UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AAIController Class Reference

#include <AIController.h>

+ Inheritance diagram for AAIController:

Public Member Functions

AIMODULE_API AAIController (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
virtual AIMODULE_API void SetPawn (APawn *InPawn) override
 
AIMODULE_API EPathFollowingRequestResult::Type MoveToActor (AActor *Goal, float AcceptanceRadius=-1, bool bStopOnOverlap=true, bool bUsePathfinding=true, bool bCanStrafe=true, TSubclassOf< UNavigationQueryFilter > FilterClass={}, bool bAllowPartialPath=true)
 
AIMODULE_API EPathFollowingRequestResult::Type 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)
 
virtual AIMODULE_API FPathFollowingRequestResult MoveTo (const FAIMoveRequest &MoveRequest, FNavPathSharedPtr *OutPath=nullptr)
 
virtual AIMODULE_API FAIRequestID RequestMove (const FAIMoveRequest &MoveRequest, FNavPathSharedPtr Path)
 
virtual AIMODULE_API void FindPathForMoveRequest (const FAIMoveRequest &MoveRequest, FPathFindingQuery &Query, FNavPathSharedPtr &OutPath) const
 
AIMODULE_API bool BuildPathfindingQuery (const FAIMoveRequest &MoveRequest, FPathFindingQuery &OutQuery) const
 
AIMODULE_API bool BuildPathfindingQuery (const FAIMoveRequest &MoveRequest, const FVector &StartLocation, FPathFindingQuery &OutQuery) const
 
 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 &MoveRequest
 
virtual AIMODULE_API FAIRequestID RequestPathAndMove (const FAIMoveRequest &MoveRequest, FPathFindingQuery &Query)
 
AIMODULE_API bool PauseMove (FAIRequestID RequestToPause)
 
AIMODULE_API bool ResumeMove (FAIRequestID RequestToResume)
 
virtual AIMODULE_API void StopMovement () override
 
virtual AIMODULE_API void OnMoveCompleted (FAIRequestID RequestID, const FPathFollowingResult &Result)
 
virtual AIMODULE_API void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
AIMODULE_API FAIRequestID GetCurrentMoveRequestID () const
 
TSubclassOf< UNavigationQueryFilterGetDefaultNavigationFilterClass () const
 
AIMODULE_API EPathFollowingStatus::Type GetMoveStatus () const
 
AIMODULE_API bool HasPartialPath () const
 
AIMODULE_API FVector GetImmediateMoveDestination () const
 
AIMODULE_API void SetMoveBlockDetection (bool bEnable)
 
virtual AIMODULE_API bool RunBehaviorTree (UBehaviorTree *BTAsset)
 
AIMODULE_API bool UseBlackboard (UBlackboardData *BlackboardAsset, UBlackboardComponent *&BlackboardComponent)
 
virtual AIMODULE_API bool ShouldSyncBlackboardWith (const UBlackboardComponent &OtherBlackboardComponent) const
 
AIMODULE_API void ClaimTaskResource (TSubclassOf< UGameplayTaskResource > ResourceClass)
 
AIMODULE_API void UnclaimTaskResource (TSubclassOf< UGameplayTaskResource > ResourceClass)
 
AIMODULE_API FVector GetFocalPoint () const
 
AIMODULE_API FVector GetFocalPointForPriority (EAIFocusPriority::Type InPriority) const
 
virtual AIMODULE_API FVector GetFocalPointOnActor (const AActor *Actor) const
 
AIMODULE_API void K2_SetFocalPoint (FVector FP)
 
AIMODULE_API void K2_SetFocus (AActor *NewFocus)
 
AIMODULE_API AActorGetFocusActor () const
 
AActorGetFocusActorForPriority (EAIFocusPriority::Type InPriority) const
 
AIMODULE_API void K2_ClearFocus ()
 
AIMODULE_API bool SuggestTossVelocity (FVector &OutTossVelocity, FVector Start, FVector End, float TossSpeed, bool bPreferHighArc, float CollisionRadius=0, bool bOnlyTraceUp=false)
 
virtual AIMODULE_API void Tick (float DeltaTime) override
 
virtual AIMODULE_API void PostInitializeComponents () override
 
virtual AIMODULE_API void PostRegisterAllComponents () override
 
virtual AIMODULE_API bool ShouldPostponePathUpdates () const override
 
virtual AIMODULE_API void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos) override
 
virtual AIMODULE_API void Reset () override
 
virtual AIMODULE_API bool LineOfSightTo (const AActor *Other, FVector ViewPoint=FVector(ForceInit), bool bAlternateChecks=false) const override
 
virtual AIMODULE_API void ActorsPerceptionUpdated (const TArray< AActor * > &UpdatedActors)
 
virtual AIMODULE_API void UpdateControlRotation (float DeltaTime, bool bUpdatePawn=true)
 
virtual AIMODULE_API void SetFocalPoint (FVector NewFocus, EAIFocusPriority::Type InPriority=EAIFocusPriority::Gameplay)
 
virtual AIMODULE_API void SetFocus (AActor *NewFocus, EAIFocusPriority::Type InPriority=EAIFocusPriority::Gameplay)
 
virtual AIMODULE_API void ClearFocus (EAIFocusPriority::Type InPriority)
 
AIMODULE_API void SetPerceptionComponent (UAIPerceptionComponent &InPerceptionComponent)
 
virtual UAIPerceptionComponentGetPerceptionComponent () override
 
virtual AIMODULE_API bool IsFollowingAPath () const override
 
virtual AIMODULE_API IPathFollowingAgentInterfaceGetPathFollowingAgent () const override
 
virtual AIMODULE_API void SetGenericTeamId (const FGenericTeamId &NewTeamID) override
 
virtual FGenericTeamId GetGenericTeamId () const override
 
virtual UGameplayTasksComponent * GetGameplayTasksComponent (const UGameplayTask &Task) const override
 
virtual AActorGetGameplayTaskOwner (const UGameplayTask *Task) const override
 
virtual AActorGetGameplayTaskAvatar (const UGameplayTask *Task) const override
 
virtual uint8 GetGameplayTaskDefaultPriority () const
 
UGameplayTasksComponent * GetGameplayTasksComponent () const
 
virtual void OnGameplayTaskInitialized (UGameplayTask &Task) override
 
virtual void OnGameplayTaskActivated (UGameplayTask &Task) override
 
virtual void OnGameplayTaskDeactivated (UGameplayTask &Task) override
 
virtual AIMODULE_API void OnGameplayTaskResourcesClaimed (FGameplayResourceSet NewlyClaimed, FGameplayResourceSet FreshlyReleased)
 
virtual AIMODULE_API FString GetDebugIcon () const
 
UPathFollowingComponentGetPathFollowingComponent () const
 
UAIPerceptionComponentGetAIPerceptionComponent ()
 
const UAIPerceptionComponentGetAIPerceptionComponent () const
 
UBrainComponentGetBrainComponent () const
 
const UBlackboardComponent * GetBlackboardComponent () const
 
UBlackboardComponent * GetBlackboardComponent ()
 
AIMODULE_API void SetPathFollowingComponent (UPathFollowingComponent *NewPFComponent)
 
- Public Member Functions inherited from AController
ENGINE_API AController (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
ENGINE_API void SetPlayerState (APlayerState *InPlayerState)
 
virtual ENGINE_API void ChangeState (FName NewState)
 
ENGINE_API bool IsInState (FName InStateName) const
 
ENGINE_API FName GetStateName () const
 
virtual ENGINE_API FRotator GetControlRotation () const
 
virtual ENGINE_API void SetControlRotation (const FRotator &NewRotation)
 
virtual ENGINE_API void SetInitialLocationAndRotation (const FVector &NewLocation, const FRotator &NewRotation)
 
virtual ENGINE_API bool LineOfSightTo (const class AActor *Other, FVector ViewPoint=FVector(ForceInit), bool bAlternateChecks=false) const
 
virtual ENGINE_API void OnRep_Pawn ()
 
virtual ENGINE_API void OnRep_PlayerState ()
 
template<class T >
T * GetPlayerState () const
 
ENGINE_API void ClientSetLocation (FVector NewLocation, FRotator NewRotation)
 
ENGINE_API void ClientSetRotation (FRotator NewRotation, bool bResetCamera=false)
 
