\Plugins\ZoneGraphAnnotations\UZoneGraphAnnotationTestingCompo-) * Owner )


code: virtual void OnOwnerSet()


code: virtual void Trigger()


className: UZoneGraphAnnotationTest

description: Base class for ZoneGraph Annotation tests.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew) class UZoneGraphAnnotationTest : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OwnerComponent

type: TObjectPtr<UZo...


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

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


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

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


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

code: virtual void OnUnregister()


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

code: virtual void OnRegister()


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


className: UZoneGraphAnnotationTestingComponent

description: Debug component to test Mass ZoneGraph Annotations. Handles tests and rendering.


description: Prevent custom tests to be notified when lane location is updated. Currently active tests will get notified with an invalid location.

module: ZoneGraphDebug

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category=Test) void DisableCustomTests()


description: Allow custom tests to be notified when lane location is updated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category=Test) void EnableCustomTests()


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

code: virtual void PostEditMove ( bool bFinished )


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


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

code: static [IZoneGraphDebug](API\Plugins\ZoneGraphDebug\IZoneGraphDebug) & Get()


className: AZoneGraphTestingActor

description: Debug actor to visually test zone graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Actor, Input, Collision, Rendering, Replication, Partition, HLOD, Cooking)) class AZoneGraphTestingActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


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

code: static bool IsAvailable()


className: IZoneGraphDebug

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IZoneGraphDebug : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: void OnZoneGraphDataBuildDone ( const struct [FZoneGraphBuildData](API\Plugins\ZoneGraph\FZoneGraphBuildData) & BuildData )


code: void OnZoneGraphDataChanged ( const [AZoneGraphData](API\Plugins\ZoneGraph\AZoneGraphData) * ZoneGraphData )


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

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


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


className: UZoneGraphTestingComponent

description: Actor for testing ZoneGraph functionality.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Custom, HideCategories=(Physics, Collision, Rendering, Cooking, Lighting, Navigation, Tags, HLOD, Mobile, AssetUserData, Activation)) class UZoneGraphTestingComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

AdvanceDistance

type: float

bDrawBVTreeQuery

type: bool

bDrawLanePath

description: Experimental

LaneLocation

type: FZoneGraphLaneL...

LanePath

type: FZoneGraphLaneP...

LinkedLanes

type: TArray<FZoneGr...

NearestTestOffset

type: FVector

OtherActor

type: TObjectPtr<AZo...

QueryFilter

type: FZoneGraphTagFi...


code: virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


code: const [UZoneGraphTestingComponent](API\Plugins\ZoneGraphDebug\UZoneGraphTestingComponent) * GetOwner() const


code: virtual void OnLaneLocationUpdated ( const [FZoneGraphLaneLocation](API\Plugins\ZoneGraph\FZoneGraphLaneLocation) & PrevLaneLocation, const [FZoneGraphLaneLocation](API\Plugins\ZoneGraph\FZoneGraphLaneLocation) & NextLaneLocation )


description: Returns the graph storage corresponding to the provided lane handle, if any.

code: const [FZoneGraphStorage](API\Plugins\ZoneGraph\FZoneGraphStorage) * GetZoneGraphStorage ( const [FZoneGraphLaneHandle](API\Plugins\ZoneGraph\FZoneGraphLaneHandle) & LaneHandle ) const


code: void SetOwner ( [UZoneGraphTestingComponent](API\Plugins\ZoneGraphDebug\UZoneGraphTestingComponent) * Owner )


className: UZoneLaneTest

description: Base class to inherit from to be able to perform custom actions on lane detected by the testing actor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew) class UZoneLaneTest : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: ZoneGraphEditor

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FZoneGraphEditorModule

description: The public interface to this module

code: class FZoneGraphEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: IZoneGraphEditor

description: ZoneGraph Editor public interface

code: class IZoneGraphEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


module: ZoneGraphTestSuite

code: static [IZoneGraphTestSuite](API\Plugins\ZoneGraphTestSuite\IZoneGraphTestSuite) & Get()


className: IZoneGraphTestSuite

description: The public interface to this module

code: class IZoneGraphTestSuite : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static bool IsAvailable()


description: Gets the current custom default value of the slider.

module: AdvancedWidgets

code: float GetCustomDefaultValue() const


description: Gets the widget that accessibility properties should synchronize to.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetAccessibleWidget() const


description: Get the current raw slider alpha from 0 to 1


description: Gets the palette category of the widget

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


description: Gets the current value of the slider.

code: float GetValue() const


code: void HandleOnControllerCaptureBegin()


code: void HandleOnControllerCaptureEnd()


code: void HandleOnMouseCaptureBegin()


code: void HandleOnMouseCaptureEnd()


code: void HandleOnValueChanged ( float InValue )


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


description: Sets the Angular Offset for the slider.

code: void SetAngularOffset ( float InValue )


description: Sets the color of the slider bar

code: void SetCenterBackgroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Sets the current custom default value of the slider.

code: void SetCustomDefaultValue ( float InValue )


description: Sets the start and end of the hand as a ratio to the slider radius (so 0.0 to 1.0 is from the slider center to the handle).

code: void SetHandStartEndRatio ( FVector2D InValue )


description: Sets the handle to be interactive or fixed

code: void SetLocked ( bool InValue )


description: Whether to show the slider hand.

code: void SetShowSliderHand ( bool InShowSliderHand )


description: Whether to show the slider handle (thumb).

code: void SetShowSliderHandle ( bool InShowSliderHandle )


description: Sets the color of the slider bar

code: void SetSliderBarColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Sets the maximum angle of the slider.

code: void SetSliderHandleEndAngle ( float InValue )


description: Sets the color of the handle bar

code: void SetSliderHandleColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Sets the minimum angle of the slider.

code: void SetSliderHandleStartAngle ( float InValue )


description: Sets the progress color of the slider bar

code: void SetSliderProgressColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


description: Sets the curve for the slider range

code: void SetSliderRange ( const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & InSliderRange )


description: Sets the amount to adjust the value by, when using a controller or keyboard

code: void SetStepSize ( float InValue )


description: Set whether the value is changed when dragging vertically as opposed to along the radial curve.

code: void SetUseVerticalDrag ( bool InUseVerticalDrag )


description: Sets the current value of the slider.

code: void SetValue ( float InValue )


description: Adds value tags to the slider.

code: void SetValueTags ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValueTags )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


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


className: URadialSlider

description: A simple widget that shows a sliding bar with a handle that allows you to control the value between 0..1.

code: class URadialSlider : public [UWidget](API\Runtime\UMG\Components\UWidget)

AngularOffset

description: Rotates radial slider by arbitrary offset to support full gamut of configurations.

bUseCustomDefaultValue

description: Whether the slider should draw it's progress bar from a custom value on the slider

CenterBackgroundColor

type: FLinearColor

description: The color to draw the center background in.

CustomDefaultValue

description: The value where the slider should draw it's progress bar from, independent of direction

HandStartEndRatio

description: Start and end of the hand as a ratio to the slider radius (so 0.0 to 1.0 is from the slider center to the handle).

IsFocusable

description: Should the slider be focusable?

Locked

description: Whether the handle is interactive or fixed.

MouseUsesStep

description: Sets new value if mouse position is greater/less than half the step size.

MyRadialSlider

type: TSharedPtr<SRa...

description: Native Slate Widget

OnControllerCaptureBegin

type: FOnControllerCa...

description: Invoked when the controller capture begins.

OnControllerCaptureEnd

description: Invoked when the controller capture ends.

OnMouseCaptureBegin

type: FOnMouseCapture...

description: Invoked when the mouse is pressed and a capture begins.

OnMouseCaptureEnd

description: Invoked when the mouse is released and a capture ends.

OnValueChanged

type: FOnFloatValueCh...

description: Called when the value is changed by slider or typing.

RequiresControllerLock

description: Sets whether we have to lock input to change the slider value.

ShowSliderHand

description: Whether to show the slider hand.

SliderBarColor

description: The color to draw the slider bar in.

SliderHandleColor

description: The color to draw the slider handle in.

SliderHandleEndAngle

description: The angle at which the Slider Handle will end.

SliderHandleStartAngle

description: The angle at which the Slider Handle will start.

SliderProgressColor

description: The color to draw the completed progress of the slider bar in.

SliderRange

type: FRuntimeFloatCu...

description: A curve that defines how the slider should be sampled. Default is linear.

StepSize

description: The amount to adjust the value by, when using a controller or keyboard

UseVerticalDrag

description: Whether the value is changed when dragging vertically as opposed to along the radial curve.

Value

description: The slider value to display.

ValueDelegate

type: FGetFloat

description: A bindable delegate to allow logic to drive the value of the widget

ValueTags

type: TArray< float >

description: Adds text tags to the radial slider at the value's position.

WidgetStyle

type: FSliderStyle

description: The progress bar style


code: static [FAdvancedWidgetsModule](API\Runtime\AdvancedWidgets\FAdvancedWidgetsModule) & GetModule()


code: static [FAdvancedWidgetsModule](API\Runtime\AdvancedWidgets\FAdvancedWidgetsModule) * GetModulePtr()


description: Called before the plugin is unloaded, right before the plugin object is destroyed.

code: virtual void ShutdownModule()


className: FAdvancedWidgetsModule

description: Advanced Widgets module

code: class FAdvancedWidgetsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Called right after the plugin DLL has been loaded and the plugin object has been created

code: virtual void StartupModule()


className: FFieldColorSettings

code: struct FFieldColorSettings

BooleanTypeColor

description: Boolean type color

ClassTypeColor

description: Class type color

DefaultStructTypeColor

description: Default Struct pin type color

DefaultTypeColor

description: The default color is used only for types not specifically defined below.

DelegateTypeColor

description: Delegate type color

EnumTypeColor

description: Enum pin type color

FloatTypeColor

description: Floating-point type color

InterfaceTypeColor

description: Interface type color

IntTypeColor

description: Integer pin type color

NameTypeColor

description: Name type color

ObjectTypeColor

description: Object type color

StringTypeColor

description: String type color

StructColors

type: TMap<FString, ...

description: Struct pin type color

TextTypeColor

description: Text type color


description: the class that should be expended for this instance. The instance can be null.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > CanExpandObject ( const [FObjectPropertyBase](API\Runtime\CoreUObject\UObject\FObjectPropertyBase) * Property, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instance ) const


description: true if the struct property can be expended.

code: virtual bool CanExpandScriptStruct ( const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * StructProperty ) const


className: EFunctionExpand

code: enum EFunctionExpand { None = 0, FunctionProperties, FunctionReturnProperty, }


className: EObjectExpandFlag

code: enum EObjectExpandFlag { None = 0, UseInstanceClass = 1 << 1, RequireValidInstance = 1 << 2, }


description: Deprecated* Use the SetExpandFunction with the EExpandFunctionType

code: void SetExpandFunction ( bool bInExpandFunction )


description: the struct that can be expanded from the function. ie. This can be the function itself (to see the arguments) or a return property.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > GetExpandedFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


code: void SetExpandFunction ( [EFunctionExpand](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EFunctionExpand) InExpandFunction )


code: void SetExpandObject ( [EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) InExpandObject )


code: void SetExpandScriptStruct ( bool bInExpandScriptStruct )


code: class FFieldExpander_Default : public [UE::PropertyViewer::IFieldExpander](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\IFieldExpander)


className: FFieldIcon

code: struct FFieldIcon

Color

type: FSlateColor

Icon

type: constFSlateBru...


className: FFieldIconArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FFieldIcon](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldIconFinder\FFieldIcon), TInlineAllocator< 2 >> FFieldIconArray


code: static [FFieldIconArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldIconFinder\FFieldIconArray) GetFunctionIcon ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


code: static [FFieldIconArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldIconFinder\FFieldIconArray) GetFunctionIcon ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FFieldColorSettings](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldColorSettings) & Settings )


code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIcon ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static [FFieldIconArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldIconFinder\FFieldIconArray) GetPropertyIcon ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: static [FFieldIconArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldIconFinder\FFieldIconArray) GetPropertyIcon ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [FFieldColorSettings](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldColorSettings) & Settings )


className: FFieldIconFinder

code: class FFieldIconFinder


code: class FFieldIterator_BlueprintVisible : public [UE::PropertyViewer::IFieldIterator](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\IFieldIterator)


className: FPropertyArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, TInlineAllocator< 1 >> FPropertyArray


code: const void * GetContainerPtr() const


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


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *const > GetProperties() const


code: FPropertyPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: FPropertyPath ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FPropertyArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyPath\FPropertyArray) Properties )


code: FPropertyPath ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * Data, [FPropertyArray](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyPath\FPropertyArray) Properties )


code: FPropertyPath ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * Data, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


className: FPropertyPath

code: struct FPropertyPath


className: FGenerateArgs

code: struct FGenerateArgs

bCanEditValue

type: bool

NotifyHook

type: INotifyHook...

Path

type: FPropertyPath


code: bool IsValid&40;&41; const


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


code: bool operator&33;&61; &40; FHandle Other &41; const


className: FOnGenerate

code: typedef TBaseDelegate_OneParam< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) > FOnGenerate


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Generate ( [FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) Args ) const


code: bool HasCustomPropertyValue ( const [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * Property ) const


code: bool HasCustomPropertyValue ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const


code: [FPropertyValueFactory](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory) & operator= ( const [FPropertyValueFactory](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory) & )


code: [FHandle](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FHandle) Register ( const [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * Field, [FOnGenerate](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FOnGenerate) OnGenerate )


code: [FHandle](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FHandle) Register ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct, [FOnGenerate](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FOnGenerate) OnGenerate )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateDefault ( [FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) Args ) const


code: FPropertyValueFactory ( const [FPropertyValueFactory](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory) & )


code: void Unregister ( [FHandle](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FHandle) Handle )


className: FPropertyValueFactory

code: class FPropertyValueFactory


description: Deprecated* CanExpandFunction is deprecated and GetExpandedFunction should be used instead.

code: virtual bool CanExpandFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > CanExpandObject ( const [FObjectPropertyBase](API\Runtime\CoreUObject\UObject\FObjectPropertyBase) * Property, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instance ) const


code: bool CanExpandScriptStruct ( const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * StructProperty ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > GetExpandedFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


className: IFieldExpander

code: class IFieldExpander


code: virtual ~IFieldExpander()


code: [TArray](API\Runtime\Core\Containers\TArray)< [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > GetFields ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ) const


code: virtual ~IFieldIterator()


className: IFieldIterator

code: class IFieldIterator


code: void OnPostValueChange ( const [FPropertyPath](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyPath) & Path )


code: void OnPreValueChange ( const [FPropertyPath](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyPath) & Path )


className: INotifyHook

code: class INotifyHook


code: namespace UE { namespace PropertyViewer { [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & UE::PropertyViewer::operator|= ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & UE::PropertyViewer::operator^= ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & UE::PropertyViewer::operator&= ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) & Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { constexpr [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) UE::PropertyViewer::operator| ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { constexpr [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) UE::PropertyViewer::operator& ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { constexpr [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) UE::PropertyViewer::operator^ ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Lhs, [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) Rhs ) } }


code: namespace UE { namespace PropertyViewer { constexpr bool UE::PropertyViewer::operator! ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) E ) } }


code: namespace UE { namespace PropertyViewer { constexpr [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) UE::PropertyViewer::operator~ ( [FFieldExpander_Default::EObjectExpandFlag](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldExpander_Default\EObjectExpandFla-) E ) } }


code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


code: static const ::[UE::PropertyViewer::FFieldColorSettings](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FFieldColorSettings) & GetColorSettings()


className: Instance

description: Singleton instances of this style.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > Instance;


className: FAdvancedWidgetsStyle

description: Style for advanced widgets

code: class FAdvancedWidgetsStyle


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SBoolPropertyValue\FArguments) & InArgs )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateInstance ( const [FPropertyValueFactory::FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) Args )


code: WidgetArgsType & NotifyHook &40; INotifyHook &42; InArg &41;


code: WidgetArgsType & Path &40; FPropertyPath InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SBoolPropertyValue >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SBoolPropertyValue

code: class SBoolPropertyValue : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SDefaultPropertyValue\FArguments) & InArgs )


className: SDefaultPropertyValue

code: class SDefaultPropertyValue : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: struct FArguments : public [TSlateBaseNamedArgs< SDefaultPropertyValue >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SEnumPropertyValue\FArguments) & InArgs )


code: struct FArguments : public [TSlateBaseNamedArgs< SEnumPropertyValue >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SEnumPropertyValue

code: class SEnumPropertyValue : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldIcon\FArguments) & InArgs, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldIcon\FArguments) & InArgs, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldIcon\FArguments) & InArgs, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldIcon\FArguments) & InArgs, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FunctionToDisplay )


code: WidgetArgsType & OverrideColorSettings &40; TOptional< const FFieldColorSettings > InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SFieldIcon >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SFieldIcon

code: class SFieldIcon : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldName\FArguments) & InArgs, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldName\FArguments) & InArgs, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldName\FArguments) & InArgs, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: void Construct &40; const FArguments & InArgs, const FText & DisplayName, TSharedPtr< SWidget > Icon &41;


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SFieldName\FArguments) & InArgs, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FunctionToDisplay )


description: Sanitize the property name.

code: WidgetArgsType & bSanitizeName &40; bool InArg &41;


description: Show the class icon or the color that correspond to the property type.

code: WidgetArgsType & bShowIcon &40; bool InArg &41;


description: The current highlighted text.

code: WidgetArgsType & HighlightText &40; const TAttribute< FText > & InAttribute &41;


description: Override the DisplayName of the container name.

code: WidgetArgsType & OverrideDisplayName &40; TOptional< FText > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SFieldName >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void SetHighlightText ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FText](API\Runtime\Core\Internationalization\FText) > InHighlightText )


className: SFieldName

code: class SFieldName : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SNumericPropertyValue\FArguments) & InArgs )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateInstance ( const [FPropertyValueFactory::FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) Args )


code: WidgetArgsType & NotifyHook &40; INotifyHook &42; InArg &41;


code: WidgetArgsType & Path &40; FPropertyPath InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SNumericPropertyValue >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SNumericPropertyValue

code: class SNumericPropertyValue : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) AddContainer ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName )


code: [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) AddContainer ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName )


code: [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) AddContainer ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName )


code: [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) AddInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectInstance, [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName )


code: [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) AddInstance ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, void * Data, [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectInstance )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FArguments) & InArgs, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct, void * Data )


className: EPropertyVisibility

code: enum EPropertyVisibility { Hidden, Visible, Editable, }


description: Show the icon next to the field name.

code: WidgetArgsType & bShowFieldIcon &40; bool InArg &41;


description: Sanitize the field and container name.

code: WidgetArgsType & bSanitizeName &40; bool InArg &41;


description: Show a search box.

code: WidgetArgsType & bShowSearchBox &40; bool InArg &41;


description: Sort the field after building the list of fields.

code: WidgetArgsType & bSortChildNode &40; bool InArg &41;


description: Which properties/functions that allow expansion. FFieldIterator_NoExpand is the default.

code: WidgetArgsType & FieldExpander &40; IFieldExpander &42; InArg &41;


description: Which properties/functions to show.FFieldIterator_BlueprintVisibleis the default.

code: WidgetArgsType & FieldIterator &40; IFieldIterator &42; InArg &41;


description: Callback when a property is modified.

code: WidgetArgsType & NotifyHook &40; INotifyHook &42; InArg &41;


description: Context menu widget for the selected item.

code: WidgetArgsType & OnContextMenuOpening &40; const FOnContextMenuOpening & InDelegate &41;


description: Delegate to invoke when an item is double-clicked.

code: WidgetArgsType & OnDoubleClicked &40; const FOnDoubleClicked & InDelegate &41;


description: Delegate to invoke when an item is dragged.

code: WidgetArgsType & OnDragDetected &40; const FOnDragDetected & InDelegate &41;


description: Slot for additional widget to go after the field or container widget.

code: WidgetArgsType & OnGetPostSlot &40; const FGetFieldWidget & InDelegate &41;


description: Delegate to invoke when we generate the entry for an added container.

code: WidgetArgsType & OnGenerateContainer &40; const FOnGenerateContainer & InDelegate &41;


description: Slot for additional widget to go before the field or container widget.

code: WidgetArgsType & OnGetPreSlot &40; const FGetFieldWidget & InDelegate &41;


description: Delegate to invoke when selection changes.

code: WidgetArgsType & OnSelectionChanged &40; const FOnSelectionChanged & InDelegate &41;


description: Allow to edit the instance property.

code: WidgetArgsType & PropertyVisibility &40; EPropertyVisibility InArg &41;


description: Slot for additional widget to go after the search box.

code: NamedSlotProperty< FArguments > SearchBoxPostSlot&40;&41;


description: Slot for additional widget to go before the search box.

code: NamedSlotProperty< FArguments > SearchBoxPreSlot&40;&41;


description: Is selection enabled.

code: WidgetArgsType & SelectionMode &40; ESelectionMode::Type InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SPropertyViewer >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)

type: IFieldExpander...

type: IFieldIterator...

type: EPropertyVisibi...


className: FGetFieldWidget

code: typedef TBaseDelegate_TwoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > > FGetFieldWidget


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


code: bool IsValid&40;&41; const


code: bool operator&33;&61; &40; FHandle Other &41; const


className: FOnContextMenuOpening

code: typedef TBaseDelegate_TwoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > > FOnContextMenuOpening


className: FOnDoubleClicked

code: typedef TBaseDelegate_TwoParams< void, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > > FOnDoubleClicked


className: FOnDragDetected

code: typedef TBaseDelegate_FourParams< [FReply](API\Runtime\SlateCore\Input\FReply), const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) &, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) &, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > > FOnDragDetected


className: FOnGenerateContainer

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > DisplayName > FOnGenerateContainer


className: FSelectedItem

code: struct FSelectedItem

Fields

type: TArray<TArray<...

Handle

type: FHandle


className: FOnSelectionChanged

code: typedef TBaseDelegate_ThreeParams< void, [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle), [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) >, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) > FOnSelectionChanged


code: void Remove ( [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) Identifier )


code: void SetRawFilterText ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText )


code: void SetSelection ( [FHandle](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SPropertyViewer\FHandle) Container, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant) > FieldPath )


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


className: SPropertyViewer

code: class SPropertyViewer : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Runtime\AdvancedWidgets\Widgets\PropertyViewer\SStringPropertyValue\FArguments) & InArgs )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateInstance ( const [FPropertyValueFactory::FGenerateArgs](API\Runtime\AdvancedWidgets\Framework\PropertyViewer\FPropertyValueFactory\FGenerateArgs) Args )


code: WidgetArgsType & NotifyHook &40; INotifyHook &42; InArg &41;


code: WidgetArgsType & Path &40; FPropertyPath InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SStringPropertyValue >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SStringPropertyValue

code: class SStringPropertyValue : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Commits the specified slider value.

code: virtual void CommitValue ( float NewValue )


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


description: Construct the widget.

code: void Construct ( const [SRadialSlider::FArguments](API\Runtime\AdvancedWidgets\Widgets\SRadialSlider\FArguments) & InDeclaration )


description: Rotates radial slider by arbitrary offset to support full gamut of configurations

code: WidgetArgsType & AngularOffset &40; float InArg &41;


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FSlateAccessibleWidget > CreateAccessibleWidget()


description: Whether the slider should draw it's progress bar from a custom value on the slider

code: WidgetArgsType & bUseCustomDefaultValue &40; const TAttribute< bool > & InAttribute &41;


description: The color to draw the center background in.

code: WidgetArgsType & CenterBackgroundColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: Center background image.

code: WidgetArgsType & CenterBackgroundBrush &40; FSlateBrush InArg &41;


description: The value where the slider should draw it's progress bar from, independent of direction

code: WidgetArgsType & CustomDefaultValue &40; const TAttribute< float > & InAttribute &41;


description: Sometimes a slider should only be mouse-clickable and never keyboard focusable.

code: WidgetArgsType & IsFocusable &40; bool InArg &41;


description: Start and end of the hand as a ratio to the slider radius (so 0.0 to 1.0 is from the slider center to the handle).

code: WidgetArgsType & HandStartEndRatio &40; FVector2D InArg &41;


description: Whether the handle is interactive or fixed.

code: WidgetArgsType & Locked &40; const TAttribute< bool > & InAttribute &41;


description: Sets new value if mouse position is greater/less than half the step size.

code: WidgetArgsType & MouseUsesStep &40; bool InArg &41;


description: Invoked when the Controller is pressed and capture begins.

code: WidgetArgsType & OnControllerCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the controller capture is released.

code: WidgetArgsType & OnControllerCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is pressed and a capture begins.

code: WidgetArgsType & OnMouseCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is released and a capture ends.

code: WidgetArgsType & OnMouseCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Called when the value is changed by the slider.

code: WidgetArgsType & OnValueChanged &40; const FOnFloatValueChanged & InDelegate &41;


description: Sets whether we have to lock input to change the slider value.

code: WidgetArgsType & RequiresControllerLock &40; bool InArg &41;


description: Whether to show the slider hand.

code: WidgetArgsType & ShowSliderHand &40; bool InArg &41;


description: Whether to show the slider thumb.

code: WidgetArgsType & ShowSliderHandle &40; bool InArg &41;


description: The color to draw the slider bar in.

code: WidgetArgsType & SliderBarColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The color to draw the slider handle in.

code: WidgetArgsType & SliderHandleColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The angle at which the Slider Handle will end.

code: WidgetArgsType & SliderHandleEndAngle &40; float InArg &41;


description: The angle at which the Slider Handle will start.

code: WidgetArgsType & SliderHandleStartAngle &40; float InArg &41;


description: The color to draw completed progress of the slider bar in.

code: WidgetArgsType & SliderProgressColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: A curve that defines how the slider should be sampled. Default is linear.

code: WidgetArgsType & SliderRange &40; FRuntimeFloatCurve InArg &41;


description: The style used to draw the slider.

code: WidgetArgsType & Style &40; const FSliderStyle &42; InArg &41;


description: The input mode while using the controller.

code: WidgetArgsType & StepSize &40; const TAttribute< float > & InAttribute &41;


description: The thickness used for the slider bar. For backwards compatibility, this will only be used instead of the bar thickness from Style if it has been manually set with SetThickness.

code: WidgetArgsType & Thickness &40; const TAttribute< float > & InAttribute &41;


description: A value that drives where the slider handle appears. Value is normalized between 0 and 1.

code: WidgetArgsType & Value &40; const TAttribute< float > & InAttribute &41;


description: Distributes value tags along the slider

code: WidgetArgsType & ValueTags &40; TArray< float > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SRadialSlider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Get the AngularOffset attribute

code: float GetAngularOffset() const


description: Whether the value is changed when dragging vertically as opposed to along the radial curve.

code: WidgetArgsType & UseVerticalDrag &40; bool InArg &41;


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBarImage() const


description: Get the maximum value in Slider Range

code: float GetMaxValue() const


description: Get the minumum value in Slider Range

code: float GetMinValue() const


description: Get the Slider's Handle position scaled from 0 to 1


description: Get the Value attribute scaled from 0 to 1

code: float GetNormalizedValue ( float RawValue ) const


description: Get the MinSliderHandleAngle attribute

code: float GetSliderHandleStartAngle() const


description: Get ths CustomDefaultValue attribute

code: float GetCustomDefaultValue() const


description: Get the MaxSliderHandleAngle attribute

code: float GetSliderHandleEndAngle() const


description: Get the SliderRange attribute


description: Get the StepSize attribute

code: float GetStepSize() const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetThumbImage() const


description: Get the bUseCustomDefaultValue attribute

code: bool GetUseCustomDefaultValue() const


description: Get the Value attribute

code: float GetValue() const


description: Get the ValueTags attribute

code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetValueTags() const


description: Is this widget interactive or not? Defaults to false

code: virtual bool IsInteractable() const


description: Is the handle locked or not? Defaults to false

code: bool IsLocked() const


description: Called when this widget loses focus. This event does not bubble.

code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description:
Called after a key is released when this widget has focus
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Called when navigation is requested e.g. Left Joystick, Direction Pad, Arrow Keys can generate navigation events.

code: virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) OnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent )


description: Whenever possible, LeafWidgets should avoid dealing with layout properties. See TextBlock for an example.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


description: Called when a touchpad touch is ended (finger lifted)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchEnded ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch is moved (finger moved)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchMoved ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch is started (finger down)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchStarted ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description:
Calculates the new value based on the given absolute coordinates.
The new value.

code: float PositionToValue ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const FVector2D & AbsolutePosition )


description: Set the AngularOffset attribute

code: void SetAngularOffset ( float InAngularOffset )


description: Set the SliderHandleColor attribute

code: void SetCenterBackgroundColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InCenterHandleColor )


description: Set the CustomDefaultValue attribute

code: void SetCustomDefaultValue ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InValueAttribute )


description: Set the HandStartEndRatio. Clamped to 0.0 to 1.0, and if the start ratio is more than the end ratio, end ratio will be set to the start ratio.

code: void SetHandStartEndRatio ( FVector2D InHandStartEndRatio )


description: Set the Locked attribute

code: void SetLocked ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InLocked )


description: Set the MouseUsesStep attribute

code: void SetMouseUsesStep ( bool MouseUsesStep )


description: Set the RequiresControllerLock attribute

code: void SetRequiresControllerLock ( bool RequiresControllerLock )


description: Set the ShowSliderHand attribute

code: void SetShowSliderHand ( bool ShowSliderHand )


description: Set the ShowSliderHandle attribute

code: void SetShowSliderHandle ( bool ShowSliderHandle )


description: Set the SliderBarColor attribute

code: void SetSliderBarColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InSliderBarColor )


description: Set the SliderHandleColor attribute

code: void SetSliderHandleColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InSliderHandleColor )


description: Set the SliderHandleStartAngle and SliderHandleEndAngle attributes. If the new SliderHandleStartAngle is more than the new SliderHandleEndAngle, SliderHandleEndAngle will be changed to equal SliderHandleStartAngle.

code: void SetSliderHandleStartAngleAndSliderHandleEndAngle ( float InSliderHandleStartAngle, float InSliderHandleEndAngle )


description: Set the SliderRange attribute

code: void SetSliderRange ( const [FRuntimeFloatCurve](API\Runtime\Engine\Curves\FRuntimeFloatCurve) & InSliderRange )


description: Set the SliderProgressColor attribute

code: void SetSliderProgressColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InSliderProgressColor )


description: Set the StepSize attribute

code: void SetStepSize ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InStepSize )


description: Set the Thickness attribute. For backward compatibility, Thickness will be used for drawing instead of Style->BarThickness only if it has been set with this method,

code: void SetThickness ( const float InThickness )


description: Set the bUseCustomDefaultValue attribute

code: void SetUseCustomDefaultValue ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InValueAttribute )


description: Set the UseVerticalDrag attribute

code: void SetUseVerticalDrag ( bool UseVerticalDrag )


description: Set the Value attribute

code: void SetValue ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > & InValueAttribute )


description: Set the ValueTags attribute

code: void SetValueTags ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValueTags )


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


className: SRadialSlider

code: class SRadialSlider : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget)

AngularOffset

type: float

description: The angle at which the radial slider should be offset by

bControllerInputCaptured

description: Holds a flag indicating whether a controller/keyboard is manipulating the slider's value.

bIsFocusable

description: When true, this slider will be keyboard focusable. Defaults to false.

bMouseUsesStep

description: Sets new value if mouse position is greater/less than half the step size.

bRequiresControllerLock

description: Sets whether we have to lock input to change the slider value.

bShowSliderHand

description: Whether to show the slider hand.

bShowSliderHandle

description: Whether to show the slider handle (thumb).

bUseCustomDefaultValue

type: TAttribute< boo...

description: Whether the slider should draw it's progress bar from a custom value on the slider.

bUseVerticalDrag

description: When true, value is changed when dragging vertically as opposed to along the radial curve.

