UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AAIController Member List

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

AActor()AActor
AActor(const FObjectInitializer &ObjectInitializer)AActor
AAIController(const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())AAIController
AbortInsideMemberFunction() constUObject
AController(const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())AController
ActorCategoryAActor
ActorGetDistanceToCollision(const FVector &Point, ECollisionChannel TraceChannel, FVector &ClosestPointOnCollision, UPrimitiveComponent **OutPrimitiveComponent=nullptr) constAActor
ActorHasTag(FName Tag) constAActor
ActorLineTraceSingle(struct FHitResult &OutHit, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams &Params) constAActor
ActorsPerceptionUpdated(const TArray< AActor * > &UpdatedActors)AAIControllervirtual
ActorToWorld() constAActorinline
AddActorComponentReplicatedSubObject(UActorComponent *OwnerComponent, UObject *SubObject, ELifetimeCondition NetCondition=COND_None)AActor
AddActorLocalOffset(FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorLocalRotation(FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorLocalRotation(const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorLocalTransform(const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorWorldOffset(FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorWorldRotation(FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorWorldRotation(const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorWorldTransform(const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddActorWorldTransformKeepScale(const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
AddComponent(FName TemplateName, bool bManualAttachment, const FTransform &RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish=false)AActor
AddComponentByClass(UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UActorComponent > Class, bool bManualAttachment, const FTransform &RelativeTransform, bool bDeferredFinish)AActor
AddInstanceComponent(UActorComponent *Component)AActor
AddOwnedComponent(UActorComponent *Component)AActor
AddPawnTickDependency(APawn *NewPawn)AControllerprotectedvirtual
AddRef() constUObjectBase
AddReferencedObjects(UObject *InThis, FReferenceCollector &Collector)AActorstatic
AddReplicatedSubObject(UObject *SubObject, ELifetimeCondition NetCondition=COND_None)AActor
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorvirtual
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorvirtual
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)UObjectBaseUtility
AddToRoot()UObjectBaseUtilityinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate) constAActorvirtual
AllowReceiveTickEventOnDedicatedServer() constAActorinline
AppendName(FString &ResultString) constUObjectBaseUtilityinline
ApplyWorldOffset(const FVector &InOffset, bool bWorldShift)AActorvirtual
AreAIIgnoringPlayers()AAIControllerinlinestatic
AreNativePropertiesIdenticalTo(UObject *Other) constUObjectinlinevirtual
AsyncPhysicsTickActor(float DeltaTime, float SimTime)AActorinlinevirtual
AtomicallyClearFlags(EObjectFlags FlagsToClear)UObjectBaseinline
AtomicallyClearInternalFlags(EInternalObjectFlags FlagsToClear) constUObjectBaseUtilityinline
AtomicallySetFlags(EObjectFlags FlagsToAdd)UObjectBaseinline
AttachLocationTypeAActor
AttachmentReplicationAActorprotected
AttachToActor(AActor *ParentActor, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)AActor
AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)AActor
AttachToPawn(APawn *InPawn)AControllerprotectedvirtual
AutoReceiveInputAActor
bActorSeamlessTraveledAActor
bAIIgnorePlayersAAIControllerstatic
bAllowReceiveTickEventOnDedicatedServerAActorprotected
bAllowStrafeAAIController
bAllowTickBeforeBeginPlayAActor
bAlwaysRelevantAActor
bAsyncPhysicsTickEnabledAActorprotected
bAttachToPawnAControllerprotected
bBlockInputAActor
bCanBeInClusterAActorprotected
bCanPossessWithoutAuthorityAControllerprotected
bCollideWhenPlacingAActor
BecomeViewTarget(class APlayerController *PC)AActorvirtual
BeginDestroy() overrideAActorvirtual
BeginInactiveState()AControllerprotectedvirtual
BeginPlay()AActorprotectedvirtual
BeginReplication()AActorprotectedvirtual
BeginReplication(const FActorReplicationParams &Params)AActorprotected
bEnableAutoLODGenerationAActor
bExchangedRolesAActor
bFindCameraComponentWhenViewTargetAActor
bGenerateOverlapEventsDuringLevelStreamingAActor
bIgnoresOriginShiftingAActor
bIsEditorOnlyActorAActor
bIsPlayerControllerAControllerprotected
BlackboardAAIControllerprotected
bLOSflagAAIControllermutable
BlueprintCreatedComponentsAActor
bNetCheckedInitialPhysicsStateAActorprotected
bNetLoadOnClientAActor
bNetStartupAActor
bNetTemporaryAActor
bNetUseOwnerRelevancyAActor
bOnlyRelevantToOwnerAActor
BrainComponentAAIController
bRelevantForLevelBoundsAActor
bRelevantForNetworkReplaysAActor
bReplayRewindableAActor
bReplicatesAActorprotected
bReplicateUsingRegisteredSubObjectListAActorprotected
bSetControlRotationFromPawnOrientationAAIController
bSkipExtraLOSChecksAAIController
bStartAILogicOnPossessAAIControllerprotected
bStopAILogicOnUnpossesAAIControllerprotected
BuildPathfindingQuery(const FAIMoveRequest &MoveRequest, FPathFindingQuery &OutQuery) constAAIController
BuildPathfindingQuery(const FAIMoveRequest &MoveRequest, const FVector &StartLocation, FPathFindingQuery &OutQuery) constAAIController
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) constUObjectvirtual
bWantsPlayerStateAAIController
bWeldSimulatedBodiesAActor
CachedGameplayTasksComponentAAIControllerprotected
CalcCamera(float DeltaTime, struct FMinimalViewInfo &OutResult)AActorvirtual
CalculateComponentsBoundingBoxInLocalSpace(bool bNonColliding=false, bool bIncludeFromChildActors=false) constAActorvirtual
CallAddReferencedObjects(FReferenceCollector &Collector)UObject
CallFunction(FFrame &Stack, RESULT_DECL, UFunction *Function)UObject
CallFunctionByNameWithArguments(const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)UObject
CallPreReplication(UNetDriver *NetDriver)AActor
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack) overrideAActorvirtual
CanBeBaseForCharacter(class APawn *Pawn) constAActorvirtual
CanBeClusterRoot() constUObjectBaseUtilityinlinevirtual
CanBeDamaged() constAActorinline
CanBeInCluster() const overrideAActorvirtual
CanCheckDefaultSubObjects(bool bForceCheck, bool &bResult) constUObjectprotected
CanCreateInCurrentContext(UObject *Template)UObjectstatic
CanEverTick() constAActorinline
CanTriggerResimulation() constAActor
ChangeState(FName NewState)AControllervirtual
CheckActorComponents() constAActorprotected
CheckComponentInstanceName(const FName InName)AActor
CheckDefaultSubobjects(bool bForceCheck=false) constUObject
CheckDefaultSubobjectsInternal() const overrideAActorvirtual
CheckStillInWorld()AActorvirtual
ChildrenAActor
ClaimTaskResource(TSubclassOf< UGameplayTaskResource > ResourceClass)AAIController
CleanupBrainComponent()AAIControllerprotectedvirtual
CleanupPlayerState()AControllervirtual
ClearComponentOverlaps()AActor
ClearCrossLevelReferences()AActorvirtual
ClearFlags(EObjectFlags FlagsToClear)UObjectBaseUtilityinline
ClearFocus(EAIFocusPriority::Type InPriority)AAIControllervirtual
ClearGarbage()UObjectBaseUtilityinline
ClearInstanceComponents(bool bDestroyComponents)AActor
ClearInternalFlags(EInternalObjectFlags FlagsToClear) constUObjectBaseUtilityinline
ClientSetLocation(FVector NewLocation, FRotator NewRotation)AController
ClientSetRotation(FRotator NewRotation, bool bResetCamera=false)AController
CollectDefaultSubobjects(TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) constUObject
CollectSaveOverrides(FObjectCollectSaveOverridesContext SaveContext)UObjectvirtual
ConditionalBeginDestroy()UObject
ConditionalFinishDestroy()UObject
ConditionalPostLoad()UObject
ConditionalPostLoadSubobjects(struct FObjectInstancingGraph *OuterInstanceGraph=NULL)UObject
ConditionalPreload()UObject
constAActor
