LEAP Documentation 40220
Documentation for the LEAP project
AProjectXAIController Member List

This is the complete list of members for AProjectXAIController, including all inherited members.

AllowableSimultaneousFailuresAProjectXAIController
AProjectXAIController()AProjectXAIController
AttentionSpanAProjectXAIController
bAllowHeadshotsAProjectXAIController
bCanTargetAlliesAProjectXAIController
bDropAllyTargetsIfThreatIsZeroAProjectXAIController
BeginPlay() overrideAProjectXAIControllerprotectedvirtual
bSelectTargetOnPosssessAProjectXAIController
bTargetAttackersAProjectXAIController
CanLoseTargetAProjectXAIController
CanSeeTarget() constAProjectXAIControllerinlinevirtual
CheckIfStuck()AProjectXAIControllerprotectedvirtual
DisplayNameAProjectXAIController
EndPlay(const EEndPlayReason::Type EndPlayReason) overrideAProjectXAIControllerprotectedvirtual
EngagementDistanceAProjectXAIController
EngagementRangePaddingAProjectXAIController
GetFocalPointOnActor(const AActor *Actor) const overrideAProjectXAIControllerprotectedvirtual
GetMoveActor() constAProjectXAIControllerinlinevirtual
GetProjectXAI() constAProjectXAIController
GetSquareEngagementDistance() constAProjectXAIControllerinlinevirtual
GetSquareFiringDistance() constAProjectXAIControllerinlinevirtual
GetTarget() constAProjectXAIControllervirtual
GetTarget() constAProjectXAIControllerinline
GetTargetThreatLevel() constAProjectXAIController
GetTeam() const overrideAProjectXAIControllerprotectedvirtual
HasTarget() constAProjectXAIControllerinline
IsValidTeam(const ITeamInterface *const TeamInferface)ITeamInterfacestatic
IsWithinEngagementMaxRangeOfTarget() constAProjectXAIControllerinlinevirtual
IsWithinEngagementRangeOfTarget() constAProjectXAIControllerinlinevirtual
IsWithinFiringRangeOfTarget() constAProjectXAIControllerinlinevirtual
MaxFiringDistanceAProjectXAIController
OnBehaviourTreeFailureReported()AProjectXAIControllerprotectedvirtual
OnBehaviourTreeSuccess()AProjectXAIControllerprotectedvirtual
OnPawnDeath(class AActor *Victim, const float Damage, struct FDamageEvent const &DamageEvent, const class AController *EventInstigator, const class AActor *DamageCauser, const class APlayerState *InstigatorPlayerState)AProjectXAIControllerprotected
OnPerceptionUpdated(TArray< FProjectXPerceptionInfo > Perceptions)AProjectXAIControllerprotectedvirtual
OnPossess(APawn *InPawn) overrideAProjectXAIControllerprotectedvirtual
OnTargetKilled(class AActor *Victim, const float Damage, struct FDamageEvent const &DamageEvent, const class AController *EventInstigator, const class AActor *DamageCauser, const class APlayerState *InstigatorPlayerState)AProjectXAIControllerprotected
OnTargetVehicleEnter(AProjectXCharacter *Driver, AProjectXVehicle *CurrentVehicle, AProjectXVehicle *PreviousVehicle)AProjectXAIControllerprotected
OnTargetVehicleExit(AProjectXVehicle *Vehicle, UVehicleSeatComponent *Seat, AProjectXCharacter *PreviousPassenger)AProjectXAIControllerprotected
OnUnPossess() overrideAProjectXAIControllerprotectedvirtual
PerceptionSystemAProjectXAIController
SelectTarget(bool bDontReselectSameTarget, EAcquireTargetType SearchType)AProjectXAIControllervirtual
SetCanSeeTarget(bool bToggle)AProjectXAIControllerinlinevirtual
SetIsWithinEngagementMaxRangeOfTarget(bool bToggle)AProjectXAIControllerinlinevirtual
SetIsWithinEngagementRangeOfTarget(bool bToggle)AProjectXAIControllerinlinevirtual
SetIsWithinFiringRangeOfTarget(bool bToggle)AProjectXAIControllerinlinevirtual
SetTarget(AActor *Target, ESetTargetEvent Context, bool bAllowDelays=true, float TargetThreatLevel=1.0f)AProjectXAIControllervirtual
SetTeam(int32 NewTeam) overrideAProjectXAIControllerprotectedvirtual
TargetSwitchDelayAProjectXAIController
ThreatDecayRateAProjectXAIController
UpdateCanLoseTarget()AProjectXAIControllerprotectedvirtual
UpdateThreatDecay()AProjectXAIControllerprotectedvirtual
VisibilityExtentTraceAProjectXAIController