ENGINE_API APawn * K2_GetPawn () const
 
FPawnChangedSignatureGetOnNewPawnNotifier ()
 
virtual ENGINE_API void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
virtual ENGINE_API void TickActor (float DeltaTime, enum ELevelTick TickType, FActorTickFunction &ThisTickFunction) override
 
virtual ENGINE_API void K2_DestroyActor () override
 
virtual ENGINE_API void GetActorEyesViewPoint (FVector &out_Location, FRotator &out_Rotation) const override
 
virtual ENGINE_API FString GetHumanReadableName () const override
 
virtual ENGINE_API void Destroyed () override
 
TObjectPtr< APawn > GetPawn () const
 
template<class T >
T * GetPawn () const
 
ACharacterGetCharacter () const
 
ENGINE_API void SetPawnFromRep (APawn *InPawn)
 
virtual ENGINE_API AActorGetViewTarget () const
 
virtual ENGINE_API FRotator GetDesiredRotation () const
 
bool IsPlayerController () const
 
bool IsLocalPlayerController () const
 
virtual ENGINE_API bool IsLocalController () const
 
virtual ENGINE_API void CleanupPlayerState ()
 
virtual ENGINE_API void Possess (APawn *InPawn) final
 
virtual ENGINE_API void UnPossess () final
 
virtual ENGINE_API void PawnPendingDestroy (APawn *inPawn)
 
virtual ENGINE_API void InstigatedAnyDamage (float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)
 
virtual ENGINE_API void InitPlayerState ()
 
virtual ENGINE_API void GameHasEnded (class AActor *EndGameFocus=nullptr, bool bIsWinner=false)
 
virtual ENGINE_API void GetPlayerViewPoint (FVector &Location, FRotator &Rotation) const
 
virtual ENGINE_API void FailedToSpawnPawn ()
 
virtual ENGINE_API const struct FNavAgentPropertiesGetNavAgentPropertiesRef () const override
 
virtual ENGINE_API FVector GetNavAgentLocation () const override
 
virtual ENGINE_API void GetMoveGoalReachTest (const AActor *MovingActor, const FVector &MoveOffset, FVector &GoalOffset, float &GoalRadius, float &GoalHalfHeight) const override
 
virtual ENGINE_API void SetIgnoreMoveInput (bool bNewMoveInput)
 
virtual ENGINE_API void ResetIgnoreMoveInput ()
 
virtual ENGINE_API bool IsMoveInputIgnored () const
 
virtual ENGINE_API void SetIgnoreLookInput (bool bNewLookInput)
 
virtual ENGINE_API void ResetIgnoreLookInput ()
 
virtual ENGINE_API bool IsLookInputIgnored () const
 
virtual ENGINE_API void ResetIgnoreInputFlags ()
 
virtual ENGINE_API void CurrentLevelUnloaded ()
 
virtual ENGINE_API bool ShouldParticipateInSeamlessTravel () const
 
- Public Member Functions inherited from AActor
ENGINE_API AActor ()
 
ENGINE_API AActor (const FObjectInitializer &ObjectInitializer)
 
virtual ENGINE_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const override
 
virtual ENGINE_API void OnRep_ReplicateMovement ()
 
ENGINE_API void SetCallPreReplication (bool bCall)
 
ENGINE_API void SetCallPreReplicationForReplay (bool bCall)
 
bool GetTearOff () const
 
virtual ENGINE_API void TearOff ()
 
virtual ENGINE_API bool HasNetOwner () const
 
virtual ENGINE_API bool HasLocalNetOwner () const
 
bool GetAutoDestroyWhenFinished () const
 
ENGINE_API void SetAutoDestroyWhenFinished (bool bVal)
 
ENGINE_API EActorUpdateOverlapsMethod GetUpdateOverlapsMethodDuringLevelStreaming () const
 
ENGINE_API void SetReplicates (bool bInReplicates)
 
virtual ENGINE_API void SetReplicateMovement (bool bInReplicateMovement)
 
ENGINE_API void SetAutonomousProxy (const bool bInAutonomousProxy, const bool bAllowForcePropertyCompare=true)
 
ENGINE_API void CopyRemoteRoleFrom (const AActor *CopyFromActor)
 
ENetRole GetLocalRole () const
 
ENetRole GetRemoteRole () const
 
ENGINE_API void SetNetAddressable ()
 
const struct FRepAttachmentGetAttachmentReplication () const
 
virtual ENGINE_API void OnRep_AttachmentReplication ()
 
virtual ENGINE_API bool IsReplicationPausedForConnection (const FNetViewer &ConnectionOwnerNetViewer)
 
virtual ENGINE_API void OnReplicationPausedChanged (bool bIsReplicationPaused)
 
 UE_DEPRECATED (5.5, "Public access to NetCullDistanceSquared has been deprecated. Use SetNetCullDistanceSquared() and GetNetCullDistanceSquared() instead.") float NetCullDistanceSquared
 
 UE_DEPRECATED (5.5, "Public access to NetUpdateFrequency has been deprecated. Use SetNetUpdateFrequency() and GetNetUpdateFrequency() instead.") float NetUpdateFrequency
 
 UE_DEPRECATED (5.5, "Public access MinNetUpdateFrequency has been deprecated. Use SetMinNetUpdateFrequency() and GetMinNetUpdateFrequency() instead.") float MinNetUpdateFrequency
 
ENGINE_API void SetPhysicsReplicationMode (const EPhysicsReplicationMode ReplicationMode)
 
ENGINE_API EPhysicsReplicationMode GetPhysicsReplicationMode ()
 
ENGINE_API void RegisterAsFocalPointInPhysicsReplicationLOD () const
 
ENGINE_API void UnregisterAsFocalPointInPhysicsReplicationLOD () const
 
ENGINE_API bool CanTriggerResimulation () const
 
ENGINE_API float GetResimulationThreshold () const
 
ENGINE_API void SetNetDriverName (FName NewNetDriverName)
 
FName GetNetDriverName () const
 
bool IsUsingRegisteredSubObjectList () const
 
virtual ENGINE_API bool ReplicateSubobjects (class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
virtual ENGINE_API void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
virtual ENGINE_API void OnSubobjectDestroyFromReplication (UObject *Subobject)
 
virtual ENGINE_API void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker)
 
virtual ENGINE_API void PreReplicationForReplay (IRepChangedPropertyTracker &ChangedPropertyTracker)
 
virtual ENGINE_API void RewindForReplay ()
 
ENGINE_API void CallPreReplication (UNetDriver *NetDriver)
 
virtual ENGINE_API void OnRep_Instigator ()
 
ENGINE_API void SetRayTracingGroupId (int32 InRaytracingGroupId)
 
ENGINE_API int32 GetRayTracingGroupId () const
 
bool AllowReceiveTickEventOnDedicatedServer () const
 
bool IsRunningUserConstructionScript () const
 
FString GetActorNameOrLabel () const
 
FStringView GetActorLabelView () const
 
virtual ENGINE_API void EnableInput (class APlayerController *PlayerController)
 
virtual ENGINE_API void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
virtual ENGINE_API void DisableInput (class APlayerController *PlayerController)
 
ENGINE_API float GetInputAxisValue (const FName InputAxisName) const
 
ENGINE_API float GetInputAxisKeyValue (const FKey InputAxisKey) const
 
ENGINE_API FVector GetInputVectorAxisValue (const FKey InputAxisKey) const
 
ENGINE_API APawn * GetInstigator () const
 
template<class T >
T * GetInstigator () const
 
ENGINE_API AControllerGetInstigatorController () const
 
template<class T >
T * GetInstigatorController () const
 
ENGINE_API TArray< const UDataLayerInstance * > GetDataLayerInstances () const
 
ENGINE_API bool ContainsDataLayer (const UDataLayerAsset *DataLayerAsset) const
 
ENGINE_API bool ContainsDataLayer (const UDataLayerInstance *DataLayerInstance) const
 
ENGINE_API bool HasDataLayers () const
 
ENGINE_API bool HasContentBundle () const
 
ENGINE_API const UExternalDataLayerAssetGetExternalDataLayerAsset () const
 
const FTransformGetTransform () const
 
const FTransformActorToWorld () const
 
FVector K2_GetActorLocation () const
 
ENGINE_API bool K2_SetActorLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
FRotator K2_GetActorRotation () const
 
FVector GetActorForwardVector () const
 
FVector GetActorUpVector () const
 
FVector GetActorRightVector () const
 
virtual ENGINE_API void GetActorBounds (bool bOnlyCollidingComponents, FVector &Origin, FVector &BoxExtent, bool bIncludeFromChildActors=false) const
 
USceneComponent * K2_GetRootComponent () const
 
virtual ENGINE_API FVector GetVelocity () const
 
ENGINE_API bool SetActorLocation (const FVector &NewLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorRotation (FRotator NewRotation, bool bTeleportPhysics)
 
ENGINE_API bool SetActorRotation (FRotator NewRotation, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool SetActorRotation (const FQuat &NewRotation, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API bool SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool SetActorLocationAndRotation (FVector NewLocation, const FQuat &NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorScale3D (FVector NewScale3D)
 
ENGINE_API FVector GetActorScale3D () const
 
ENGINE_API float GetDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetSquaredDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetHorizontalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetSquaredHorizontalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetVerticalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetDotProductTo (const AActor *OtherActor) const
 
ENGINE_API float GetHorizontalDotProductTo (const AActor *OtherActor) const
 
ENGINE_API void K2_AddActorWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldOffset (FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void AddActorWorldRotation (const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldTransform (const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldTransform (const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldTransformKeepScale (const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldTransformKeepScale (const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorTransform (const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API bool SetActorTransform (const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalOffset (FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void AddActorLocalRotation (const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalTransform (const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalTransform (const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorRelativeRotation (const FQuat &NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeTransform (const FTransform &NewRelativeTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeTransform (const FTransform &NewRelativeTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorRelativeScale3D (FVector NewRelativeScale)
 