CachedCursor

description: Holds the initial cursor in case a custom cursor has been specified, so we can restore it after dragging the slider.

CenterBackgroundBrush

type: FSlateBrush

description: Center background image brush.

CenterBackgroundColor

type: TAttribute<FSl...

description: Holds the color of the center background.

CustomDefaultValue

type: TAttribute< flo...

description: The value where the slider should draw it's progress bar from, independent of direction.

HandStartEndRatio

description: Start and end of the hand as a ratio to the slider radius (so 0.0 to 1.0 is from the slider center to the handle).

LockedAttribute

description: Holds a flag indicating whether the slider is locked.

PressedScreenSpaceTouchDownPosition

description: The location in screenspace the slider was pressed by a touch

SliderBarColor

description: Holds the color of the slider bar.

SliderHandleColor

description: Holds the color of the slider handle.

SliderHandleEndAngle

description: The angle at which the radial slider should end

SliderHandleStartAngle

description: The angle at which the radial slider should begin

SliderProgressColor

description: Holds the color for the completed progress of the slider bar.

SliderRange

description: A curve that defines how the slider should be sampled. Default is linear.

StepSize

description: Holds the amount to adjust the value by when using a controller or keyboard

Style

type: constFSliderSt...

description: Holds the style passed to the widget upon construction.

Thickness

type: TAttribute<TOp...

description: Thickness used for slider bar instead of Style->BarThickness (see SetThickness)

ValueAttribute

description: Holds the slider's current value.

ValueTags

description: The values that should be drawn around the radial slider


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

module: Advertising

code: static [FAdvertising](API\Runtime\Advertising\FAdvertising) & Get()


code: virtual [IAdvertisingProvider](API\Runtime\Advertising\Interfaces\IAdvertisingProvider) * GetAdvertisingProvider ( const [FName](API\Runtime\Core\UObject\FName) & ProviderName )


code: virtual [IAdvertisingProvider](API\Runtime\Advertising\Interfaces\IAdvertisingProvider) * GetDefaultProvider()


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

code: static bool IsAvailable()


description: Module functionality.

code: FAdvertising()


className: FAdvertising

description: Advertising module interface implementation

code: class FAdvertising : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: bool IsInterstitialAdAvailable()


code: bool IsInterstitialAdRequested()


code: void LoadInterstitialAd ( int32 adID )


code: void ShowAdBanner ( bool bShowOnBottomOfScreen, int32 adID )


className: IAdvertisingProvider

description: Generic interface for an advertising provider. Other modules can define more and register them with this module.

code: class IAdvertisingProvider : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: AIModule

code: static bool AreAIIgnoringPlayers()


description: Notifies AIController of changes in given actors' perception

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


className: bAIIgnorePlayers

description: If true, AI controllers will ignore players.

code: static bool bAIIgnorePlayers = false;


code: void ClaimTaskResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass )


description: Helper function for creating pathfinding query for this agent from move request data

code: bool BuildPathfindingQuery ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query ) const


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


code: virtual void CleanupBrainComponent()


description: Clears Focus for given priority, will also clear FocalPoint as a result

code: virtual void ClearFocus ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority )


description: Finds path for given move request

code: virtual void FindPathForMoveRequest ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query, FNavPathSharedPtr & OutPath ) const


description: DEPRECATED.


code: const [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * GetAIPerceptionComponent() const


code: const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * GetBlackboardComponent() const


code: [UBrainComponent](API\Runtime\AIModule\UBrainComponent) * GetBrainComponent() const


description: Returns the Move Request ID for the current move


description: Debug/dev-time

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


description: Retrieve the final position that controller should be looking at.

code: FVector GetFocalPoint() const


code: FVector GetFocalPointForPriority ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) const


description: Retrieve the focal point this controller should focus to on given actor.

code: virtual FVector GetFocalPointOnActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Get the focused actor.

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


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetFocusActorForPriority ( [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority ) const


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

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


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


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

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


code: [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent() const


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

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


description: Retrieve team identifier in form ofFGenericTeamId

code: virtual [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) GetGenericTeamId() const


description: Returns position of current path segment's end.


description: Returns status of path following


description: Retrieves PathFollowingAgent for this NavAgent

code: virtual [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * GetPathFollowingAgent() const


description: Returns PathFollowingComponent subobject

code: [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) * GetPathFollowingComponent() const


code: virtual [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) * GetPerceptionComponent()


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


description: Returns true if the current PathFollowingComponent's path is partial (does not reach desired destination).

code: bool HasPartialPath() const


code: virtual bool InitializeBlackboard ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & BlackboardComp, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) & BlackboardAsset )


description: Checks if the agent is actively following a navigation path

code: virtual bool IsFollowingAPath() const


description: Clears Focus, will also clear FocalPoint as a result

code: void K2_ClearFocus()


description: Set the position that controller should be looking at.

code: void K2_SetFocalPoint ( FVector FP )


description: Set Focus for actor, will set FocalPoint as a result.

code: void K2_SetFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewFocus )


description:
Checks line to center and top of other actor
true if controller's pawn can see Other actor.

code: virtual bool LineOfSightTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, FVector ViewPoint, bool bAlternateChecks ) const


description:
Makes AI go toward specified destination
struct holding MoveId and enum code

code: virtual [FPathFollowingRequestResult](API\Runtime\AIModule\Navigation\FPathFollowingRequestResult) MoveTo ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, FNavPathSharedPtr * OutPath )


description: AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius

code: [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) MoveToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass, bool bAllowPartialPath )


code: [EPathFollowingRequestResult::Type](API\Runtime\AIModule\Navigation\EPathFollowingRequestResult__Typ-) MoveToLocation ( const FVector & Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass, bool bAllowPartialPath )


description: Notify called after GameplayTask changes state to Active (initial activation or resuming)

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


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

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


description: Add empty overrides to fix linker errors if project implements a child class without adding GameplayTasks module dependency

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


description: Called on completing current movement request

code: virtual void OnMoveCompleted ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID, const [FPathFollowingResult](API\Runtime\AIModule\Navigation\FPathFollowingResult) & Result )


code: virtual void OnGameplayTaskResourcesClaimed ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) NewlyClaimed, [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) FreshlyReleased )


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


description: Overridable native function for when this controller is asked to possess a pawn.

code: virtual void OnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Overridable native function for when this controller unpossesses its pawn.

code: virtual void OnUnPossess()


code: void OnUsingBlackBoard ( [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) * BlackboardComp, [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * BlackboardAsset )


description: If AI is currently moving due to request given by RequestToPause, then the move will be paused

code: bool PauseMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestToPause )


description: Deprecated* PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead.

code: bool PerformAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) *const Instigator )


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


description: Overridden to create the player replication info and perform other mundane initialization tasks.

code: virtual void PostInitializeComponents()


code: virtual bool PreparePathfinding ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )


description: Passes move request and path object to path following

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


code: virtual [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestPathAndMove ( const [FAIMoveRequest](API\Runtime\AIModule\FAIMoveRequest) & MoveRequest, [FPathFindingQuery](API\Runtime\NavigationSystem\FPathFindingQuery) & Query )


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

code: virtual void Reset()


description: Resumes last AI-performed, paused request provided it's ID was equivalent to RequestToResume

code: bool ResumeMove ( [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestToResume )


description: Starts executing behavior tree.

code: virtual bool RunBehaviorTree ( [UBehaviorTree](API\Runtime\AIModule\BehaviorTree\UBehaviorTree) * BTAsset )


description: Set Focus actor for given priority, will set FocalPoint as a result.

code: virtual void SetFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewFocus, [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority )


description: Set FocalPoint for given priority as absolute position or offset from base.

code: virtual void SetFocalPoint ( FVector NewFocus, [EAIFocusPriority::Type](API\Runtime\AIModule\Type) InPriority )


description: Assigns Team Agent to given TeamID

code: virtual void SetGenericTeamId ( const [FGenericTeamId](API\Runtime\AIModule\FGenericTeamId) & TeamID )


description: Updates state of movement block detection.

code: void SetMoveBlockDetection ( bool bEnable )


description: Note that this function does not do any pathfollowing state transfer. Intended to be called as part of initialization/setup process

code: void SetPathFollowingComponent ( [UPathFollowingComponent](API\Runtime\AIModule\Navigation\UPathFollowingComponent) * NewPFComponent )


description: Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn.

code: virtual void SetPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


code: void SetPerceptionComponent ( [UAIPerceptionComponent](API\Runtime\AIModule\Perception\UAIPerceptionComponent) & InPerceptionComponent )


description: Allows delaying repath requests

code: virtual bool ShouldPostponePathUpdates() const


description: Does this AIController allow givenUBlackboardComponentsync data with it

code: virtual bool ShouldSyncBlackboardWith ( const [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) & OtherBlackboardComponent ) const


description: Aborts the move the controller is currently performing

code: virtual void StopMovement()


description: Computes a launch velocity vector to toss a projectile and hit the given destination. Performance note: Potentially expensive. Nonzero CollisionRadius and bOnlyTraceUp=false are the more expensive options.

code: bool SuggestTossVelocity ( FVector & OutTossVelocity, FVector Start, FVector End, float TossSpeed, bool bPreferHighArc, float CollisionRadius, bool bOnlyTraceUp )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description: Cheat/debugging functions.

code: static void ToggleAIIgnorePlayers()


code: void UnclaimTaskResource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > ResourceClass )


description: Update direction AI is looking based on FocalPoint

code: virtual void UpdateControlRotation ( float DeltaTime, bool bUpdatePawn )


description:
Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist.
true if we successfully linked the blackboard asset to the blackboard component.

code: bool UseBlackboard ( [UBlackboardData](API\Runtime\AIModule\BehaviorTree\UBlackboardData) * BlackboardAsset, [UBlackboardComponent](API\Runtime\AIModule\BehaviorTree\UBlackboardComponent) *& BlackboardComponent )


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


className: AAIController

bAllowStrafe

type: uint32:  1

description: Is strafing allowed during movement?

Blackboard

type: TObjectPtr<UBl...

description: Blackboard

bLOSflag

description: Used for alternating LineOfSight traces

BrainComponent

type: TObjectPtr<UBr...

description: Component responsible for behaviors.

bSetControlRotationFromPawnOrientation

type: uint32: 1

description: Copy Pawn rotation to ControlRotation, if there is no focus point.

bSkipExtraLOSChecks

description: Skip extra line of sight traces to extremities of target being checked.

bStartAILogicOnPossess

description: Bydefault AI's logic does not start when controlled Pawn is possessed.

bStopAILogicOnUnposses

description: Bydefault AI's logic gets stopped when controlled Pawn is unpossessed.

bWantsPlayerState

description: Specifies if this AI wants its own PlayerState.

CachedGameplayTasksComponent

type: TObjectPtr<UGa...

DefaultNavigationFilterClass

type: TSubclassOf<UN...

FocusInformation

type: FFocusKnowledge

PerceptionComponent

type: TObjectPtr<UAI...

ReceiveMoveCompleted

type: FAIMoveComplete...

description: Blueprint notification that we've completed the current movement request


code: namespace EPawnActionFailHandling { enum Type { RequireSuccess, IgnoreFailure, } }


code: namespace EPawnActionMoveMode { enum Type { UsePathfinding, StraightLine, } }


code: namespace EPawnSubActionTriggeringPolicy { enum Type { CopyBeforeTriggering, ReuseInstances, } }


className: FakeActionIndex

description: Used for markingFPawnActionEventinstances created solely for comparisons uses

code: static const int32 FakeActionIndex = INDEX_NONE;


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


code: FPawnActionEvent ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) EventType, uint32 Index )


className: FPawnActionEvent

code: struct FPawnActionEvent

EventType

type: EPawnActionEven...

Index

description: Used to maintain order of equally-important messages

Priority

type: EAIRequestPrior...


description: Debugging-testing purposes.

code: int32 GetStackSize() const


code: [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetTop() const


description: Looks through the double-linked action list looking for specified action and if found action will be popped along with all it's siblings

code: void PopAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToPop )


description: All it does is tie actions into a double-linked list making NewTopAction new stack's top

code: void PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & NewTopAction )


description:
Triggers aborting of an Action
current state of task abort  do not make this virtual! Contains some essential logic.

code: [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) Abort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce )


className: FPawnActionStack

code: struct FPawnActionStack


description: Starts or resumes action, depending on internal state

code: bool Activate()


code: template<class TActionClass> static TActionClass * CreateActionInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: Deprecated* PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead.

code: static [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * CreateActionInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) > ActionClass )


code: virtual void Finish ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) > WithResult )


code: const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetChildAction() const


description: Blueprint inlines.


code: [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const


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


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


code: const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetParentAction() const


code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const


description: Debug


description: BeginUObject.

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


description: This function will change its signature once AI messaging is rewritten

code: virtual void HandleAIMessage ( [UBrainComponent](API\Runtime\AIModule\UBrainComponent) *, const [FAIMessage](API\Runtime\AIModule\FAIMessage) & )


description: Called to give Action chance to react to child action finishing.  gets calledAFTERchild's OnFinished to give child action chance to prepare "finishing data" for parent to read.  clears parent-child binding

code: virtual void OnChildFinished ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


description: Called when this action is being removed from action stacks

code: virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


description:
Performs actual work on aborting Action. Should be called exclusively by Abort function
only valid return values here are LatendAbortInProgress and AbortDone

code: virtual [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) PerformAbort ( [EAIForceParam::Type](API\Runtime\AIModule\EAIForceParam__Type) ShouldForce )


description: Called to pause action when higher priority or child action kicks in

code: virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy )


description: Apart from doing regular push request copies additional values from Parent, like Priority and Instigator

code: bool PushChildAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action )


description: Called to resume action after being paused

code: virtual bool Resume()


code: void SendEvent ( [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event )


code: void SetActionObserver ( const FPawnActionEventDelegate & InActionObserver )


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


code: void SetOwnerComponent ( [UDEPRECATED_PawnActionsComponent](API\Runtime\AIModule\Actions\UDEPRECATED_PawnActionsComponent) * Component )


code: bool ShouldPauseMovement() const


code: virtual void Tick ( float DeltaTime )


description:
Called to start off the Action
'true' if actions successfully started.  if action fails to start no finishing or aborting mechanics will be triggered

code: virtual bool Start()


code: void TickAction ( float DeltaTime )


description: Messaging

code: void WaitForMessage ( [FName](API\Runtime\Core\UObject\FName) MessageType, [FAIRequestID](API\Runtime\AIModule\FAIRequestID) RequestID )


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


description: Things to remember:

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

bAllowNewSameClassInstance

description: If this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push

bAlwaysNotifyOnFinished

description: If set, action will call OnFinished notify even when ending as FailedToStart

BrainComp

description: : THIS IS HEREONLYBECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY!

bReplaceActiveSameClassInstance

description: If this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)

bShouldPauseMovement

description: This is a temporary solution to allow having movement action running in background while there's another action on top doing its thing

bWantsTick

description: TickAction will get called only if this flag is set.

FPawnActionStack

type: friend

RequestID

type: FAIRequestID

RequiredResources

type: FAIResourcesSet

description: Specifies which resources will be locked by this action.


code: [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) AbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToAbort )


description:
Removes all actions instigated with Priority by Instigator
number of action abortions requested (performed asyncronously)

code: uint32 AbortActionsInstigatedBy ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *const Instigator, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority )


code: static [FString](API\Runtime\Core\Containers\FString) DescribeEventType ( [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) EventType )


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


description: Deprecated* PawnActions have been deprecated and are no longer being supported. It will get removed in following UE5 releases. Use GameplayTasks or AITasks instead.

code: [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) ForceAbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & ActionToAbort )


code: int32 GetActionEventsQueueSize() const


description: Debugging-testing purposes.

code: int32 GetActionStackSize ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority ) const


code: [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * GetActiveAction ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority ) const


code: const [APawn](API\Runtime\Engine\GameFramework\APawn) * GetControlledPawn() const


code: bool HasActiveActionOfType ( [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) > PawnActionClass ) const


description: Aborts given action instance

code: [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) K2_AbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToAbort )


description: Aborts given action instance

code: [EPawnActionAbortState::Type](API\Runtime\AIModule\EPawnActionAbortState__Type) K2_ForceAbortAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * ActionToAbort )


code: static bool K2_PerformAction ( [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * Action, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) > Priority )


code: bool K2_PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * NewAction, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instigator )


code: bool OnEvent ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [EPawnActionEventType::Type](API\Runtime\AIModule\EPawnActionEventType__Type) Event )


description: UActorComponent.

code: virtual void OnUnregister()


code: static bool PerformAction ( [APawn](API\Runtime\Engine\GameFramework\APawn) & Pawn, [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & Action, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) > Priority )


description: Use it to save component work to figure out what it's controlling or if component can't/won't be able to figure it out properly  will throw a log warning if trying to set ControlledPawn if it's already set

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


code: bool PushAction ( [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) & NewAction, [EAIRequestPriority::Type](API\Runtime\AIModule\EAIRequestPriority__Type) Priority, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instigator )


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: Finds the action that should be running. If it's different from CurrentAction then CurrentAction gets paused and newly selected action gets started up

code: void UpdateCurrentAction()


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


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

ActionEvents

type: TArray<FPawnAc...

bLockedAILogic

description: Set when logic was locked by hi priority stack

ControlledPawn

type: TObjectPtr<APa...


code: void ActionFinished ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


code: void ActionPause ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


code: void ActionResume ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


code: void ActionStart ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn )


code: void ActionTick ( [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, float DeltaSeconds )


description: Called when this action is being removed from action stacks

code: virtual void OnFinished ( [EPawnActionResult::Type](API\Runtime\AIModule\EPawnActionResult__Type) WithResult )


description: Called to pause action when higher priority or child action kicks in

code: virtual bool Pause ( const [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction) * PausedBy )


description: Called to resume action after being paused

code: virtual bool Resume()


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


description:
Called to start off the Action
'true' if actions successfully started.  if action fails to start no finishing or aborting mechanics will be triggered

code: virtual bool Start()


code: class UDEPRECATED_PawnAction_BlueprintBase : public [UDEPRECATED_PawnAction](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction)


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 Tick ( float DeltaTime )


code: static bool CheckAlreadyAtGoal ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, const FVector & TestLocation, float Radius )


code: static bool CheckAlreadyAtGoal ( [AAIController](API\Runtime\AIModule\AAIController) & Controller, const [AActor](API\Runtime\Engine\GameFramework\AActor) & TestGoal, float Radius )


code: static [UDEPRECATED_PawnAction_Move](API\Runtime\AIModule\Actions\UDEPRECATED_PawnAction_Move) * CreateAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [AActor](API\Runtime\Engine\GameFramework\AActor) * GoalActor, [EPawnActionMoveMode::Type](API\Runtime\AIModule\Actions\EPawnActionMoveMode__Type) Mode )