ContainsDataLayer(const UDataLayerAsset *DataLayerAsset) constAActor
ContainsDataLayer(const UDataLayerInstance *DataLayerInstance) constAActor
ControlRotationAControllerprotected
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActor
CreateCluster()UObjectBaseUtilityvirtual
CreateComponentFromTemplate(UActorComponent *Template, const FName InName=NAME_None)AActor
CreateComponentFromTemplateData(const struct FBlueprintCookedComponentInstancingData *TemplateData, const FName InName=NAME_None)AActor
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObject
CreateDefaultSubobject(FName SubobjectName, bool bTransient=false)UObjectinline
CreateDefaultSubobject(FName SubobjectName, bool bTransient=false)UObjectinline
CreateEditorOnlyDefaultSubobject(FName SubobjectName, bool bTransient=false)UObjectinline
CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate)AActorvirtual
CreateOptionalDefaultSubobject(FName SubobjectName, bool bTransient=false)UObjectinline
CreateOptionalDefaultSubobject(FName SubobjectName, bool bTransient=false)UObjectinline
CreationTimeAActor
CurrentLevelUnloaded()AControllervirtual
CustomTimeDilationAActor
DebugShowComponentHierarchy(const TCHAR *Info, bool bShowPosition=true)AActor
DebugShowOneComponentHierarchy(USceneComponent *SceneComp, int32 &NestLevel, bool bShowPosition)AActor
DECLARE_FUNCTION(ProcessInternal)UObject
DECLARE_FUNCTION(execUndefined)UObject
DECLARE_FUNCTION(execLocalVariable)UObject
DECLARE_FUNCTION(execInstanceVariable)UObject
DECLARE_FUNCTION(execDefaultVariable)UObject
DECLARE_FUNCTION(execLocalOutVariable)UObject
DECLARE_FUNCTION(execInterfaceVariable)UObject
DECLARE_FUNCTION(execClassSparseDataVariable)UObject
DECLARE_FUNCTION(execInterfaceContext)UObject
DECLARE_FUNCTION(execArrayElement)UObject
DECLARE_FUNCTION(execBoolVariable)UObject
DECLARE_FUNCTION(execClassDefaultVariable)UObject
DECLARE_FUNCTION(execEndFunctionParms)UObject
DECLARE_FUNCTION(execNothing)UObject
DECLARE_FUNCTION(execNothingInt32)UObject
DECLARE_FUNCTION(execNothingOp4a)UObject
DECLARE_FUNCTION(execBreakpoint)UObject
DECLARE_FUNCTION(execTracepoint)UObject
DECLARE_FUNCTION(execWireTracepoint)UObject
DECLARE_FUNCTION(execInstrumentation)UObject
DECLARE_FUNCTION(execEndOfScript)UObject
DECLARE_FUNCTION(execReturnNothing)UObject
DECLARE_FUNCTION(execEmptyParmValue)UObject
DECLARE_FUNCTION(execJump)UObject
DECLARE_FUNCTION(execJumpIfNot)UObject
DECLARE_FUNCTION(execAssert)UObject
DECLARE_FUNCTION(execPushExecutionFlow)UObject
DECLARE_FUNCTION(execPopExecutionFlow)UObject
DECLARE_FUNCTION(execComputedJump)UObject
DECLARE_FUNCTION(execPopExecutionFlowIfNot)UObject
DECLARE_FUNCTION(execLet)UObject
DECLARE_FUNCTION(execLetObj)UObject
DECLARE_FUNCTION(execLetWeakObjPtr)UObject
DECLARE_FUNCTION(execLetBool)UObject
DECLARE_FUNCTION(execLetDelegate)UObject
DECLARE_FUNCTION(execLetMulticastDelegate)UObject
DECLARE_FUNCTION(execAddMulticastDelegate)UObject
DECLARE_FUNCTION(execClearMulticastDelegate)UObject
DECLARE_FUNCTION(execEatReturnValue)UObject
DECLARE_FUNCTION(execRemoveMulticastDelegate)UObject
DECLARE_FUNCTION(execSelf)UObject
DECLARE_FUNCTION(execContext)UObject
DECLARE_FUNCTION(execContext_FailSilent)UObject
DECLARE_FUNCTION(execStructMemberContext)UObject
DECLARE_FUNCTION(execVirtualFunction)UObject
DECLARE_FUNCTION(execFinalFunction)UObject
DECLARE_FUNCTION(execLocalVirtualFunction)UObject
DECLARE_FUNCTION(execLocalFinalFunction)UObject
DECLARE_FUNCTION(execStructCmpEq)UObject
DECLARE_FUNCTION(execStructCmpNe)UObject
DECLARE_FUNCTION(execStructMember)UObject
DECLARE_FUNCTION(execEqualEqual_DelegateDelegate)UObject
DECLARE_FUNCTION(execNotEqual_DelegateDelegate)UObject
DECLARE_FUNCTION(execEqualEqual_DelegateFunction)UObject
DECLARE_FUNCTION(execNotEqual_DelegateFunction)UObject
DECLARE_FUNCTION(execIntConst)UObject
DECLARE_FUNCTION(execInt64Const)UObject
DECLARE_FUNCTION(execUInt64Const)UObject
DECLARE_FUNCTION(execSkipOffsetConst)UObject
DECLARE_FUNCTION(execFloatConst)UObject
DECLARE_FUNCTION(execDoubleConst)UObject
DECLARE_FUNCTION(execStringConst)UObject
DECLARE_FUNCTION(execUnicodeStringConst)UObject
DECLARE_FUNCTION(execTextConst)UObject
DECLARE_FUNCTION(execPropertyConst)UObject
DECLARE_FUNCTION(execObjectConst)UObject
DECLARE_FUNCTION(execSoftObjectConst)UObject
DECLARE_FUNCTION(execFieldPathConst)UObject
DECLARE_FUNCTION(execInstanceDelegate)UObject
DECLARE_FUNCTION(execNameConst)UObject
DECLARE_FUNCTION(execByteConst)UObject
DECLARE_FUNCTION(execIntZero)UObject
DECLARE_FUNCTION(execIntOne)UObject
DECLARE_FUNCTION(execTrue)UObject
DECLARE_FUNCTION(execFalse)UObject
DECLARE_FUNCTION(execNoObject)UObject
DECLARE_FUNCTION(execNullInterface)UObject
DECLARE_FUNCTION(execIntConstByte)UObject
DECLARE_FUNCTION(execRotationConst)UObject
DECLARE_FUNCTION(execVectorConst)UObject
DECLARE_FUNCTION(execVector3fConst)UObject
DECLARE_FUNCTION(execTransformConst)UObject
DECLARE_FUNCTION(execStructConst)UObject
DECLARE_FUNCTION(execSetArray)UObject
DECLARE_FUNCTION(execSetSet)UObject
DECLARE_FUNCTION(execSetMap)UObject
DECLARE_FUNCTION(execArrayConst)UObject
DECLARE_FUNCTION(execSetConst)UObject
DECLARE_FUNCTION(execMapConst)UObject
DECLARE_FUNCTION(execBitFieldConst)UObject
DECLARE_FUNCTION(execNew)UObject
DECLARE_FUNCTION(execClassContext)UObject
DECLARE_FUNCTION(execNativeParm)UObject
DECLARE_FUNCTION(execCast)UObject
DECLARE_FUNCTION(execDynamicCast)UObject
DECLARE_FUNCTION(execMetaCast)UObject
DECLARE_FUNCTION(execInterfaceCast)UObject
DECLARE_FUNCTION(execDoubleToFloatCast)UObject
DECLARE_FUNCTION(execFloatToDoubleCast)UObject
DECLARE_FUNCTION(execObjectToBool)UObject
DECLARE_FUNCTION(execInterfaceToBool)UObject
DECLARE_FUNCTION(execObjectToInterface)UObject
DECLARE_FUNCTION(execInterfaceToInterface)UObject
DECLARE_FUNCTION(execInterfaceToObject)UObject
DECLARE_FUNCTION(execGetDynArrayElement)UObject
DECLARE_FUNCTION(execSetDynArrayElement)UObject
DECLARE_FUNCTION(execGetDynArrayLength)UObject
DECLARE_FUNCTION(execSetDynArrayLength)UObject
DECLARE_FUNCTION(execDynArrayInsert)UObject
DECLARE_FUNCTION(execDynArrayRemove)UObject
DECLARE_FUNCTION(execDynArrayFind)UObject
DECLARE_FUNCTION(execDynArrayFindStruct)UObject
DECLARE_FUNCTION(execDynArrayAdd)UObject
DECLARE_FUNCTION(execDynArrayAddItem)UObject
DECLARE_FUNCTION(execDynArrayInsertItem)UObject
DECLARE_FUNCTION(execDynArrayRemoveItem)UObject
DECLARE_FUNCTION(execDynArraySort)UObject
DECLARE_FUNCTION(execBindDelegate)UObject
DECLARE_FUNCTION(execCallMulticastDelegate)UObject
DECLARE_FUNCTION(execLetValueOnPersistentFrame)UObject
DECLARE_FUNCTION(execCallMathFunction)UObject
DECLARE_FUNCTION(execSwitchValue)UObject
DECLARE_FUNCTION(execArrayGetByRef)UObject
DECLARE_FUNCTION(execAutoRtfmTransact)UObject
DECLARE_FUNCTION(execAutoRtfmStopTransact)UObject
DECLARE_FUNCTION(execAutoRtfmAbortIfNot)UObject
DefaultNavigationFilterClassAAIControllerprotected
DeferredRegister(UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)UObjectBaseprotectedvirtual
Destroy(bool bNetForce=false, bool bShouldModifyLevel=true)AActor
DestroyConstructedComponents()AActor
Destroyed() overrideAControllervirtual
DestroyNetworkActorHandled()AActorvirtual
DestroyNonNativeProperties()UObject
DestroyReplicatedSubObjectOnRemotePeers(UObject *SubObject)AActor
DestroyReplicatedSubObjectOnRemotePeers(UActorComponent *OwnerComponent, UObject *SubObject)AActor
DetachAllSceneComponents(class USceneComponent *InParentComponent, const FDetachmentTransformRules &DetachmentRules)AActor
DetachExternalPackage()UObjectBaseUtility
DetachFenceAActor
DetachFromActor(const FDetachmentTransformRules &DetachmentRules)AActor
DetachFromPawn()AControllerprotectedvirtual
DisableComponentsSimulatePhysics()AActor
DisableInput(class APlayerController *PlayerController)AActorvirtual
DispatchBeginPlay(bool bFromLevelStreaming=false)AActor
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult const &Hit)AActor
DispatchPhysicsCollisionHit(const struct FRigidBodyCollisionInfo &MyInfo, const struct FRigidBodyCollisionInfo &OtherInfo, const FCollisionImpactData &RigidCollisionData)AActorvirtual
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos) overrideAAIControllervirtual
AActor::DisplayDebug(class UCanvas *Canvas, const class FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos)AActorvirtual
DrawDebugComponents(FColor const &BaseColor=FColor::White) constAActor
EnableInput(class APlayerController *PlayerController)AActorvirtual
EndInactiveState()AControllerprotectedvirtual
EndPlay(const EEndPlayReason::Type EndPlayReason)AActorprotectedvirtual
EndReplication(EEndPlayReason::Type EndPlayReason)AActorprotectedvirtual
EndViewTarget(class APlayerController *PC)AActorvirtual
ENetFields_Private enum nameUObject
ExchangeNetRoles(bool bRemoteOwner)AActor
ExecuteConstruction(const FTransform &Transform, const struct FRotationConversionCache *TransformRotationCache, const class FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform=false, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)AActor
ExecuteUbergraph(int32 EntryPoint)UObject
ExportCustomProperties(FOutputDevice &Out, uint32 Indent)UObjectinlinevirtual
FailedToSpawnPawn()AControllervirtual
FellOutOfWorld(const class UDamageType &dmgType)AActorvirtual
FillReplicationParams(const FFillReplicationParamsContext &Context, FActorReplicationParams &OutParams)AActorvirtual
FindActorInPackage(UPackage *InPackage, bool bEvenIfPendingKill=true)AActorstatic
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass) constAActorvirtual
FindComponentByClass() constAActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface) constAActorvirtual
FindComponentByInterface() constAActorinline
FindComponentByInterface() constAActorinline
FindComponentByTag(const FName &Tag) constAActorinline
FindFunction(FName InName) constUObject
FindFunctionChecked(FName InName) constUObject
FindNearestCommonBaseClass(const UClass *TestClass) constUObjectBaseUtility
FindPathForMoveRequest(const FAIMoveRequest &MoveRequest, FPathFindingQuery &Query, FNavPathSharedPtr &OutPath) constAAIControllervirtual
FinishAddComponent(UActorComponent *Component, bool bManualAttachment, const FTransform &RelativeTransform)AActor
FinishAndRegisterComponent(UActorComponent *Component)AActor
FinishDestroy()UObjectvirtual
FinishSpawning(const FTransform &Transform, bool bIsDefaultTransform=false, const FComponentInstanceDataCache *InstanceDataCache=nullptr, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)AActor
FlushNetDormancy()AActor
FocusInformationAAIControllerprotected
ForceNetRelevant()AActorvirtual
ForceNetUpdate()AActorvirtual
ForcePropertyCompare()AActor
ForEachAttachedActors(TFunctionRef< bool(class AActor *)> Functor) constAActor
ForEachComponent(bool bIncludeFromChildActors, Func InFunc) constAActorinline
ForEachComponent(bool bIncludeFromChildActors, Func InFunc) constAActorinline
ForEachComponentOfActorClassDefault(const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TFunctionRef< bool(const UActorComponent *)> InFunc)AActorstatic
ForEachComponentOfActorClassDefault(const TSubclassOf< AActor > &InActorClass, TFunctionRef< bool(const TComponentClass *)> InFunc)AActorinlinestatic
GameHasEnded(class AActor *EndGameFocus=nullptr, bool bIsWinner=false)AControllervirtual
GatherCurrentMovement()AActorvirtual
GetActorBounds(bool bOnlyCollidingComponents, FVector &Origin, FVector &BoxExtent, bool bIncludeFromChildActors=false) constAActorvirtual
GetActorClassDefaultComponent(const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass)AActorstatic
GetActorClassDefaultComponent(const TSubclassOf< AActor > &InActorClass)AActorinlinestatic
GetActorClassDefaultComponentByName(const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, FName InComponentName)AActorstatic
GetActorClassDefaultComponentByName(const TSubclassOf< AActor > &InActorClass, FName InComponentName)AActorinlinestatic
GetActorClassDefaultComponents(const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TArray< const UActorComponent * > &OutComponents)AActorstatic
GetActorClassDefaultComponents(const TSubclassOf< AActor > &InActorClass, TArray< const TComponentClass * > &OutComponents)AActorinlinestatic
GetActorEnableCollision() constAActorinline
GetActorEyesViewPoint(FVector &out_Location, FRotator &out_Rotation) const overrideAControllervirtual
GetActorForwardVector() constAActorinline
GetActorLabelView() constAActorinline
GetActorLocation() constAActorinline
GetActorNameOrLabel() constAActorinline
GetActorQuat() constAActorinline
GetActorRelativeScale3D() constAActor
GetActorRightVector() constAActorinline
GetActorRotation() constAActorinline
GetActorScale() constAActorinline
GetActorScale3D() constAActor
GetActorTickInterval() constAActor
GetActorTimeDilation() constAActor
GetActorTimeDilation(const UWorld &ActorWorld) constAActor
GetActorTransform() constAActorinline
GetActorUpVector() constAActorinline
GetAIPerceptionComponent()AAIControllerinline
GetAIPerceptionComponent() constAAIControllerinline
GetAllChildActors(TArray< AActor * > &ChildActors, bool bIncludeDescendants=true) constAActor
GetAllMarks() constUObjectBaseUtilityinline
GetArchetype() constUObject
GetArchetypeFromRequiredInfo(const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)UObjectstatic
GetArchetypeInstances(TArray< UObject * > &Instances)UObject
GetAssetRegistryTags(FAssetRegistryTagsContext Context) constUObjectvirtual
GetAssetRegistryTags(TArray< FAssetRegistryTag > &OutTags) constUObjectvirtual
GetAssetRegistryTags(FAssetData &Out) constUObject
GetAssetRegistryTags(FAssetRegistryTagsContext Context, FAssetData &Out) constUObject
GetAttachedActors(TArray< AActor * > &OutActors, bool bResetArray=true, bool bRecursivelyIncludeAttachedActors=false) constAActor
GetAttachmentReplication() constAActorinline
GetAttachParentActor() constAActor
GetAttachParentSocketName() constAActor
GetAutoDestroyWhenFinished() constAActorinline
GetBlackboardComponent() constAAIControllerinline
GetBlackboardComponent()AAIControllerinline
GetBrainComponent() constAAIControllerinline
GetCanBeDamagedPropertyName()AActorinlinestatic
GetCharacter() constAControllerinline
GetClass() constUObjectBaseinline
GetComponentByClass() constAActorinline
GetComponents(TSubclassOf< UActorComponent > ComponentClass, TArray< ComponentType *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) constAActorinline
GetComponents(TArray< ComponentType, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) constAActorinline
GetComponents(TArray< T *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) constAActorinline
GetComponents(TArray< TObjectPtr< T >, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) constAActorinline
GetComponents(TArray< UActorComponent *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) constAActorinline
GetComponents() constAActorinline
GetComponentsBoundingBox(bool bNonColliding=false, bool bIncludeFromChildActors=false) constAActorvirtual
GetComponentsBoundingCylinder(float &CollisionRadius, float &CollisionHalfHeight, bool bNonColliding=false, bool bIncludeFromChildActors=false) constAActorvirtual
GetComponentsByInterface(TSubclassOf< UInterface > Interface) constAActor
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel) constAActorvirtual
GetConfigOverridePlatform() constUObjectinlinevirtual
GetControlRotation() constAControllervirtual
GetCurrentMoveRequestID() constAAIController
GetDataLayerInstances() constAActor
GetDebugIcon() constAAIControllervirtual
GetDebugName(const AActor *Actor)AActorinlinestatic
GetDefaultAttachComponent() constAActorinlinevirtual
GetDefaultConfigFilename() constUObject
GetDefaultNavigationFilterClass() constAAIControllerinline
GetDefaultSubobjectByName(FName ToFind)UObject
GetDefaultSubobjects(TArray< UObject * > &OutDefaultSubobjects)UObject
GetDesc()UObjectinlinevirtual
GetDesiredRotation() constAControllervirtual
GetDetailedInfo() constUObject
GetDetailedInfoInternal() constUObjectinlineprotectedvirtual
GetDistanceTo(const AActor *OtherActor) constAActor
GetDotProductTo(const AActor *OtherActor) constAActor
GetExporterName(void)UObjectinlinevirtual
GetExternalDataLayerAsset() constAActor
GetExternalPackage() constUObjectBase
GetExternalPackageInternal() constUObjectBase
GetFlags() constUObjectBaseinline
GetFName() constUObjectBaseinline
GetFNameForStatID() constUObjectBasevirtual
GetFocalPoint() constAAIController
GetFocalPointForPriority(EAIFocusPriority::Type InPriority) constAAIController
GetFocalPointOnActor(const AActor *Actor) constAAIControllervirtual
GetFocusActor() constAAIController
GetFocusActorForPriority(EAIFocusPriority::Type InPriority) constAAIControllerinline
GetFullGroupName(bool bStartWithOuter) constUObjectBaseUtility
GetFullName(const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) constUObjectBaseUtility
GetFullName(const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) constUObjectBaseUtility
GetFullName(FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) constUObjectBaseUtility
GetFunctionCallspace(UFunction *Function, FFrame *Stack) overrideAActorvirtual
GetGameInstance() constAActor
GetGameInstance() constAActorinline
GetGameplayTaskAvatar(const UGameplayTask *Task) const overrideAAIControllerinlinevirtual
GetGameplayTaskDefaultPriority() constAAIControllerinlinevirtual
GetGameplayTaskOwner(const UGameplayTask *Task) const overrideAAIControllerinlinevirtual
IGameplayTaskOwnerInterface::GetGameplayTaskOwnerIGameplayTaskOwnerInterface
GetGameplayTasksComponent(const UGameplayTask &Task) const overrideAAIControllerinlinevirtual
GetGameplayTasksComponent() constAAIControllerinline
IGameplayTaskOwnerInterface::GetGameplayTasksComponentIGameplayTaskOwnerInterface
GetGameTimeSinceCreation() constAActor
GetGenericTeamId() const overrideAAIControllerinlinevirtual
GetGlobalUserConfigFilename() constUObject
GetHiddenPropertyName()AActorinlinestatic
GetHLODRelevantComponents() constAActorvirtual
GetHorizontalDistanceTo(const AActor *OtherActor) constAActor
GetHorizontalDotProductTo(const AActor *OtherActor) constAActor
GetHumanReadableName() const overrideAControllervirtual
GetImmediateMoveDestination() constAAIController
GetImplementingOuter() constUObjectBaseUtilityinline
GetImplementingOuterObject(const UClass *InInterfaceClass) constUObjectBaseUtility
GetInputAxisKeyValue(const FKey InputAxisKey) constAActor
GetInputAxisValue(const FName InputAxisName) constAActor
GetInputVectorAxisValue(const FKey InputAxisKey) constAActor
GetInstanceComponents() constAActor
GetInstigator() constAActor
GetInstigator() constAActorinline
GetInstigatorController() constAActor
GetInstigatorController() constAActorinline
GetInstigatorPropertyName()AActorinlinestatic
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtility
GetInternalFlags() constUObjectBaseUtilityinline
GetIsReplicated() constAActorinline
GetLastRenderTime() constAActorvirtual
GetLevel() constAActor
GetLevelTransform() constAActor
GetLifeSpan() constAActorvirtual
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > &OutLifetimeProps) const overrideAControllervirtual
GetLinker() constUObjectBaseUtility
GetLinkerCustomVersion(FGuid CustomVersionKey) constUObjectBaseUtility
GetLinkerIndex() constUObjectBaseUtility
GetLinkerLicenseeUE4Version() constUObjectBaseUtilityinline
GetLinkerLicenseeUEVersion() constUObjectBaseUtility
GetLinkerUE4Version() constUObjectBaseUtilityinline
GetLinkerUEVersion() constUObjectBaseUtility
GetLocalRole() constAActorinline
GetMaskedFlags(EObjectFlags Mask=RF_AllFlags) constUObjectBaseUtilityinline
GetMinNetUpdateFrequency() constAActor
GetMoveGoalReachTest(const AActor *MovingActor, const FVector &MoveOffset, FVector &GoalOffset, float &GoalRadius, float &GoalHalfHeight) const overrideAControllervirtual
GetMoveStatus() constAAIController
GetName() constUObjectBaseUtilityinline
GetName(FString &ResultString) constUObjectBaseUtilityinline
GetNativeInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtility
GetNativeInterfaceAddress(UClass *InterfaceClass) constUObjectBaseUtilityinline
GetNativePropertyValues(TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) constUObjectinlinevirtual
GetNavAgentLocation() const overrideAControllervirtual
GetNavAgentPropertiesRef() const overrideAControllervirtual
GetNetConnection() constAActorvirtual
GetNetCullDistanceSquared() constAActor
GetNetDormancy(const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorvirtual
GetNetDriver() constAActor
GetNetDriverName() constAActorinline
GetNetMode() constAActorinline
GetNetOwner() constAActorinlinevirtual
GetNetOwningPlayer()AActorvirtual
GetNetOwningPlayerAnyRole()AActorvirtual
GetNetPriority(const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorvirtual
GetNetPushIdDynamic() constUObjectinlinevirtual
GetNetUpdateFrequency() constAActor
GetOnNewPawnNotifier()AControllerinline
GetOuter() constUObjectBaseinline
GetOutermost() constUObjectBaseUtility
GetOutermostObject() constUObjectBaseUtility
GetOverlappingActors(TArray< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) constAActor
GetOverlappingActors(TSet< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) constAActor
GetOverlappingComponents(TArray< UPrimitiveComponent * > &OverlappingComponents) constAActor
GetOverlappingComponents(TSet< UPrimitiveComponent * > &OverlappingComponents) constAActor
GetOwner() constAActorinline
GetOwner() constAActorinline
GetPackage() constUObjectBaseUtility
GetParentActor() constAActor
GetParentComponent() constAActor
GetPathFollowingAgent() const overrideAAIControllervirtual
GetPathFollowingComponent() constAAIControllerinline
GetPathName(const UObject *StopOuter=NULL) constUObjectBaseUtility
GetPathName(const UObject *StopOuter, FString &ResultString) constUObjectBaseUtility
GetPathName(const UObject *StopOuter, FStringBuilderBase &ResultString) constUObjectBaseUtility
GetPawn() constAControllerinline
GetPawn() constAControllerinline
GetPerceptionComponent() overrideAAIControllerinlinevirtual
GetPhysicsReplicationMode()AActor
GetPhysicsVolume() constAActorvirtual
GetPlacementExtent() constAActor
GetPlayerState() constAControllerinline
GetPlayerViewPoint(FVector &Location, FRotator &Rotation) constAControllervirtual
GetPreloadDependencies(TArray< UObject * > &OutDeps)UObjectvirtual
GetPrestreamPackages(TArray< UObject * > &OutPrestream)UObjectinlinevirtual
GetPrimaryAssetId() constUObjectvirtual
GetProjectUserConfigFilename() constUObject
GetRayTracingGroupId() constAActor
GetRefCount() constUObjectBaseUtilityinline
GetRemoteRole() constAActorinline
GetReplayPriority(const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorvirtual
GetReplicatedComponents() constAActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState &OutActiveState) const overrideAActorvirtual
GetReplicatedMovement() constAActorinline
GetReplicatedMovement_Mutable()AActor
GetReplicateMovementPropertyName()AActorinlinestatic
GetResimulationThreshold() constAActor
GetResourceSizeBytes(EResourceSizeMode::Type Mode)UObjectinline
GetResourceSizeEx(FResourceSizeEx &CumulativeResourceSize)UObjectvirtual
GetRestoreForUObjectOverwrite()UObjectinlinevirtual
GetRolePropertyName()AActorinlinestatic
GetRootComponent() constAActorinline
GetRootSelectionParent() constAActorvirtual
GetSelectionParent() constAActorvirtual
GetSimpleCollisionCylinder(float &CollisionRadius, float &CollisionHalfHeight) constAActorvirtual
GetSimpleCollisionCylinderExtent() constAActorinline
GetSimpleCollisionHalfHeight() constAActorinline
GetSimpleCollisionRadius() constAActorinline
GetSparseClassDataStruct() constUObject
GetSquaredDistanceTo(const AActor *OtherActor) constAActor
GetSquaredHorizontalDistanceTo(const AActor *OtherActor) constAActor
GetStateName() constAController
GetStatID(bool bForDeferredUse=false) constUObjectBaseUtilityinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > &ObjList)UObjectinlinevirtual
GetTargetLocation(AActor *RequestedBy=nullptr) constAActorvirtual
GetTearOff() constAActorinline
GetTickableWhenPaused()AActor
GetTransform() constAActorinline
GetTransformComponent() constAControllerinlineprotected
GetTypedOuter(UClass *Target) constUObjectBaseUtility
GetTypedOuter() constUObjectBaseUtilityinline
GetUniqueID() constUObjectBaseinline
GetUpdateOverlapsMethodDuringLevelStreaming() constAActor
GetVelocity() constAActorvirtual
GetVersePath() constUObjectBaseUtilityvirtual
GetVerticalDistanceTo(const AActor *OtherActor) constAActor
GetViewTarget() constAControllervirtual
GetWorld() const override finalAActorvirtual
GetWorldSettings() constAActor
GetWorldTimerManager() constAActor
GrabDebugSnapshot(struct FVisualLogEntry *Snapshot) constIVisualLoggerDebugSnapshotInterfaceinlinevirtual
HandleRegisterComponentWithWorld(UActorComponent *Component)AActor
HasActiveCameraComponent(bool bForceFindCamera=false) constAActorvirtual
HasActivePawnControlCameraComponent() constAActorvirtual
HasActorBegunPlay() constAActorinline
HasActorRegisteredAllComponents() constAActorinline
HasAllFlags(EObjectFlags FlagsToCheck) constUObjectBaseUtilityinline
HasAllMarks(EObjectMark Marks) constUObjectBaseUtilityinline
HasAnyFlags(EObjectFlags FlagsToCheck) constUObjectBaseUtilityinline
HasAnyInternalFlags(EInternalObjectFlags FlagsToCheck) constUObjectBaseUtilityinline
HasAnyMarks(EObjectMark Marks) constUObjectBaseUtilityinline
HasAuthority() constAActorinline
HasContentBundle() constAActor
HasDataLayers() constAActor
HasDeferredComponentRegistration() constAActorinline
HasHLODRelevantComponents() constAActorvirtual
HasLocalNetOwner() constAActorvirtual
HasNetOwner() constAActorvirtual
HasNonEditorOnlyReferences() constUObjectinlinevirtual
HasNonTrivialUserConstructionScript() constAActor
HasPartialPath() constAAIController
HasValidRootComponent() constAActor
IgnoreLookInputAControllerprotected
IgnoreMoveInputAControllerprotected
Implements() constUObjectinline
ImportCustomProperties(const TCHAR *SourceText, FFeedbackContext *Warn)UObjectinlinevirtual
IncrementalRegisterComponents(int32 NumComponentsToRegister, FRegisterComponentContext *Context=nullptr)AActor
InitializeBlackboard(UBlackboardComponent &BlackboardComp, UBlackboardData &BlackboardAsset)AAIControllerprotectedvirtual
InitializeComponents()AActor
InitialLifeSpanAActor
InitPlayerState()AControllervirtual
InputComponentAActor
InputPriorityAActor
InSocketNameAActor
InstanceSubobjectTemplates(struct FObjectInstancingGraph *InstanceGraph=NULL)UObject
InstigatedAnyDamage(float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)AControllervirtual
InternalTakePointDamage(float Damage, struct FPointDamageEvent const &PointDamageEvent, class AController *EventInstigator, AActor *DamageCauser)AActorprotectedvirtual
InternalTakeRadialDamage(float Damage, struct FRadialDamageEvent const &RadialDamageEvent, class AController *EventInstigator, AActor *DamageCauser)AActorprotectedvirtual
InvalidateLightingCache()AActorinline
InvalidateLightingCacheDetailed(bool bTranslationOnly)AActorvirtual
IsA(OtherClassType SomeBase) constUObjectBaseUtilityinline
IsA() constUObjectBaseUtilityinline
IsActorBeginningPlay() constAActorinline
IsActorBeginningPlayFromLevelStreaming() constAActorinline
IsActorBeingDestroyed() constAActorinline
IsActorComponentReplicatedSubObjectRegistered(const UActorComponent *OwnerComponent, const UObject *SubObject) constAActor
IsActorInitialized() constAActorinline
IsActorOrSelectionParentSelected() constAActor
IsActorTickEnabled() constAActor
IsAsset() const overrideAActorvirtual
IsAttachedTo(const AActor *Other) constAActorvirtual
IsBasedOnActor(const AActor *Other) constAActorvirtual
IsBasedOnArchetype(const UObject *const SomeObject) constUObjectinline
IsCapturingAsRootObjectForTransaction() constUObjectinline
IsChildActor() constAActor
IsComponentRelevantForNavigation(UActorComponent *Component) constAActorinlinevirtual
IsDefaultSubobject() constUObjectBaseUtility
IsDestructionThreadSafe() constUObjectvirtual
IsEditorOnly() const overrideAActorvirtual
IsEditorOnlyLoadedInPIE() constAActorinlinevirtual
IsFollowingAPath() const overrideAAIControllervirtual
IsFullNameStableForNetworking() constUObjectvirtual
IsGarbageEliminationEnabled()UObjectBaseUtilityinlinestatic
IsHidden() constAActorinline
IsHLODRelevant() constAActorvirtual
IsIn(const UObject *SomeOuter) constUObjectBaseUtility
IsIn(const UPackage *SomePackage) constUObjectBaseUtility
IsInA(const UClass *SomeBaseClass) constUObjectBaseUtility
IsInBlueprint() constUObject
IsInLevel(const class ULevel *TestLevel) constAActor
IsInOuter(const UObject *SomeOuter) constUObjectBaseUtility
IsInPackage(const UPackage *SomePackage) constUObjectBaseUtility
IsInPersistentLevel(bool bIncludeLevelStreamingPersistent=false) constAActor
IsInState(FName InStateName) constAController
IsLevelBoundsRelevant() constAActorinlinevirtual
IsLocalController() constAControllervirtual
IsLocalizedResource() constUObjectvirtual
IsLocalPlayerController() constAControllerinline
IsLookInputIgnored() constAControllervirtual
IsMainPackageActor() constAActor
IsMoveInputIgnored() constAControllervirtual
IsNameStableForNetworking() const overrideAActorvirtual
IsNative() constUObjectBaseUtilityinline
IsNetMode(ENetMode Mode) constAActorinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) constAActorvirtual
IsNetStartupActor() constAActor
IsOverlappingActor(const AActor *Other) constAActor
IsOwnedBy(const AActor *TestOwner) constAActorinline
IsPackageExternal() constUObjectBaseUtility
IsPendingKillEnabled()UObjectBaseUtilityinlinestatic
IsPendingKillPending() constAActorinline
IsPlayerController() constAControllerinline
IsPostLoadThreadSafe() constUObjectinlinevirtual
IsReadyForAsyncPostLoad() constUObjectinlinevirtual
IsReadyForFinishDestroy() overrideAActorvirtual
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor) constAActorvirtual
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation, const float CullDistanceSquared) constAActorvirtual
IsReplicatedActorComponentRegistered(const UActorComponent *ReplicatedComponent) constAActor
IsReplicatedSubObjectRegistered(const UObject *SubObject) constAActor
IsReplicatingMovement() constAActorinline
IsReplicationPausedForConnection(const FNetViewer &ConnectionOwnerNetViewer)AActorvirtual
IsRootComponentCollisionRegistered() constAActorvirtual
IsRootComponentMovable() constAActor
IsRootComponentStatic() constAActor
IsRootComponentStationary() constAActor
IsRooted() constUObjectBaseUtilityinline
IsRunningUserConstructionScript() constAActorinline
IsRuntimeOnly() constAActorinlinevirtual
IsSafeForRootSet() constUObjectvirtual
IsSelected() constUObject
IsSelectionChild() constAActorvirtual
IsSelectionParentOfAttachedActors() constAActorvirtual
IsSupportedForNetworking() const overrideAActorvirtual
IsTemplate(EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) constUObjectBaseUtility
IsTemplateForSubobjects(EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) constUObjectBaseUtility
IsUnreachable() constUObjectBaseUtilityinline
IsUsingRegisteredSubObjectList() constAActorinline
IsValidControlRotation(FRotator CheckRotation) constAControllerprotected
IsValidLowLevel() constUObjectBase
IsValidLowLevelFast(bool bRecursive=true) constUObjectBase
IsWithinNetRelevancyDistance(const FVector &SrcLocation) constAActorprotected
K2_AddActorLocalOffset(FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorLocalRotation(FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorLocalTransform(const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorWorldOffset(FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorWorldRotation(FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorWorldTransform(const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AddActorWorldTransformKeepScale(const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_AttachToActor(AActor *ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)AActor
K2_AttachToComponent(USceneComponent *Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)AActor
K2_ClearFocus()AAIController
K2_DestroyActor() overrideAControllervirtual
K2_DetachFromActor(EDetachmentRule LocationRule=EDetachmentRule::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule::KeepRelative)AActor
K2_GetActorLocation() constAActorinline
K2_GetActorRotation() constAActorinline
K2_GetComponentsByClass(TSubclassOf< UActorComponent > ComponentClass) constAActor
K2_GetPawn() constAController
K2_GetRootComponent() constAActorinline
K2_OnBecomeViewTarget(class APlayerController *PC)AActor
K2_OnEndViewTarget(class APlayerController *PC)AActor
K2_OnReset()AActor
K2_SetActorLocation(FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetActorLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetActorRelativeTransform(const FTransform &NewRelativeTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetActorRotation(FRotator NewRotation, bool bTeleportPhysics)AActor
K2_SetActorTransform(const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)AActor
K2_SetFocalPoint(FVector FP)AAIController
K2_SetFocus(AActor *NewFocus)AAIController
K2_TeleportTo(FVector DestLocation, FRotator DestRotation)AActor
LayersAActor
LifeSpanExpired()AActorvirtual
LineOfSightTo(const AActor *Other, FVector ViewPoint=FVector(ForceInit), bool bAlternateChecks=false) const overrideAAIControllervirtual
AController::LineOfSightTo(const class AActor *Other, FVector ViewPoint=FVector(ForceInit), bool bAlternateChecks=false) constAControllervirtual
LoadConfig(UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)UObject
LowLevelRename(FName NewName, UObject *NewOuter=NULL)UObjectBaseprotected
MakeNoise(float Loudness=1.f, APawn *NoiseInstigator=nullptr, FVector NoiseLocation=FVector::ZeroVector, float MaxRange=0.f, FName Tag=NAME_None)AActor
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const FVector &NoiseLocation, float MaxRange, FName Tag)AActorstatic
Mark(EObjectMark Marks) constUObjectBaseUtilityinline
MarkAsEditorOnlySubobject()UObjectinlinevirtual
MarkAsGarbage()UObjectBaseUtilityinline
MarkAsReachable() constUObjectBase
MarkComponentsAsGarbage(bool bModify=true)AActorvirtual
MarkComponentsAsPendingKill()AActorinlinevirtual
MarkComponentsRenderStateDirty()AActor
MarkNeedsRecomputeBoundsOnceForGame()AActor
MarkPackageDirty() constUObjectBaseUtility
MergePaths(const FNavPathSharedPtr &InitialPath, FNavPathSharedPtr &InOutMergedPath) constAAIControllerprotectedvirtual
Modify(bool bAlwaysMarkDirty=true)UObjectinline
MoveTo(const FAIMoveRequest &MoveRequest, FNavPathSharedPtr *OutPath=nullptr)AAIControllervirtual
MoveToActor(AActor *Goal, float AcceptanceRadius=-1, bool bStopOnOverlap=true, bool bUsePathfinding=true, bool bCanStrafe=true, TSubclassOf< UNavigationQueryFilter > FilterClass={}, bool bAllowPartialPath=true)AAIController
MoveToLocation(const FVector &Dest, float AcceptanceRadius=-1, bool bStopOnOverlap=true, bool bUsePathfinding=true, bool bProjectDestinationToNavigation=false, bool bCanStrafe=true, TSubclassOf< UNavigationQueryFilter > FilterClass={}, bool bAllowPartialPath=true)AAIController
NamePrivateUObjectBase
NeedsLoadForClient() constUObjectvirtual
NeedsLoadForEditorGame() constUObjectinlinevirtual
NeedsLoadForServer() constUObjectvirtual
NeedsLoadForTargetPlatform(const class ITargetPlatform *TargetPlatform) constUObjectvirtual
NetDormancyAActor
NetDriverNameAActorprotected
NetPriorityAActor
NetTagAActor
NotifyActorBeginCursorOver()AActorvirtual
NotifyActorBeginOverlap(AActor *OtherActor)AActorvirtual
NotifyActorEndCursorOver()AActorvirtual
NotifyActorEndOverlap(AActor *OtherActor)AActorvirtual
NotifyActorOnClicked(FKey ButtonPressed=EKeys::LeftMouseButton)AActorvirtual
NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActorvirtual
NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActorvirtual
NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActorvirtual
NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActorvirtual
NotifyActorOnReleased(FKey ButtonReleased=EKeys::LeftMouseButton)AActorvirtual
NotifyHit(class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)AActorvirtual
OnActorBeginOverlapAActor
OnActorChannelOpen(class FInBunch &InBunch, class UNetConnection *Connection)AActorinlinevirtual
OnActorEndOverlapAActor
OnActorHitAActor
OnBeginCursorOverAActor
OnClickedAActor
OnClusterMarkedAsPendingKill()UObjectBaseUtilityinlinevirtual
OnConstruction(const FTransform &Transform)AActorinlinevirtual
OnDestroyedAActor
OnEndCursorOverAActor
OnEndPlayAActor
OnGameplayTaskActivated(UGameplayTask &Task) overrideAAIControllerinlinevirtual
OnGameplayTaskDeactivated(UGameplayTask &Task) overrideAAIControllerinlinevirtual
OnGameplayTaskInitialized(UGameplayTask &Task) overrideAAIControllerinlinevirtual
OnGameplayTaskResourcesClaimed(FGameplayResourceSet NewlyClaimed, FGameplayResourceSet FreshlyReleased)AAIControllervirtual
OnInputTouchBeginAActor
OnInputTouchEndAActor
OnInputTouchEnterAActor
OnInputTouchLeaveAActor
OnInstigatedAnyDamageAController
OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult &Result)AAIControllervirtual
OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)AAIControllervirtual
OnNetCleanup(class UNetConnection *Connection)AActorinlinevirtual
OnNewPawnAControllerprotected
OnPossess(APawn *InPawn) overrideAAIControllerprotectedvirtual
OnPossessedPawnChangedAController
OnReleasedAActor
OnRep_AttachmentReplication()AActorvirtual
OnRep_Instigator()AActorvirtual
OnRep_Owner()AActorprotectedvirtual
OnRep_Pawn()AControllervirtual
OnRep_PlayerState()AControllervirtual
OnRep_ReplicatedMovement()AActorvirtual
OnRep_ReplicateMovement()AActorvirtual
OnReplicationPausedChanged(bool bIsReplicationPaused)AActorvirtual
OnReplicationStartedForIris(const FOnReplicationStartedParams &)AActorprotectedvirtual
OnSerializeNewActor(class FOutBunch &OutBunch)AActorinlinevirtual
OnStopReplicationForIris(const FOnStopReplicationParams &)AActorprotectedvirtual
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorvirtual
OnSubobjectDestroyFromReplication(UObject *Subobject)AActorvirtual
OnTakeAnyDamageAActor
OnTakePointDamageAActor
OnTakeRadialDamageAActor
OnUnPossess() overrideAAIControllerprotectedvirtual
OnUsingBlackBoard(UBlackboardComponent *BlackboardComp, UBlackboardData *BlackboardAsset)AAIControllerprotected
operator<(const UObjectBaseUtility &Other) constUObjectBaseUtilityinline
OutputReferencers(FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)UObject
OutsideWorldBounds()AActorvirtual
OverrideConfigSection(FString &SectionName)UObjectinlinevirtual
OverridePerObjectConfigSection(FString &SectionName)UObjectinlinevirtual
OwnerAActor
ParseParms(const TCHAR *Parms)UObject
PauseMove(FAIRequestID RequestToPause)AAIController
PawnPendingDestroy(APawn *inPawn)AControllervirtual
PerceptionComponentAAIController
PlayerStateAController
Possess(APawn *InPawn) finalAControllervirtual
PostActorConstruction()AActor
PostActorCreated()AActorvirtual
PostCDOContruct()UObjectinlinevirtual
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorprotected
PostDuplicate(bool bDuplicateForPIE)UObjectinlinevirtual
PostDuplicate(EDuplicateMode::Type DuplicateMode)UObjectinlinevirtual
PostEditImport()UObjectinlinevirtual
PostInitializeComponents() overrideAAIControllervirtual
PostInitProperties() overrideAActorvirtual
PostInterpChange(FProperty *PropertyThatChanged)UObjectinlinevirtual
PostLoad() overrideAActorvirtual
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph) overrideAActorvirtual
PostNetInit()AActorvirtual
PostNetReceive() overrideAActorvirtual
PostNetReceiveLocationAndRotation()AActorvirtual
PostNetReceivePhysicState()AActorvirtual
PostNetReceiveRole()AActorvirtual
PostNetReceiveVelocity(const FVector &NewVelocity)AActorvirtual
PostRegisterAllComponents() overrideAAIControllervirtual
PostReinitProperties()UObjectvirtual
PostReloadConfig(class FProperty *PropertyThatWasLoaded)UObjectinlinevirtual
PostRename(UObject *OldOuter, const FName OldName) overrideAActorvirtual
PostRenderFor(class APlayerController *PC, class UCanvas *Canvas, FVector CameraPosition, FVector CameraDir)AActorvirtual
PostRepNotifies()UObjectinlinevirtual
PostSaveFromRoot(FObjectPostSaveRootContext ObjectSaveContext)AActorvirtual
PostSaveRoot(FObjectPostSaveRootContext ObjectSaveContext) overrideAActorvirtual
PostSpawnInitialize(FTransform const &SpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::MultiplyWithRoot)AActor
PostUnregisterAllComponents()AActorvirtual
PreDestroyFromReplication()UObjectvirtual
PreDuplicate(FObjectDuplicationParameters &DupParams)UObjectinlinevirtual
PreDuplicateFromRoot(FObjectDuplicationParameters &DupParams)AActorinlinevirtual
PrefetchClass(UObject *Object)UObjectBaseinlinestatic
PrefetchOuter(UObject *Object)UObjectBaseinlinestatic
PreInitializeComponents()AActorvirtual
PreNetReceive() overrideAActorvirtual
PreRegisterAllComponents()AActorvirtual
PreReplication(IRepChangedPropertyTracker &ChangedPropertyTracker)AActorvirtual
PreReplicationForReplay(IRepChangedPropertyTracker &ChangedPropertyTracker)AActorvirtual
PreSave(FObjectPreSaveContext ObjectSaveContext) overrideAActorvirtual
PreSaveFromRoot(FObjectPreSaveRootContext ObjectSaveContext)AActorvirtual
PreSaveRoot(FObjectPreSaveRootContext ObjectSaveContext) overrideAActorvirtual
PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups=0)AActorvirtual
PrimaryActorTickAActor
ProcessConsoleExec(const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)UObjectinlinevirtual
ProcessEvent(UFunction *Function, void *Parameters) overrideAActorvirtual
ProcessEventDelegateAActorstatic
ProcessUserConstructionScript()AActorprotected
PushSelectionToProxies()AActorvirtual
QueryAAIController
ReattachExternalPackage()UObjectBaseUtility
ReceiveActorBeginCursorOver()AActor
ReceiveActorBeginOverlap(AActor *OtherActor)AActor
ReceiveActorEndCursorOver()AActor
ReceiveActorEndOverlap(AActor *OtherActor)AActor
ReceiveActorOnClicked(FKey ButtonPressed=EKeys::LeftMouseButton)AActor
ReceiveActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActor
ReceiveActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActor
ReceiveActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActor
ReceiveActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActor
ReceiveActorOnReleased(FKey ButtonReleased=EKeys::LeftMouseButton)AActor
ReceiveAnyDamage(float Damage, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser)AActor
ReceiveAsyncPhysicsTick(float DeltaSeconds, float SimSeconds)AActor
ReceiveBeginPlay()AActorprotected
ReceiveDestroyed()AActor
ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)AActorprotected
ReceiveHit(class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)AActor
ReceiveInstigatedAnyDamage(float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)AControllerprotected
ReceiveMoveCompletedAAIController
ReceivePointDamage(float Damage, const class UDamageType *DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, class AController *InstigatedBy, AActor *DamageCauser, const FHitResult &HitInfo)AActor
ReceivePossess(APawn *PossessedPawn)AControllerprotected
ReceiveRadialDamage(float DamageReceived, const class UDamageType *DamageType, FVector Origin, const struct FHitResult &HitInfo, class AController *InstigatedBy, AActor *DamageCauser)AActor
ReceiveTick(float DeltaSeconds)AActor
ReceiveUnPossess(APawn *UnpossessedPawn)AControllerprotected
RegenerateClass(UClass *ClassToRegenerate, UObject *PreviousCDO)UObjectinlinevirtual
Register(class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)UObjectBaseprotected
Register(const TCHAR *PackageName, const TCHAR *Name)UObjectBaseprotected
RegisterActorTickFunctions(bool bRegister)AActorprotectedvirtual
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents)AActor
RegisterAllComponents()AActorvirtual
RegisterAsFocalPointInPhysicsReplicationLOD() constAActor
RegisterDependencies()UObjectBaseinlineprotectedvirtual
RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) overrideAActorvirtual
ReinitializeProperties(UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)UObject
ReleaseRef() constUObjectBase
ReloadConfig(UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)UObject
ReloadObjectsFromModifiedConfigSections(const class FConfigModificationTracker *ChangeTracker)UObjectBaseUtilitystatic
RemoveActorComponentReplicatedSubObject(UActorComponent *OwnerComponent, UObject *SubObject)AActor
RemoveClassPrefix(const TCHAR *ClassName)UObjectBasestatic
RemoveFromRoot()UObjectBaseUtilityinline
RemoveInstanceComponent(UActorComponent *Component)AActor
RemoveOwnedComponent(UActorComponent *Component)AActor
RemovePawnTickDependency(APawn *InOldPawn)AControllerprotectedvirtual
RemoveReplicatedSubObject(UObject *SubObject)AActor
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorvirtual
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorvirtual
Rename(const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None) overrideAActorvirtual
ReplicatedComponentsAActorprotected
ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags)AActorvirtual
RequestMove(const FAIMoveRequest &MoveRequest, FNavPathSharedPtr Path)AAIControllervirtual
RequestPathAndMove(const FAIMoveRequest &MoveRequest, FPathFindingQuery &Query)AAIControllervirtual
ReregisterAllComponents()AActorvirtual
Reset() overrideAAIControllervirtual
ResetIgnoreInputFlags()AControllervirtual
ResetIgnoreLookInput()AControllervirtual
ResetIgnoreMoveInput()AControllervirtual
ResetOwnedComponents()AActor
ResetPropertiesForConstruction()AActor
ResolveSubobject(const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)UObjectinlinevirtual
ResumeMove(FAIRequestID RequestToResume)AAIController
RetrieveReferencers(TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)UObject
RewindForReplay()AActorvirtual
RootComponentAActorprotected
RootPackageHasAnyFlags(uint32 CheckFlagMask) constUObjectBaseUtility
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActor
RunBehaviorTree(UBehaviorTree *BTAsset)AAIControllervirtual
SaveConfig(uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)UObject
SaveConfig(const FSaveConfigContext &Context)UObject
Serialize(FArchive &Ar) overrideAActorvirtual
UObject::Serialize(FStructuredArchive::FRecord Record)UObjectvirtual
SerializeScriptProperties(FArchive &Ar) constUObject
SerializeScriptProperties(FStructuredArchive::FSlot Slot) constUObject
SetActorEnableCollision(bool bNewActorEnableCollision)AActor
SetActorHiddenInGame(bool bNewHidden)AActorvirtual
SetActorIsPendingPostNetInit(bool bInIsPendingPostNetInit)AActorinline
SetActorLocation(const FVector &NewLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorLocationAndRotation(FVector NewLocation, const FQuat &NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRelativeRotation(const FQuat &NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRelativeScale3D(FVector NewRelativeScale)AActor
SetActorRelativeTransform(const FTransform &NewRelativeTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRotation(FRotator NewRotation, ETeleportType Teleport=ETeleportType::None)AActor
SetActorRotation(const FQuat &NewRotation, ETeleportType Teleport=ETeleportType::None)AActor
SetActorScale3D(FVector NewScale3D)AActor
SetActorTickEnabled(bool bEnabled)AActorvirtual
SetActorTickInterval(float TickInterval)AActor
SetActorTransform(const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)AActor
SetAutoDestroyWhenFinished(bool bVal)AActor
SetAutonomousProxy(const bool bInAutonomousProxy, const bool bAllowForcePropertyCompare=true)AActor
SetCallPreReplication(bool bCall)AActor
SetCallPreReplicationForReplay(bool bCall)AActor
SetCanBeDamaged(bool bInCanBeDamaged)AActor
SetControlRotation(const FRotator &NewRotation)AControllervirtual
SetExternalPackage(UPackage *InPackage)UObjectBase
SetFakeNetPhysicsState(bool bShouldSleep)AActor
SetFlags(EObjectFlags NewFlags)UObjectBaseUtilityinline
SetFlagsTo(EObjectFlags NewFlags)UObjectBaseinlineprotected
SetFocalPoint(FVector NewFocus, EAIFocusPriority::Type InPriority=EAIFocusPriority::Gameplay)AAIControllervirtual
SetFocus(AActor *NewFocus, EAIFocusPriority::Type InPriority=EAIFocusPriority::Gameplay)AAIControllervirtual
SetGarbageEliminationEnabled(bool bEnabled)UObjectBaseUtilityinlinestatic
SetGenericTeamId(const FGenericTeamId &NewTeamID) overrideAAIControllervirtual
SetHasActorRegisteredAllComponents()AActorinline
SetHidden(const bool bInHidden)AActor
SetIgnoreLookInput(bool bNewLookInput)AControllervirtual
SetIgnoreMoveInput(bool bNewMoveInput)AControllervirtual
SetInitialLocationAndRotation(const FVector &NewLocation, const FRotator &NewRotation)AControllervirtual
SetInstigator(APawn *InInstigator)AActor
SetInternalFlags(EInternalObjectFlags FlagsToSet) constUObjectBaseUtilityinline
SetLifeSpan(float InLifespan)AActorvirtual
SetLinker(FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)UObject
SetLODParent(class UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActor
SetMakeNoiseDelegate(const FMakeNoiseDelegate &NewDelegate)AActorstatic
SetMinNetUpdateFrequency(float MinFrequency)AActor
SetMoveBlockDetection(bool bEnable)AAIController
SetNetAddressable()AActor
SetNetCullDistanceSquared(float DistanceSq)AActor
SetNetDormancy(ENetDormancy NewDormancy)AActor
SetNetDriverName(FName NewNetDriverName)AActor
SetNetUpdateFrequency(float Frequency)AActor
SetOwner(AActor *NewOwner)AActorvirtual
SetPathFollowingComponent(UPathFollowingComponent *NewPFComponent)AAIController
SetPawn(APawn *InPawn) overrideAAIControllervirtual
SetPawnFromRep(APawn *InPawn)AController
SetPerceptionComponent(UAIPerceptionComponent &InPerceptionComponent)AAIController
SetPhysicsReplicationMode(const EPhysicsReplicationMode ReplicationMode)AActor
SetPlayerState(APlayerState *InPlayerState)AController
SetRayTracingGroupId(int32 InRaytracingGroupId)AActor
SetRemoteRoleForBackwardsCompat(const ENetRole InRemoteRole)AActorinlineprotected
SetReplicatedComponentNetCondition(const UActorComponent *ReplicatedComponent, ELifetimeCondition NetCondition)AActor
SetReplicatedMovement(const FRepMovement &InReplicatedMovement)AActor
SetReplicateMovement(bool bInReplicateMovement)AActorvirtual
SetReplicates(bool bInReplicates)AActor
SetReplicatingMovement(bool bInReplicateMovement)AActor
SetRole(ENetRole InRole)AActor
SetRootComponent(USceneComponent *NewRootComponent)AActor
SetTickableWhenPaused(bool bTickableWhenPaused)AActor
SetTickGroup(ETickingGroup NewTickGroup)AActor
ShouldParticipateInSeamlessTravel() constAControllervirtual
ShouldPostponePathUpdates() const overrideAAIControllervirtual
ShouldSyncBlackboardWith(const UBlackboardComponent &OtherBlackboardComponent) constAAIControllervirtual
ShouldTickIfViewportsOnly() constAActorvirtual
ShutdownAfterError()UObjectinlinevirtual
SkipFunction(FFrame &Stack, RESULT_DECL, UFunction *Function)UObject
SourceFileTagName()UObjectstatic
SpawnCollisionHandlingMethodAActor
StartSpotAController
StateNameAController
StopMovement() overrideAAIControllervirtual
SuggestTossVelocity(FVector &OutTossVelocity, FVector Start, FVector End, float TossSpeed, bool bPreferHighArc, float CollisionRadius=0, bool bOnlyTraceUp=false)AAIController
SupportsSubRootSelection() constAActorvirtual
SwapRoles()AActor
SyncReplicatedPhysicsSimulation()AActorprotected
TagsAActor
TagSubobjects(EObjectFlags NewFlags)UObjectvirtual
TakeDamage(float DamageAmount, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, AActor *DamageCauser)AActorvirtual
TearOff()AActorvirtual
TearOffReplicatedSubObjectOnRemotePeers(UObject *SubObject)AActor
TearOffReplicatedSubObjectOnRemotePeers(UActorComponent *OwnerComponent, UObject *SubObject)AActor
TeleportSucceeded(bool bIsATest)AActorinlinevirtual
TeleportTo(const FVector &DestLocation, const FRotator &DestRotation, bool bIsATest=false, bool bNoCheck=false)AActorvirtual
ThisThreadAtomicallyClearedRFUnreachable()UObjectBaseUtility
Tick(float DeltaTime) overrideAAIControllervirtual
TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction &ThisTickFunction) overrideAControllervirtual
TimerHandle_LifeSpanExpiredAActorprotected
ToggleAIIgnorePlayers()AAIControllerinlinestatic
TornOff()AActorvirtual
TryUpdateDefaultConfigFile(const FString &SpecificFileLocation="", bool bWarnIfFail=true)UObject
UE_DEPRECATED(5.5, "Public access to NetCullDistanceSquared has been deprecated. Use SetNetCullDistanceSquared() and GetNetCullDistanceSquared() instead.") float NetCullDistanceSquaredAActor
UE_DEPRECATED(5.5, "Public access to NetUpdateFrequency has been deprecated. Use SetNetUpdateFrequency() and GetNetUpdateFrequency() instead.") float NetUpdateFrequencyAActor
UE_DEPRECATED(5.5, "Public access MinNetUpdateFrequency has been deprecated. Use SetMinNetUpdateFrequency() and GetMinNetUpdateFrequency() instead.") float MinNetUpdateFrequencyAActor
UE_DEPRECATED_FORGAME(4.13, "This function is now deprecated, please use FindPathForMoveRequest() for adjusting Query or BuildPathfindingQuery() for getting one.") AIMODULE_API virtual bool PreparePathfinding(const FAIMoveRequest &MoveRequestAAIController
UFUNCTION(BlueprintCallable, meta=(DisplayName="AttachRootComponentTo (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentTo(USceneComponent *InParentAActor
UFUNCTION(BlueprintCallable, meta=(DisplayName="AttachRootComponentToActor (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentToActor(AActor *InParentActorAActor
UFUNCTION(BlueprintCallable, meta=(DisplayName="DetachActorFromActor (Deprecated)", ScriptNoExport), Category="Transformation") ENGINE_API void DetachRootComponentFromParent(bool bMaintainWorldPositionAActor
UFUNCTION(BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass) constAActor
UFUNCTION(BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *FindComponentByTag(TSubclassOf< UActorComponent > ComponentClassAActor
UFUNCTION(BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API TArray< UActorComponent * > GetComponentsByTag(TSubclassOf< UActorComponent > ComponentClassAActor
UnclaimTaskResource(TSubclassOf< UGameplayTaskResource > ResourceClass)AAIController
UninitializeComponents()AActor
UnMark(EObjectMark Marks) constUObjectBaseUtilityinline
UnPossess() finalAControllervirtual
UnregisterAllComponents(bool bForReregister=false)AActorvirtual
UnregisterAsFocalPointInPhysicsReplicationLOD() constAActor
UObject()UObject
UObject(const FObjectInitializer &ObjectInitializer)UObject
UObject(EStaticConstructor, EObjectFlags InFlags)UObject
UObject(FVTableHelper &Helper)UObject
UObjectBase()UObjectBaseinlineprotected
UObjectBase(EObjectFlags InFlags)UObjectBaseprotected
UObjectBase(UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())UObjectBase
UObjectBaseUtility()UObjectBaseUtilityinline
UObjectBaseUtility(EObjectFlags InFlags)UObjectBaseUtilityinline
UpdateAllReplicatedComponents()AActor
UpdateClassesExcludedFromDedicatedClient(const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)UObjectstatic
UpdateClassesExcludedFromDedicatedServer(const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)UObjectstatic
UpdateComponentTransforms()AActor
UpdateComponentVisibility()AActor
UpdateControlRotation(float DeltaTime, bool bUpdatePawn=true)AAIControllervirtual
UpdateDefaultConfigFile(const FString &SpecificFileLocation="")UObject
UpdateGlobalUserConfigFile()UObject
UpdateOverlaps(bool bDoNotifies=true)AActor
UpdateOverlapsMethodDuringLevelStreamingAActorprotected
UpdateOwningNetConnection()AActorprotected
UpdateProjectUserConfigFile()UObject
UpdateReplicatedComponent(UActorComponent *Component)AActor
UpdateReplicatePhysicsCondition()AActorprotected
UpdateSinglePropertyInConfigFile(const FProperty *InProperty, const FString &InConfigIniName)UObject
UseBlackboard(UBlackboardData *BlackboardAsset, UBlackboardComponent *&BlackboardComponent)AAIController
UserConstructionScript()AActor
UseShortConnectTimeout() constAActorinlinevirtual
ValidateGeneratedRepEnums(const TArray< struct FRepRecord > &ClassReps) constUObjectinlinevirtual
WasRecentlyRendered(float Tolerance=0.2f) constAActor
WithinClass typedefUObject
~UObjectBase()UObjectBasevirtual