ENGINE_API FVector GetActorRelativeScale3D () const
 
ENGINE_API void MarkNeedsRecomputeBoundsOnceForGame ()
 
virtual ENGINE_API void SetActorHiddenInGame (bool bNewHidden)
 
ENGINE_API void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool GetActorEnableCollision () const
 
bool HasAuthority () const
 
ENGINE_API UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, const FTransform &RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish=false)
 
ENGINE_API UActorComponentAddComponentByClass (UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UActorComponent > Class, bool bManualAttachment, const FTransform &RelativeTransform, bool bDeferredFinish)
 
ENGINE_API void FinishAddComponent (UActorComponent *Component, bool bManualAttachment, const FTransform &RelativeTransform)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="AttachRootComponentTo (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentTo(USceneComponent *InParent
 
ENGINE_API bool K2_AttachToComponent (USceneComponent *Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 
ENGINE_API bool AttachToComponent (USceneComponent *Parent, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="AttachRootComponentToActor (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentToActor(AActor *InParentActor
 
ENGINE_API bool AttachToActor (AActor *ParentActor, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)
 
ENGINE_API bool K2_AttachToActor (AActor *ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="DetachActorFromActor (Deprecated)", ScriptNoExport), Category="Transformation") ENGINE_API void DetachRootComponentFromParent(bool bMaintainWorldPosition
 
ENGINE_API void K2_DetachFromActor (EDetachmentRule LocationRule=EDetachmentRule::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule::KeepRelative)
 
ENGINE_API void DetachFromActor (const FDetachmentTransformRules &DetachmentRules)
 
ENGINE_API void DetachAllSceneComponents (class USceneComponent *InParentComponent, const FDetachmentTransformRules &DetachmentRules)
 
ENGINE_API bool ActorHasTag (FName Tag) const
 
ENGINE_API float GetActorTimeDilation () const
 
ENGINE_API float GetActorTimeDilation (const UWorld &ActorWorld) const
 
virtual ENGINE_API void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
virtual ENGINE_API void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
ENGINE_API bool GetTickableWhenPaused ()
 
ENGINE_API void SetTickableWhenPaused (bool bTickableWhenPaused)
 
ENGINE_API float GetGameTimeSinceCreation () const
 
ENGINE_API void DispatchBeginPlay (bool bFromLevelStreaming=false)
 
bool IsActorInitialized () const
 
bool IsActorBeginningPlay () const
 
bool HasActorBegunPlay () const
 
bool IsActorBeginningPlayFromLevelStreaming () const
 
bool IsActorBeingDestroyed () const
 
bool HasActorRegisteredAllComponents () const
 
void SetHasActorRegisteredAllComponents ()
 
ENGINE_API void ReceiveAnyDamage (float Damage, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser)
 
ENGINE_API void ReceiveRadialDamage (float DamageReceived, const class UDamageType *DamageType, FVector Origin, const struct FHitResult &HitInfo, class AController *InstigatedBy, AActor *DamageCauser)
 
ENGINE_API void 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)
 
ENGINE_API void ReceiveTick (float DeltaSeconds)
 
ENGINE_API void ReceiveAsyncPhysicsTick (float DeltaSeconds, float SimSeconds)
 
virtual ENGINE_API void NotifyActorBeginOverlap (AActor *OtherActor)
 
ENGINE_API void ReceiveActorBeginOverlap (AActor *OtherActor)
 
virtual ENGINE_API void NotifyActorEndOverlap (AActor *OtherActor)
 
ENGINE_API void ReceiveActorEndOverlap (AActor *OtherActor)
 
virtual ENGINE_API void NotifyActorBeginCursorOver ()
 
ENGINE_API void ReceiveActorBeginCursorOver ()
 
virtual ENGINE_API void NotifyActorEndCursorOver ()
 
ENGINE_API void ReceiveActorEndCursorOver ()
 
virtual ENGINE_API void NotifyActorOnClicked (FKey ButtonPressed=EKeys::LeftMouseButton)
 
ENGINE_API void ReceiveActorOnClicked (FKey ButtonPressed=EKeys::LeftMouseButton)
 
virtual ENGINE_API void NotifyActorOnReleased (FKey ButtonReleased=EKeys::LeftMouseButton)
 
ENGINE_API void ReceiveActorOnReleased (FKey ButtonReleased=EKeys::LeftMouseButton)
 
virtual ENGINE_API void NotifyActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void GetOverlappingActors (TArray< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 
ENGINE_API void GetOverlappingActors (TSet< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 
ENGINE_API void GetOverlappingComponents (TArray< UPrimitiveComponent * > &OverlappingComponents) const
 
ENGINE_API void GetOverlappingComponents (TSet< UPrimitiveComponent * > &OverlappingComponents) const
 
virtual ENGINE_API void NotifyHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)
 
ENGINE_API void ReceiveHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)
 
virtual ENGINE_API void SetLifeSpan (float InLifespan)
 
virtual ENGINE_API float GetLifeSpan () const
 
ENGINE_API void UserConstructionScript ()
 
ENGINE_API bool Destroy (bool bNetForce=false, bool bShouldModifyLevel=true)
 
ENGINE_API void ReceiveDestroyed ()
 
virtual ENGINE_API bool CheckDefaultSubobjectsInternal () const override
 
virtual ENGINE_API void PostInitProperties () override
 
virtual ENGINE_API void ProcessEvent (UFunction *Function, void *Parameters) override
 
virtual ENGINE_API int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack) override
 
virtual ENGINE_API bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack) override
 
virtual ENGINE_API void Serialize (FArchive &Ar) override
 
virtual ENGINE_API void PostLoad () override
 
virtual ENGINE_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph) override
 
virtual ENGINE_API void BeginDestroy () override
 
virtual ENGINE_API bool IsReadyForFinishDestroy () override
 
virtual ENGINE_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None) override
 
virtual ENGINE_API void PostRename (UObject *OldOuter, const FName OldName) override
 
virtual ENGINE_API bool CanBeInCluster () const override
 
virtual ENGINE_API bool IsEditorOnly () const override
 
virtual bool IsEditorOnlyLoadedInPIE () const
 
virtual bool IsRuntimeOnly () const
 
virtual ENGINE_API bool IsAsset () const override
 
virtual ENGINE_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext) override
 
virtual ENGINE_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext) override
 
virtual ENGINE_API void PreSave (FObjectPreSaveContext ObjectSaveContext) override
 
ENGINE_API bool IsMainPackageActor () const
 
virtual void PreDuplicateFromRoot (FObjectDuplicationParameters &DupParams)
 
virtual ENGINE_API void PreSaveFromRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual ENGINE_API void PostSaveFromRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual ENGINE_API void GatherCurrentMovement ()
 
bool IsOwnedBy (const AActor *TestOwner) const
 
USceneComponent * GetRootComponent () const
 
virtual USceneComponent * GetDefaultAttachComponent () const
 
ENGINE_API bool SetRootComponent (USceneComponent *NewRootComponent)
 
const FTransformGetActorTransform () const
 
FVector GetActorLocation () const
 
FRotator GetActorRotation () const
 
FVector GetActorScale () const
 
FQuat GetActorQuat () const
 
virtual ENGINE_API void ApplyWorldOffset (const FVector &InOffset, bool bWorldShift)
 
virtual bool IsLevelBoundsRelevant () const
 
virtual ENGINE_API bool IsHLODRelevant () const
 
virtual ENGINE_API bool HasHLODRelevantComponents () const
 
virtual ENGINE_API TArray< UActorComponent * > GetHLODRelevantComponents () const
 
ENGINE_API void SetLODParent (class UPrimitiveComponent *InLODParent, float InParentDrawDistance)
 
virtual ENGINE_API float GetNetPriority (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
virtual ENGINE_API float GetReplayPriority (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)
 
virtual ENGINE_API bool GetNetDormancy (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
virtual void OnActorChannelOpen (class FInBunch &InBunch, class UNetConnection *Connection)
 
virtual bool UseShortConnectTimeout () const
 
virtual void OnSerializeNewActor (class FOutBunch &OutBunch)
 
virtual void OnNetCleanup (class UNetConnection *Connection)
 
ENGINE_API void ExchangeNetRoles (bool bRemoteOwner)
 
ENGINE_API void SwapRoles ()
 
ENGINE_API void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents)
 
virtual ENGINE_API void SetActorTickEnabled (bool bEnabled)
 
ENGINE_API bool IsActorTickEnabled () const
 
ENGINE_API void SetActorTickInterval (float TickInterval)
 
ENGINE_API float GetActorTickInterval () const
 
virtual void AsyncPhysicsTickActor (float DeltaTime, float SimTime)
 
virtual ENGINE_API void PostActorCreated ()
 
virtual ENGINE_API void LifeSpanExpired ()
 
virtual ENGINE_API void PreNetReceive () override
 
virtual ENGINE_API void PostNetReceive () override
 
virtual ENGINE_API void PostNetReceiveRole ()
 
virtual ENGINE_API bool IsNameStableForNetworking () const override
 
virtual ENGINE_API bool IsSupportedForNetworking () const override
 
virtual ENGINE_API void PostNetInit ()
 
virtual ENGINE_API void OnRep_ReplicatedMovement ()
 
virtual ENGINE_API void PostNetReceiveLocationAndRotation ()
 
virtual ENGINE_API void PostNetReceiveVelocity (const FVector &NewVelocity)
 
virtual ENGINE_API void PostNetReceivePhysicState ()
 
void SetFakeNetPhysicsState (bool bShouldSleep)
 
virtual ENGINE_API void SetOwner (AActor *NewOwner)
 
AActorGetOwner () const
 
template<class T >
T * GetOwner () const
 
virtual ENGINE_API bool CheckStillInWorld ()
 
ENGINE_API void ClearComponentOverlaps ()
 
ENGINE_API void UpdateOverlaps (bool bDoNotifies=true)
 
ENGINE_API bool IsOverlappingActor (const AActor *Other) const
 
ENGINE_API bool IsRootComponentStatic () const
 
ENGINE_API bool IsRootComponentStationary () const
 
ENGINE_API bool IsRootComponentMovable () const
 
virtual ENGINE_API APhysicsVolumeGetPhysicsVolume () const
 
bool CanEverTick () const
 
virtual ENGINE_API bool ShouldTickIfViewportsOnly () const
 
virtual ENGINE_API bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const
 
virtual ENGINE_API bool IsReplayRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation, const float CullDistanceSquared) const
 
virtual ENGINE_API bool IsRelevancyOwnerFor (const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor) const
 
ENGINE_API void PostSpawnInitialize (FTransform const &SpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::MultiplyWithRoot)
 
ENGINE_API void FinishSpawning (const FTransform &Transform, bool bIsDefaultTransform=false, const FComponentInstanceDataCache *InstanceDataCache=nullptr, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)
 
ENGINE_API void PostActorConstruction ()
 
virtual ENGINE_API void PreInitializeComponents ()
 
virtual ENGINE_API void DispatchPhysicsCollisionHit (const struct FRigidBodyCollisionInfo &MyInfo, const struct FRigidBodyCollisionInfo &OtherInfo, const FCollisionImpactData &RigidCollisionData)
 
virtual const AActorGetNetOwner () const
 
virtual ENGINE_API class UPlayerGetNetOwningPlayer ()
 
virtual ENGINE_API class UPlayerGetNetOwningPlayerAnyRole ()
 
virtual ENGINE_API class UNetConnectionGetNetConnection () const
 
virtual ENGINE_API bool DestroyNetworkActorHandled ()
 
ENetMode GetNetMode () const
 
bool IsNetMode (ENetMode Mode) const
 
ENGINE_API class UNetDriverGetNetDriver () const
 
ENGINE_API void SetNetDormancy (ENetDormancy NewDormancy)
 
ENGINE_API void FlushNetDormancy ()
 
ENGINE_API void ForcePropertyCompare ()
 
ENGINE_API bool IsChildActor () const
 
virtual ENGINE_API bool IsSelectionParentOfAttachedActors () const
 
virtual ENGINE_API bool IsSelectionChild () const
 
virtual ENGINE_API AActorGetSelectionParent () const
 
virtual ENGINE_API AActorGetRootSelectionParent () const
 
virtual ENGINE_API bool SupportsSubRootSelection () const
 
ENGINE_API bool IsActorOrSelectionParentSelected () const
 
virtual ENGINE_API void PushSelectionToProxies ()
 
ENGINE_API void GetAllChildActors (TArray< AActor * > &ChildActors, bool bIncludeDescendants=true) const
 
ENGINE_API UChildActorComponent * GetParentComponent () const
 
ENGINE_API AActorGetParentActor () const
 
virtual ENGINE_API void RegisterAllComponents ()
 
virtual ENGINE_API void PreRegisterAllComponents ()
 
bool HasDeferredComponentRegistration () const
 
ENGINE_API bool HasValidRootComponent () const
 
virtual ENGINE_API void UnregisterAllComponents (bool bForReregister=false)
 
virtual ENGINE_API void PostUnregisterAllComponents ()
 
virtual ENGINE_API void ReregisterAllComponents ()
 
ENGINE_API void HandleRegisterComponentWithWorld (UActorComponent *Component)
 
ENGINE_API bool IncrementalRegisterComponents (int32 NumComponentsToRegister, FRegisterComponentContext *Context=nullptr)
 
ENGINE_API void MarkComponentsRenderStateDirty ()
 
ENGINE_API void UpdateComponentTransforms ()
 
ENGINE_API void UpdateComponentVisibility ()
 
ENGINE_API void InitializeComponents ()
 
ENGINE_API void UninitializeComponents ()
 
ENGINE_API void DrawDebugComponents (FColor const &BaseColor=FColor::White) const
 
virtual void MarkComponentsAsPendingKill ()
 
virtual ENGINE_API void MarkComponentsAsGarbage (bool bModify=true)
 
bool IsPendingKillPending () const
 
void InvalidateLightingCache ()
 
virtual ENGINE_API void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
virtual ENGINE_API bool TeleportTo (const FVector &DestLocation, const FRotator &DestRotation, bool bIsATest=false, bool bNoCheck=false)
 
ENGINE_API bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation)
 
virtual void TeleportSucceeded (bool bIsATest)
 
ENGINE_API bool ActorLineTraceSingle (struct FHitResult &OutHit, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams &Params) const
 
ENGINE_API float ActorGetDistanceToCollision (const FVector &Point, ECollisionChannel TraceChannel, FVector &ClosestPointOnCollision, UPrimitiveComponent **OutPrimitiveComponent=nullptr) const
 
ENGINE_API bool IsInLevel (const class ULevel *TestLevel) const
 
ENGINE_API ULevelGetLevel () const
 
ENGINE_API FTransform GetLevelTransform () const
 
virtual ENGINE_API void ClearCrossLevelReferences ()
 
ENGINE_API void RouteEndPlay (const EEndPlayReason::Type EndPlayReason)
 
virtual ENGINE_API bool IsBasedOnActor (const AActor *Other) const
 
virtual ENGINE_API bool IsAttachedTo (const AActor *Other) const
 
ENGINE_API FVector GetPlacementExtent () const
 
ENGINE_API void ResetPropertiesForConstruction ()
 
ENGINE_API bool HasNonTrivialUserConstructionScript () const
 
ENGINE_API void DebugShowComponentHierarchy (const TCHAR *Info, bool bShowPosition=true)
 
ENGINE_API void DebugShowOneComponentHierarchy (USceneComponent *SceneComp, int32 &NestLevel, bool bShowPosition)
 
ENGINE_API bool ExecuteConstruction (const FTransform &Transform, const struct FRotationConversionCache *TransformRotationCache, const class FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform=false, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)
 
virtual void OnConstruction (const FTransform &Transform)
 
ENGINE_API void FinishAndRegisterComponent (UActorComponent *Component)
 
ENGINE_API UActorComponentCreateComponentFromTemplate (UActorComponent *Template, const FName InName=NAME_None)
 
ENGINE_API UActorComponentCreateComponentFromTemplateData (const struct FBlueprintCookedComponentInstancingData *TemplateData, const FName InName=NAME_None)
 
ENGINE_API void DestroyConstructedComponents ()
 
virtual ENGINE_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override
 
virtual ENGINE_API void FillReplicationParams (const FFillReplicationParamsContext &Context, FActorReplicationParams &OutParams)
 
ENGINE_API void CheckComponentInstanceName (const FName InName)
 
ENGINE_API AActorGetAttachParentActor () const
 
ENGINE_API FName GetAttachParentSocketName () const
 
ENGINE_API void ForEachAttachedActors (TFunctionRef< bool(class AActor *)> Functor) const
 
ENGINE_API void GetAttachedActors (TArray< AActor * > &OutActors, bool bResetArray=true, bool bRecursivelyIncludeAttachedActors=false) const
 
ENGINE_API void SetTickGroup (ETickingGroup NewTickGroup)
 
ENGINE_API void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult const &Hit)
 
virtual ENGINE_API void FellOutOfWorld (const class UDamageType &dmgType)
 
virtual ENGINE_API void OutsideWorldBounds ()
 
virtual ENGINE_API FBox GetComponentsBoundingBox (bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API FBox CalculateComponentsBoundingBoxInLocalSpace (bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API void GetComponentsBoundingCylinder (float &CollisionRadius, float &CollisionHalfHeight, bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API void GetSimpleCollisionCylinder (float &CollisionRadius, float &CollisionHalfHeight) const
 
float GetSimpleCollisionRadius () const
 
float GetSimpleCollisionHalfHeight () const
 
FVector GetSimpleCollisionCylinderExtent () const
 
virtual ENGINE_API bool IsRootComponentCollisionRegistered () const
 
virtual ENGINE_API void TornOff ()
 
virtual ENGINE_API ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel) const
 
ENGINE_API void DisableComponentsSimulatePhysics ()
 
ENGINE_API class AWorldSettingsGetWorldSettings () const
 
virtual ENGINE_API bool CanBeBaseForCharacter (class APawn *Pawn) const
 
virtual ENGINE_API float TakeDamage (float DamageAmount, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
virtual ENGINE_API void BecomeViewTarget (class APlayerController *PC)
 
virtual ENGINE_API void EndViewTarget (class APlayerController *PC)
 
ENGINE_API void K2_OnBecomeViewTarget (class APlayerController *PC)
 
ENGINE_API void K2_OnEndViewTarget (class APlayerController *PC)
 
virtual ENGINE_API void CalcCamera (float DeltaTime, struct FMinimalViewInfo &OutResult)
 
virtual ENGINE_API bool HasActiveCameraComponent (bool bForceFindCamera=false) const
 
virtual ENGINE_API bool HasActivePawnControlCameraComponent () const
 
ENGINE_API void K2_OnReset ()
 
ENGINE_API bool WasRecentlyRendered (float Tolerance=0.2f) const
 
virtual ENGINE_API float GetLastRenderTime () const
 
virtual ENGINE_API void ForceNetRelevant ()
 
virtual ENGINE_API void ForceNetUpdate ()
 
virtual ENGINE_API void PrestreamTextures (float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups=0)
 
virtual ENGINE_API FVector GetTargetLocation (AActor *RequestedBy=nullptr) const
 
virtual ENGINE_API void PostRenderFor (class APlayerController *PC, class UCanvas *Canvas, FVector CameraPosition, FVector CameraDir)
 
ENGINE_API bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent=false) const
 
virtual ENGINE_API UWorldGetWorld () const override final
 
ENGINE_API class FTimerManagerGetWorldTimerManager () const
 
ENGINE_API class UGameInstanceGetGameInstance () const
 
template<class T >
T * GetGameInstance () const
 
ENGINE_API bool IsNetStartupActor () const
 
virtual ENGINE_API UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass) const
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass) const
 
template<class T >
T * GetComponentByClass () const
 
ENGINE_API TArray< UActorComponent * > K2_GetComponentsByClass (TSubclassOf< UActorComponent > ComponentClass) const
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *FindComponentByTag(TSubclassOf< UActorComponent > ComponentClass
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API TArray< UActorComponent * > GetComponentsByTag(TSubclassOf< UActorComponent > ComponentClass
 
virtual ENGINE_API UActorComponentFindComponentByInterface (const TSubclassOf< UInterface > Interface) const
 
ENGINE_API TArray< UActorComponent * > GetComponentsByInterface (TSubclassOf< UInterface > Interface) const
 
template<class T >
T * FindComponentByClass () const
 
template<class T >
T * FindComponentByTag (const FName &Tag) const
 
template<class T UE_REQUIRES>
T * FindComponentByInterface () const
 
template<class T UE_REQUIRES>
T * FindComponentByInterface () const
 
template<class ComponentType , typename Func >
void ForEachComponent (bool bIncludeFromChildActors, Func InFunc) const
 
template<typename Func >
void ForEachComponent (bool bIncludeFromChildActors, Func InFunc) const
 
template<class AllocatorType , class ComponentType >
void GetComponents (TSubclassOf< UActorComponent > ComponentClass, TArray< ComponentType *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class ComponentType , class AllocatorType >
void GetComponents (TArray< ComponentType, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class T , class AllocatorType >
void GetComponents (TArray< T *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class T , class AllocatorType >
void GetComponents (TArray< TObjectPtr< T >, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class AllocatorType >
void GetComponents (TArray< UActorComponent *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
const TSet< UActorComponent * > & GetComponents () const
 
ENGINE_API void AddOwnedComponent (UActorComponent *Component)
 
ENGINE_API void RemoveOwnedComponent (UActorComponent *Component)
 
ENGINE_API void ResetOwnedComponents ()
 
ENGINE_API void UpdateReplicatedComponent (UActorComponent *Component)
 
ENGINE_API void UpdateAllReplicatedComponents ()
 
virtual ENGINE_API ELifetimeCondition AllowActorComponentToReplicate (const UActorComponent *ComponentToReplicate) const
 
ENGINE_API void SetReplicatedComponentNetCondition (const UActorComponent *ReplicatedComponent, ELifetimeCondition NetCondition)
 
bool GetIsReplicated () const
 
const TArray< UActorComponent * > & GetReplicatedComponents () const
 
ENGINE_API void AddReplicatedSubObject (UObject *SubObject, ELifetimeCondition NetCondition=COND_None)
 
ENGINE_API void RemoveReplicatedSubObject (UObject *SubObject)
 
ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API void TearOffReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API void TearOffReplicatedSubObjectOnRemotePeers (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API void AddActorComponentReplicatedSubObject (UActorComponent *OwnerComponent, UObject *SubObject, ELifetimeCondition NetCondition=COND_None)
 
ENGINE_API void RemoveActorComponentReplicatedSubObject (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API bool IsReplicatedSubObjectRegistered (const UObject *SubObject) const
 
ENGINE_API bool IsReplicatedActorComponentRegistered (const UActorComponent *ReplicatedComponent) const
 
ENGINE_API bool IsActorComponentReplicatedSubObjectRegistered (const UActorComponent *OwnerComponent, const UObject *SubObject) const
 
ENGINE_API void AddInstanceComponent (UActorComponent *Component)
 
ENGINE_API void RemoveInstanceComponent (UActorComponent *Component)
 
ENGINE_API void ClearInstanceComponents (bool bDestroyComponents)
 
ENGINE_API const TArray< UActorComponent * > & GetInstanceComponents () const
 
ENGINE_API void MakeNoise (float Loudness=1.f, APawn *NoiseInstigator=nullptr, FVector NoiseLocation=FVector::ZeroVector, float MaxRange=0.f, FName Tag=NAME_None)
 
virtual bool IsComponentRelevantForNavigation (UActorComponent *Component) const
 
virtual ENGINE_API void DisplayDebug (class UCanvas *Canvas, const class FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos)
 
bool IsHidden () const
 
ENGINE_API void SetHidden (const bool bInHidden)
 
bool IsReplicatingMovement () const
 
ENGINE_API void SetReplicatingMovement (bool bInReplicateMovement)
 
bool CanBeDamaged () const
 
ENGINE_API void SetCanBeDamaged (bool bInCanBeDamaged)
 
ENGINE_API void SetRole (ENetRole InRole)
 
const FRepMovementGetReplicatedMovement () const
 
ENGINE_API FRepMovementGetReplicatedMovement_Mutable ()
 
ENGINE_API void SetReplicatedMovement (const FRepMovement &InReplicatedMovement)
 
ENGINE_API void SetNetUpdateFrequency (float Frequency)
 
ENGINE_API float GetNetUpdateFrequency () const
 
ENGINE_API void SetMinNetUpdateFrequency (float MinFrequency)
 
ENGINE_API float GetMinNetUpdateFrequency () const
 
ENGINE_API void SetNetCullDistanceSquared (float DistanceSq)
 
ENGINE_API float GetNetCullDistanceSquared () const
 
ENGINE_API void SetInstigator (APawn *InInstigator)
 
void SetActorIsPendingPostNetInit (bool bInIsPendingPostNetInit)
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void FinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 
- Public Member Functions inherited from IVisualLoggerDebugSnapshotInterface
virtual void GrabDebugSnapshot (struct FVisualLogEntry *Snapshot) const
 

Static Public Member Functions

static void ToggleAIIgnorePlayers ()
 
static bool AreAIIgnoringPlayers ()
 
- Static Public Member Functions inherited from AActor
static ENGINE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static ENGINE_API AActorFindActorInPackage (UPackage *InPackage, bool bEvenIfPendingKill=true)
 
static ENGINE_API void GetActorClassDefaultComponents (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TArray< const UActorComponent * > &OutComponents)
 
static ENGINE_API const UActorComponentGetActorClassDefaultComponent (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass)
 
static ENGINE_API const UActorComponentGetActorClassDefaultComponentByName (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, FName InComponentName)
 
static ENGINE_API void ForEachComponentOfActorClassDefault (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TFunctionRef< bool(const UActorComponent *)> InFunc)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void GetActorClassDefaultComponents (const TSubclassOf< AActor > &InActorClass, TArray< const TComponentClass * > &OutComponents)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClassGetActorClassDefaultComponent (const TSubclassOf< AActor > &InActorClass)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClassGetActorClassDefaultComponentByName (const TSubclassOf< AActor > &InActorClass, FName InComponentName)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void ForEachComponentOfActorClassDefault (const TSubclassOf< AActor > &InActorClass, TFunctionRef< bool(const TComponentClass *)> InFunc)
 
static ENGINE_API void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const FVector &NoiseLocation, float MaxRange, FName Tag)
 
static ENGINE_API void SetMakeNoiseDelegate (const FMakeNoiseDelegate &NewDelegate)
 
static FString GetDebugName (const AActor *Actor)
 
static const FName GetHiddenPropertyName ()
 
static const FName GetReplicateMovementPropertyName ()
 
static const FName GetCanBeDamagedPropertyName ()
 
static const FName GetRolePropertyName ()
 
static const FName GetInstigatorPropertyName ()
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

uint32 bLOSflag: 1
 
uint32 bSkipExtraLOSChecks: 1
 
uint32 bAllowStrafe: 1
 
uint32 bWantsPlayerState: 1
 
uint32 bSetControlRotationFromPawnOrientation:1
 
TObjectPtr< UBrainComponentBrainComponent
 
TObjectPtr< UAIPerceptionComponentPerceptionComponent
 
FPathFindingQueryQuery
 
FAIMoveCompletedSignature ReceiveMoveCompleted
 
- Public Attributes inherited from AController
TObjectPtr< APlayerStatePlayerState
 
TWeakObjectPtr< class AActorStartSpot
 
FInstigatedAnyDamageSignature OnInstigatedAnyDamage
 
FOnPossessedPawnChanged OnPossessedPawnChanged
 
FName StateName
 
- Public Attributes inherited from AActor
struct FActorTickFunction PrimaryActorTick
 
uint8 bNetTemporary:1
 
uint8 bNetStartup:1
 
uint8 bOnlyRelevantToOwner:1
 
uint8 bAlwaysRelevant:1
 
uint8 bExchangedRoles:1
 
uint8 bNetLoadOnClient:1
 
uint8 bNetUseOwnerRelevancy:1
 
uint8 bRelevantForNetworkReplays:1
 
uint8 bRelevantForLevelBounds:1
 
uint8 bReplayRewindable:1
 
uint8 bAllowTickBeforeBeginPlay:1
 
uint8 bBlockInput:1
 
uint8 bCollideWhenPlacing:1
 
uint8 bFindCameraComponentWhenViewTarget:1
 
uint8 bGenerateOverlapEventsDuringLevelStreaming:1
 
uint8 bIgnoresOriginShifting:1
 
uint8 bEnableAutoLODGeneration:1
 
uint8 bIsEditorOnlyActor:1
 
uint8 bActorSeamlessTraveled:1
 
uint8 ActorCategory = 0
 
float InitialLifeSpan
 
float CustomTimeDilation
 
TObjectPtr< AActorOwner
 
TEnumAsByte< enum ENetDormancyNetDormancy
 
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod
 
TEnumAsByte< EAutoReceiveInput::TypeAutoReceiveInput
 
int32 InputPriority
 
float CreationTime
 
TObjectPtr< class UInputComponentInputComponent
 
int32 NetTag
 
float NetPriority
 
TArray< TObjectPtr< AActor > > Children
 
TArray< FNameLayers
 
TArray< FNameTags
 
FTakeAnyDamageSignature OnTakeAnyDamage
 
FTakePointDamageSignature OnTakePointDamage
 
FTakeRadialDamageSignature OnTakeRadialDamage
 
FActorBeginOverlapSignature OnActorBeginOverlap
 
FActorEndOverlapSignature OnActorEndOverlap
 
FActorBeginCursorOverSignature OnBeginCursorOver
 
FActorEndCursorOverSignature OnEndCursorOver
 
FActorOnClickedSignature OnClicked
 
FActorOnReleasedSignature OnReleased
 
FActorOnInputTouchBeginSignature OnInputTouchBegin
 
FActorOnInputTouchEndSignature OnInputTouchEnd
 
FActorBeginTouchOverSignature OnInputTouchEnter
 
FActorEndTouchOverSignature OnInputTouchLeave
 
FActorHitSignature OnActorHit
 
FName InSocketName = NAME_None
 
FName EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset
 
FName EAttachLocation::Type bool bWeldSimulatedBodies = true)
 
FActorDestroyedSignature OnDestroyed
 
FActorEndPlaySignature OnEndPlay
 
FName Tag const
 
TArray< TObjectPtr< UActorComponent > > BlueprintCreatedComponents
 
FRenderCommandFence DetachFence
 
- Public Attributes inherited from IGameplayTaskOwnerInterface
virtual UGameplayTasksComponent * GetGameplayTasksComponent (const UGameplayTask &Task) const PURE_VIRTUAL(IGameplayTaskOwnerInterface
 
virtual AActorGetGameplayTaskOwner (const UGameplayTask *Task) const PURE_VIRTUAL(IGameplayTaskOwnerInterface
 

Static Public Attributes

static AIMODULE_API bool bAIIgnorePlayers = false
 
- Static Public Attributes inherited from AActor
static ENGINE_API FOnProcessEvent ProcessEventDelegate
 

Protected Member Functions

virtual AIMODULE_API void CleanupBrainComponent ()
 
virtual AIMODULE_API void MergePaths (const FNavPathSharedPtr &InitialPath, FNavPathSharedPtr &InOutMergedPath) const
 
AIMODULE_API void OnUsingBlackBoard (UBlackboardComponent *BlackboardComp, UBlackboardData *BlackboardAsset)
 
virtual AIMODULE_API bool InitializeBlackboard (UBlackboardComponent &BlackboardComp, UBlackboardData &BlackboardAsset)
 
virtual AIMODULE_API void OnPossess (APawn *InPawn) override
 
virtual AIMODULE_API void OnUnPossess () override
 
- Protected Member Functions inherited from AController
ENGINE_API bool IsValidControlRotation (FRotator CheckRotation) const
 
virtual ENGINE_API void AttachToPawn (APawn *InPawn)
 
virtual ENGINE_API void DetachFromPawn ()
 
virtual ENGINE_API void AddPawnTickDependency (APawn *NewPawn)
 
virtual ENGINE_API void RemovePawnTickDependency (APawn *InOldPawn)
 
class USceneComponent * GetTransformComponent () const
 
ENGINE_API void ReceivePossess (APawn *PossessedPawn)
 
ENGINE_API void ReceiveUnPossess (APawn *UnpossessedPawn)
 
virtual ENGINE_API void BeginInactiveState ()
 
virtual ENGINE_API void EndInactiveState ()
 
ENGINE_API void ReceiveInstigatedAnyDamage (float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)
 
- Protected Member Functions inherited from AActor
void SetRemoteRoleForBackwardsCompat (const ENetRole InRemoteRole)
 
virtual ENGINE_API void OnRep_Owner ()
 
ENGINE_API void ReceiveBeginPlay ()
 
virtual ENGINE_API void BeginPlay ()
 
ENGINE_API void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
virtual ENGINE_API void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void SyncReplicatedPhysicsSimulation ()
 
ENGINE_API bool IsWithinNetRelevancyDistance (const FVector &SrcLocation) const
 
virtual ENGINE_API void OnReplicationStartedForIris (const FOnReplicationStartedParams &)
 
virtual ENGINE_API void OnStopReplicationForIris (const FOnStopReplicationParams &)
 
virtual ENGINE_API void BeginReplication ()
 
virtual ENGINE_API void EndReplication (EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void BeginReplication (const FActorReplicationParams &Params)
 
ENGINE_API void UpdateOwningNetConnection ()
 
ENGINE_API void UpdateReplicatePhysicsCondition ()
 
virtual ENGINE_API void RegisterActorTickFunctions (bool bRegister)
 
ENGINE_API void ProcessUserConstructionScript ()
 
ENGINE_API bool CheckActorComponents () const
 
ENGINE_API void PostCreateBlueprintComponent (UActorComponent *NewActorComp)
 
virtual ENGINE_API float InternalTakeRadialDamage (float Damage, struct FRadialDamageEvent const &RadialDamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
virtual ENGINE_API float InternalTakePointDamage (float Damage, struct FPointDamageEvent const &PointDamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Protected Attributes

FFocusKnowledge FocusInformation
 
uint32 bStartAILogicOnPossess: 1
 
uint32 bStopAILogicOnUnposses: 1
 
TObjectPtr< UBlackboardComponent > Blackboard
 
TObjectPtr< UGameplayTasksComponent > CachedGameplayTasksComponent
 
TSubclassOf< UNavigationQueryFilterDefaultNavigationFilterClass
 
- Protected Attributes inherited from AController
FPawnChangedSignature OnNewPawn
 
FRotator ControlRotation
 
uint8 bAttachToPawn:1
 
uint8 bIsPlayerController:1
 
uint8 bCanPossessWithoutAuthority:1
 
uint8 IgnoreMoveInput
 
uint8 IgnoreLookInput
 
- Protected Attributes inherited from AActor
uint8 bReplicates:1
 
uint8 bCanBeInCluster:1
 
uint8 bAllowReceiveTickEventOnDedicatedServer:1
 
uint8 bNetCheckedInitialPhysicsState: 1
 
uint8 bReplicateUsingRegisteredSubObjectList: 1
 
uint8 bAsyncPhysicsTickEnabled: 1
 
EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming
 
struct FRepAttachment AttachmentReplication
 
FName NetDriverName
 
TObjectPtr< USceneComponent > RootComponent
 
FTimerHandle TimerHandle_LifeSpanExpired
 
TArray< UActorComponent * > ReplicatedComponents
 

Additional Inherited Members

- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Detailed Description

AIController is the base class of controllers for AI-controlled Pawns.

Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers manage the artificial intelligence for the pawns they control. In networked games, they only exist on the server.

See also
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/

Constructor & Destructor Documentation

◆ AAIController()

AAIController::AAIController ( const FObjectInitializer ObjectInitializer = FObjectInitializer::Get())

Member Function Documentation

◆ ActorsPerceptionUpdated()

void AAIController::ActorsPerceptionUpdated ( const TArray< AActor * > &  UpdatedActors)
virtual

Notifies AIController of changes in given actors' perception

◆ AreAIIgnoringPlayers()

static bool AAIController::AreAIIgnoringPlayers ( )
inlinestatic

◆ BuildPathfindingQuery() [1/2]

bool AAIController::BuildPathfindingQuery ( const FAIMoveRequest MoveRequest,
const FVector StartLocation,
FPathFindingQuery OutQuery 
) const

Helper function for creating pathfinding query for this agent from move request data and starting location

◆ BuildPathfindingQuery() [2/2]

bool AAIController::BuildPathfindingQuery ( const FAIMoveRequest MoveRequest,
FPathFindingQuery OutQuery 
) const

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

◆ ClaimTaskResource()

void AAIController::ClaimTaskResource ( TSubclassOf< UGameplayTaskResource ResourceClass)

◆ CleanupBrainComponent()

void AAIController::CleanupBrainComponent ( )
protectedvirtual

◆ ClearFocus()

void AAIController::ClearFocus ( EAIFocusPriority::Type  InPriority)
virtual

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

Parameters
InPriorityfocus priority to clear. If you don't know what to use you probably mean EAIFocusPriority::Gameplay

◆ DisplayDebug()

void AAIController::DisplayDebug ( UCanvas Canvas,
const FDebugDisplayInfo DebugDisplay,
float YL,
float YPos 
)
overridevirtual

Reimplemented from AController.

◆ FindPathForMoveRequest()

void AAIController::FindPathForMoveRequest ( const FAIMoveRequest MoveRequest,
FPathFindingQuery Query,
FNavPathSharedPtr OutPath 
) const
virtual

Finds path for given move request

Parameters
MoveRequest- details about move
Query- pathfinding query for navigation system
OutPath- generated path

◆ GetAIPerceptionComponent() [1/2]

UAIPerceptionComponent * AAIController::GetAIPerceptionComponent ( )
inline

◆ GetAIPerceptionComponent() [2/2]

const UAIPerceptionComponent * AAIController::GetAIPerceptionComponent ( ) const
inline

◆ GetBlackboardComponent() [1/2]

UBlackboardComponent * AAIController::GetBlackboardComponent ( )
inline

◆ GetBlackboardComponent() [2/2]

const UBlackboardComponent * AAIController::GetBlackboardComponent ( ) const
inline

◆ GetBrainComponent()

UBrainComponent * AAIController::GetBrainComponent ( ) const
inline

◆ GetCurrentMoveRequestID()

FAIRequestID AAIController::GetCurrentMoveRequestID ( ) const

Returns the Move Request ID for the current move

◆ GetDebugIcon()

FString AAIController::GetDebugIcon ( ) const
virtual

◆ GetDefaultNavigationFilterClass()

TSubclassOf< UNavigationQueryFilter > AAIController::GetDefaultNavigationFilterClass ( ) const
inline

◆ GetFocalPoint()

FVector AAIController::GetFocalPoint ( ) const

Retrieve the final position that controller should be looking at.

◆ GetFocalPointForPriority()

FVector AAIController::GetFocalPointForPriority ( EAIFocusPriority::Type  InPriority) const

◆ GetFocalPointOnActor()

FVector AAIController::GetFocalPointOnActor ( const AActor Actor) const
virtual

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

◆ GetFocusActor()

AActor * AAIController::GetFocusActor ( ) const

Get the focused actor.

◆ GetFocusActorForPriority()

AActor * AAIController::GetFocusActorForPriority ( EAIFocusPriority::Type  InPriority) const
inline

◆ GetGameplayTaskAvatar()

virtual AActor * AAIController::GetGameplayTaskAvatar ( const UGameplayTask Task) const
inlineoverridevirtual

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

Reimplemented from IGameplayTaskOwnerInterface.

◆ GetGameplayTaskDefaultPriority()

virtual uint8 AAIController::GetGameplayTaskDefaultPriority ( ) const
inlinevirtual

Get default priority for running a task

Reimplemented from IGameplayTaskOwnerInterface.

◆ GetGameplayTaskOwner()

virtual AActor * AAIController::GetGameplayTaskOwner ( const UGameplayTask Task) const
inlineoverridevirtual

◆ GetGameplayTasksComponent() [1/2]

UGameplayTasksComponent * AAIController::GetGameplayTasksComponent ( ) const
inline

◆ GetGameplayTasksComponent() [2/2]

virtual UGameplayTasksComponent * AAIController::GetGameplayTasksComponent ( const UGameplayTask Task) const
inlineoverridevirtual

◆ GetGenericTeamId()

virtual FGenericTeamId AAIController::GetGenericTeamId ( ) const
inlineoverridevirtual

Retrieve team identifier in form of FGenericTeamId

Reimplemented from IGenericTeamAgentInterface.

◆ GetImmediateMoveDestination()

FVector AAIController::GetImmediateMoveDestination ( ) const

Returns position of current path segment's end.

◆ GetMoveStatus()

EPathFollowingStatus::Type AAIController::GetMoveStatus ( ) const

Returns status of path following

◆ GetPathFollowingAgent()

IPathFollowingAgentInterface * AAIController::GetPathFollowingAgent ( ) const
overridevirtual

Retrieves PathFollowingAgent for this NavAgent

Reimplemented from AController.

◆ GetPathFollowingComponent()

UPathFollowingComponent * AAIController::GetPathFollowingComponent ( ) const
inline

Returns PathFollowingComponent subobject

◆ GetPerceptionComponent()

virtual UAIPerceptionComponent * AAIController::GetPerceptionComponent ( )
inlineoverridevirtual

Reimplemented from IAIPerceptionListenerInterface.

◆ HasPartialPath()

bool AAIController::HasPartialPath ( ) const

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

◆ InitializeBlackboard()

bool AAIController::InitializeBlackboard ( UBlackboardComponent &  BlackboardComp,
UBlackboardData BlackboardAsset 
)
protectedvirtual

◆ IsFollowingAPath()

bool AAIController::IsFollowingAPath ( ) const
overridevirtual

Checks if the agent is actively following a navigation path

Reimplemented from AController.

◆ K2_ClearFocus()

void AAIController::K2_ClearFocus ( )

Clears Focus, will also clear FocalPoint as a result

◆ K2_SetFocalPoint()

void AAIController::K2_SetFocalPoint ( FVector  FP)

Set the position that controller should be looking at.

◆ K2_SetFocus()

void AAIController::K2_SetFocus ( AActor NewFocus)

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

◆ LineOfSightTo()

bool AAIController::LineOfSightTo ( const AActor Other,
FVector  ViewPoint = FVector(ForceInit),
bool  bAlternateChecks = false 
) const
overridevirtual

Checks line to center and top of other actor

Parameters
Otheris the actor whose visibility is being checked.
ViewPointis eye position visibility is being checked from. If vect(0,0,0) passed in, uses current viewtarget's eye position.
bAlternateChecksused only in AIController implementation
Returns
true if controller's pawn can see Other actor.

◆ MergePaths()

void AAIController::MergePaths ( const FNavPathSharedPtr InitialPath,
FNavPathSharedPtr InOutMergedPath 
) const
protectedvirtual

Merges the remaining points of InitialPath, with the points of InOutMergedPath. The resulting merged path is outputted into InOutMergedPath.

◆ MoveTo()

FPathFollowingRequestResult AAIController::MoveTo ( const FAIMoveRequest MoveRequest,
FNavPathSharedPtr OutPath = nullptr 
)
virtual

Makes AI go toward specified destination

Parameters
MoveRequest- details about move
OutPath- optional output param, filled in with assigned path
Returns
struct holding MoveId and enum code

◆ MoveToActor()

EPathFollowingRequestResult::Type AAIController::MoveToActor ( AActor Goal,
float  AcceptanceRadius = -1,
bool  bStopOnOverlap = true,
bool  bUsePathfinding = true,
bool  bCanStrafe = true,
TSubclassOf< UNavigationQueryFilter FilterClass = {},
bool  bAllowPartialPath = true 
)

Makes AI go toward specified Goal actor (destination will be continuously updated), aborts any active path following

Parameters
AcceptanceRadius- finish move if pawn gets close enough
bStopOnOverlap- add pawn's radius to AcceptanceRadius
bUsePathfinding- use navigation data to calculate path (otherwise it will go in straight line)
bCanStrafe- set focus related flag: bAllowStrafe
FilterClass- navigation filter for pathfinding adjustments. If none specified DefaultNavigationFilterClass will be used
bAllowPartialPath- use incomplete path when goal can't be reached
Note
AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius

◆ MoveToLocation()

EPathFollowingRequestResult::Type 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 
)

Makes AI go toward specified Dest location, aborts any active path following

Parameters
AcceptanceRadius- finish move if pawn gets close enough
bStopOnOverlap- add pawn's radius to AcceptanceRadius
bUsePathfinding- use navigation data to calculate path (otherwise it will go in straight line)
bProjectDestinationToNavigation- project location on navigation data before using it
bCanStrafe- set focus related flag: bAllowStrafe
FilterClass- navigation filter for pathfinding adjustments. If none specified DefaultNavigationFilterClass will be used
bAllowPartialPath- use incomplete path when goal can't be reached
Note
AcceptanceRadius has default value or -1 due to Header Parser not being able to recognize UPathFollowingComponent::DefaultAcceptanceRadius

◆ OnGameplayTaskActivated()

virtual void AAIController::OnGameplayTaskActivated ( UGameplayTask Task)
inlineoverridevirtual

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

Reimplemented from IGameplayTaskOwnerInterface.

◆ OnGameplayTaskDeactivated()

virtual void AAIController::OnGameplayTaskDeactivated ( UGameplayTask Task)
inlineoverridevirtual

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

Reimplemented from IGameplayTaskOwnerInterface.

◆ OnGameplayTaskInitialized()

virtual void AAIController::OnGameplayTaskInitialized ( UGameplayTask Task)
inlineoverridevirtual

Notify called after GameplayTask finishes initialization (not active yet)

Reimplemented from IGameplayTaskOwnerInterface.

◆ OnGameplayTaskResourcesClaimed()

void AAIController::OnGameplayTaskResourcesClaimed ( FGameplayResourceSet  NewlyClaimed,
FGameplayResourceSet  FreshlyReleased 
)
virtual

◆ OnMoveCompleted() [1/2]

void AAIController::OnMoveCompleted ( FAIRequestID  RequestID,
const FPathFollowingResult Result 
)
virtual

Called on completing current movement request

◆ OnMoveCompleted() [2/2]

void AAIController::OnMoveCompleted ( FAIRequestID  RequestID,
EPathFollowingResult::Type  Result 
)
virtual

◆ OnPossess()

void AAIController::OnPossess ( APawn *  InPawn)
overrideprotectedvirtual

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

Parameters
InPawnThe Pawn to be possessed

Reimplemented from AController.

◆ OnUnPossess()

void AAIController::OnUnPossess ( )
overrideprotectedvirtual

Overridable native function for when this controller unpossesses its pawn.

Reimplemented from AController.

◆ OnUsingBlackBoard()

AIMODULE_API void AAIController::OnUsingBlackBoard ( UBlackboardComponent *  BlackboardComp,
UBlackboardData BlackboardAsset 
)
protected

◆ PauseMove()

bool AAIController::PauseMove ( FAIRequestID  RequestToPause)

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

◆ PostInitializeComponents()

void AAIController::PostInitializeComponents ( )
overridevirtual

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

Reimplemented from AController.

◆ PostRegisterAllComponents()

void AAIController::PostRegisterAllComponents ( )
overridevirtual

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.

Reimplemented from AActor.

◆ RequestMove()

FAIRequestID AAIController::RequestMove ( const FAIMoveRequest MoveRequest,
FNavPathSharedPtr  Path 
)
virtual

Passes move request and path object to path following

◆ RequestPathAndMove()

FAIRequestID AAIController::RequestPathAndMove ( const FAIMoveRequest MoveRequest,
FPathFindingQuery Query 
)
virtual

◆ Reset()

void AAIController::Reset ( )
overridevirtual

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

Reimplemented from AController.

◆ ResumeMove()

bool AAIController::ResumeMove ( FAIRequestID  RequestToResume)

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

◆ RunBehaviorTree()

bool AAIController::RunBehaviorTree ( UBehaviorTree BTAsset)
virtual

Starts executing behavior tree.

◆ SetFocalPoint()

void AAIController::SetFocalPoint ( FVector  NewFocus,
EAIFocusPriority::Type  InPriority = EAIFocusPriority::Gameplay 
)
virtual

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

◆ SetFocus()

void AAIController::SetFocus ( AActor NewFocus,
EAIFocusPriority::Type  InPriority = EAIFocusPriority::Gameplay 
)
virtual

◆ SetGenericTeamId()

void AAIController::SetGenericTeamId ( const FGenericTeamId TeamID)
overridevirtual

Assigns Team Agent to given TeamID

Reimplemented from IGenericTeamAgentInterface.

◆ SetMoveBlockDetection()

void AAIController::SetMoveBlockDetection ( bool  bEnable)

Updates state of movement block detection.

◆ SetPathFollowingComponent()

void AAIController::SetPathFollowingComponent ( UPathFollowingComponent NewPFComponent)

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

◆ SetPawn()

void AAIController::SetPawn ( APawn *  InPawn)
overridevirtual

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

Reimplemented from AController.

◆ SetPerceptionComponent()

void AAIController::SetPerceptionComponent ( UAIPerceptionComponent InPerceptionComponent)

◆ ShouldPostponePathUpdates()

bool AAIController::ShouldPostponePathUpdates ( ) const
overridevirtual

Allows delaying repath requests

Reimplemented from AController.

◆ ShouldSyncBlackboardWith()

bool AAIController::ShouldSyncBlackboardWith ( const UBlackboardComponent &  OtherBlackboardComponent) const
virtual

does this AIController allow given UBlackboardComponent sync data with it

◆ StopMovement()

void AAIController::StopMovement ( )
overridevirtual

Aborts the move the controller is currently performing

Reimplemented from AController.

◆ SuggestTossVelocity()

bool AAIController::SuggestTossVelocity ( FVector OutTossVelocity,
FVector  Start,
FVector  End,
float  TossSpeed,
bool  bPreferHighArc,
float  CollisionRadius = 0,
bool  bOnlyTraceUp = false 
)

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.

Parameters
OutTossVelocity- out param stuffed with the computed velocity to use
Start- desired start point of arc
End- desired end point of arc
TossSpeed- Initial speed of the theoretical projectile. Assumed to only change due to gravity for the entire lifetime of the projectile
CollisionSize(optional) - is the size of bounding box of the tossed actor (defaults to (0,0,0)
bOnlyTraceUp(optional) - when true collision checks verifying the arc will only be done along the upward portion of the arc
Returns
- true if a valid arc was computed, false if no valid solution could be found

◆ Tick()

void AAIController::Tick ( float  DeltaSeconds)
overridevirtual

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.

Parameters
DeltaSecondsGame time elapsed during last frame modified by the time dilation

Reimplemented from AActor.

◆ ToggleAIIgnorePlayers()

static void AAIController::ToggleAIIgnorePlayers ( )
inlinestatic

◆ UE_DEPRECATED_FORGAME()

AAIController::UE_DEPRECATED_FORGAME ( 4.  13,
"This function is now  deprecated,
please use FindPathForMoveRequest() for adjusting Query or BuildPathfindingQuery() for getting one."   
) const &

◆ UnclaimTaskResource()

void AAIController::UnclaimTaskResource ( TSubclassOf< UGameplayTaskResource ResourceClass)

◆ UpdateControlRotation()

void AAIController::UpdateControlRotation ( float  DeltaTime,
bool  bUpdatePawn = true 
)
virtual

Update direction AI is looking based on FocalPoint

◆ UseBlackboard()

bool AAIController::UseBlackboard ( UBlackboardData BlackboardAsset,
UBlackboardComponent *&  BlackboardComponent 
)

Makes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist.

Parameters
BlackboardAssetThe Blackboard asset to use.
BlackboardComponentThe Blackboard component that was used or created to work with the passed-in Blackboard Asset.
Returns
true if we successfully linked the blackboard asset to the blackboard component.

Member Data Documentation

◆ bAIIgnorePlayers

bool AAIController::bAIIgnorePlayers = false
static

If true, AI controllers will ignore players.

◆ bAllowStrafe

uint32 AAIController::bAllowStrafe

Is strafing allowed during movement?

◆ Blackboard

TObjectPtr<UBlackboardComponent> AAIController::Blackboard
protected

blackboard

◆ bLOSflag

uint32 AAIController::bLOSflag
mutable

used for alternating LineOfSight traces

◆ BrainComponent

TObjectPtr<UBrainComponent> AAIController::BrainComponent

Component responsible for behaviors.

◆ bSetControlRotationFromPawnOrientation

uint32 AAIController::bSetControlRotationFromPawnOrientation

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

◆ bSkipExtraLOSChecks

uint32 AAIController::bSkipExtraLOSChecks

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

◆ bStartAILogicOnPossess

uint32 AAIController::bStartAILogicOnPossess
protected

By default AI's logic does not start when controlled Pawn is possessed. Setting this flag to true will make AI logic start when pawn is possessed

◆ bStopAILogicOnUnposses

uint32 AAIController::bStopAILogicOnUnposses
protected

By default AI's logic gets stopped when controlled Pawn is unpossessed. Setting this flag to false will make AI logic persist past losing control over a pawn

◆ bWantsPlayerState

uint32 AAIController::bWantsPlayerState

Specifies if this AI wants its own PlayerState.

◆ CachedGameplayTasksComponent

TObjectPtr<UGameplayTasksComponent> AAIController::CachedGameplayTasksComponent
protected

◆ DefaultNavigationFilterClass

TSubclassOf<UNavigationQueryFilter> AAIController::DefaultNavigationFilterClass
protected

◆ FocusInformation

FFocusKnowledge AAIController::FocusInformation
protected

◆ PerceptionComponent

TObjectPtr<UAIPerceptionComponent> AAIController::PerceptionComponent

◆ Query

FPathFindingQuery& AAIController::Query

◆ ReceiveMoveCompleted

FAIMoveCompletedSignature AAIController::ReceiveMoveCompleted

Blueprint notification that we've completed the current movement request


The documentation for this class was generated from the following files: