#include <ProjectXAIController.h>
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virtual void | BeginPlay () override |
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virtual void | CheckIfStuck () |
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virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
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virtual void | UpdateCanLoseTarget () |
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virtual void | UpdateThreatDecay () |
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virtual void | OnBehaviourTreeFailureReported () |
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virtual void | OnBehaviourTreeSuccess () |
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virtual void | OnPossess (APawn *InPawn) override |
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virtual void | OnUnPossess () override |
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virtual int32 | GetTeam () const override |
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virtual int32 | SetTeam (int32 NewTeam) override |
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virtual FVector | GetFocalPointOnActor (const AActor *Actor) const override |
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void | OnTargetKilled (class AActor *Victim, const float Damage, struct FDamageEvent const &DamageEvent, const class AController *EventInstigator, const class AActor *DamageCauser, const class APlayerState *InstigatorPlayerState) |
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void | OnTargetVehicleEnter (AProjectXCharacter *Driver, AProjectXVehicle *CurrentVehicle, AProjectXVehicle *PreviousVehicle) |
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void | OnTargetVehicleExit (AProjectXVehicle *Vehicle, UVehicleSeatComponent *Seat, AProjectXCharacter *PreviousPassenger) |
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void | OnPawnDeath (class AActor *Victim, const float Damage, struct FDamageEvent const &DamageEvent, const class AController *EventInstigator, const class AActor *DamageCauser, const class APlayerState *InstigatorPlayerState) |
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virtual void | OnPerceptionUpdated (TArray< FProjectXPerceptionInfo > Perceptions) |
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◆ AProjectXAIController()
AProjectXAIController::AProjectXAIController |
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◆ BeginPlay()
void AProjectXAIController::BeginPlay |
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overrideprotectedvirtual |
◆ CanSeeTarget()
virtual bool AProjectXAIController::CanSeeTarget |
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const |
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inlinevirtual |
◆ CheckIfStuck()
void AProjectXAIController::CheckIfStuck |
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protectedvirtual |
◆ EndPlay()
void AProjectXAIController::EndPlay |
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const EEndPlayReason::Type |
EndPlayReason | ) |
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overrideprotectedvirtual |
◆ GetFocalPointOnActor()
FVector AProjectXAIController::GetFocalPointOnActor |
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const AActor * |
Actor | ) |
const |
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overrideprotectedvirtual |
◆ GetMoveActor()
virtual AActor * AProjectXAIController::GetMoveActor |
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const |
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inlinevirtual |
◆ GetProjectXAI()
◆ GetSquareEngagementDistance()
virtual const FVector2D & AProjectXAIController::GetSquareEngagementDistance |
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const |
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inlinevirtual |
◆ GetSquareFiringDistance()
virtual float AProjectXAIController::GetSquareFiringDistance |
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const |
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inlinevirtual |
◆ GetTarget() [1/2]
UObject * AProjectXAIController::GetTarget |
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const |
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virtual |
◆ GetTarget() [2/2]
template<class T >
T * AProjectXAIController::GetTarget |
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const |
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inline |
◆ GetTargetThreatLevel()
float AProjectXAIController::GetTargetThreatLevel |
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const |
◆ GetTeam()
int32 AProjectXAIController::GetTeam |
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const |
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overrideprotectedvirtual |
◆ HasTarget()
FORCEINLINE bool AProjectXAIController::HasTarget |
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const |
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inline |
◆ IsWithinEngagementMaxRangeOfTarget()
virtual bool AProjectXAIController::IsWithinEngagementMaxRangeOfTarget |
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const |
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inlinevirtual |
◆ IsWithinEngagementRangeOfTarget()
virtual bool AProjectXAIController::IsWithinEngagementRangeOfTarget |
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const |
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inlinevirtual |
◆ IsWithinFiringRangeOfTarget()
virtual bool AProjectXAIController::IsWithinFiringRangeOfTarget |
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const |
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inlinevirtual |
◆ OnBehaviourTreeFailureReported()
void AProjectXAIController::OnBehaviourTreeFailureReported |
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protectedvirtual |
◆ OnBehaviourTreeSuccess()
void AProjectXAIController::OnBehaviourTreeSuccess |
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protectedvirtual |
◆ OnPawnDeath()
void AProjectXAIController::OnPawnDeath |
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class AActor * |
Victim, |
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const float |
Damage, |
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struct FDamageEvent const & |
DamageEvent, |
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const class AController * |
EventInstigator, |
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const class AActor * |
DamageCauser, |
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const class APlayerState * |
InstigatorPlayerState |
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protected |
◆ OnPerceptionUpdated()
◆ OnPossess()
void AProjectXAIController::OnPossess |
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APawn * |
InPawn | ) |
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overrideprotectedvirtual |
◆ OnTargetKilled()
void AProjectXAIController::OnTargetKilled |
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class AActor * |
Victim, |
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const float |
Damage, |
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struct FDamageEvent const & |
DamageEvent, |
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const class AController * |
EventInstigator, |
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const class AActor * |
DamageCauser, |
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const class APlayerState * |
InstigatorPlayerState |
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protected |
◆ OnTargetVehicleEnter()
◆ OnTargetVehicleExit()
◆ OnUnPossess()
void AProjectXAIController::OnUnPossess |
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overrideprotectedvirtual |
◆ SelectTarget()
bool AProjectXAIController::SelectTarget |
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bool |
bDontReselectSameTarget, |
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EAcquireTargetType |
SearchType |
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) |
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virtual |
◆ SetCanSeeTarget()
virtual void AProjectXAIController::SetCanSeeTarget |
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bool |
bToggle | ) |
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inlinevirtual |
◆ SetIsWithinEngagementMaxRangeOfTarget()
virtual void AProjectXAIController::SetIsWithinEngagementMaxRangeOfTarget |
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bool |
bToggle | ) |
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inlinevirtual |
◆ SetIsWithinEngagementRangeOfTarget()
virtual void AProjectXAIController::SetIsWithinEngagementRangeOfTarget |
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bool |
bToggle | ) |
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inlinevirtual |
◆ SetIsWithinFiringRangeOfTarget()
virtual void AProjectXAIController::SetIsWithinFiringRangeOfTarget |
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bool |
bToggle | ) |
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inlinevirtual |
◆ SetTarget()
void AProjectXAIController::SetTarget |
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AActor * |
Target, |
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ESetTargetEvent |
Context, |
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bool |
bAllowDelays = true , |
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float |
TargetThreatLevel = 1.0f |
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) |
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virtual |
◆ SetTeam()
int32 AProjectXAIController::SetTeam |
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int32 |
NewTeam | ) |
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overrideprotectedvirtual |
◆ UpdateCanLoseTarget()
void AProjectXAIController::UpdateCanLoseTarget |
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protectedvirtual |
◆ UpdateThreatDecay()
void AProjectXAIController::UpdateThreatDecay |
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protectedvirtual |
◆ AllowableSimultaneousFailures
int32 AProjectXAIController::AllowableSimultaneousFailures = -1.0f |
◆ AttentionSpan
float AProjectXAIController::AttentionSpan = 3.0f |
◆ bAllowHeadshots
bool AProjectXAIController::bAllowHeadshots = false |
◆ bCanTargetAllies
bool AProjectXAIController::bCanTargetAllies = false |
◆ bDropAllyTargetsIfThreatIsZero
bool AProjectXAIController::bDropAllyTargetsIfThreatIsZero = false |
◆ bSelectTargetOnPosssess
bool AProjectXAIController::bSelectTargetOnPosssess = false |
◆ bTargetAttackers
bool AProjectXAIController::bTargetAttackers = true |
◆ CanLoseTarget
bool AProjectXAIController::CanLoseTarget = false |
◆ DisplayName
FText AProjectXAIController::DisplayName = NSLOCTEXT("LEAP", "AI_DisplayName", "Bot") |
◆ EngagementDistance
FVector2D AProjectXAIController::EngagementDistance = FVector2D(1000.0f, 5000.0f) |
◆ EngagementRangePadding
float AProjectXAIController::EngagementRangePadding = 300.0f |
◆ MaxFiringDistance
float AProjectXAIController::MaxFiringDistance = 8000.0f |
◆ PerceptionSystem
UProjectXAIPerception* AProjectXAIController::PerceptionSystem = nullptr |
◆ TargetSwitchDelay
◆ ThreatDecayRate
float AProjectXAIController::ThreatDecayRate = 1.0f |
◆ VisibilityExtentTrace
float AProjectXAIController::VisibilityExtentTrace = 25.0f |
The documentation for this class was generated from the following files: