#include <AITypes.h>
◆ FAIMoveRequest() [1/3]
| FAIMoveRequest::FAIMoveRequest |
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◆ FAIMoveRequest() [2/3]
| FAIMoveRequest::FAIMoveRequest |
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const AActor * |
InGoalActor | ) |
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◆ FAIMoveRequest() [3/3]
| FAIMoveRequest::FAIMoveRequest |
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const FVector & |
InGoalLocation | ) |
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◆ CanStrafe()
| bool FAIMoveRequest::CanStrafe |
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const |
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◆ GetAcceptanceRadius()
| float FAIMoveRequest::GetAcceptanceRadius |
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const |
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◆ GetCostLimitFactor()
| float FAIMoveRequest::GetCostLimitFactor |
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const |
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◆ GetDestination()
| FVector FAIMoveRequest::GetDestination |
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const |
retrieves request's requested destination location, GoalActor's location or GoalLocation, depending on the request itself
◆ GetGoalActor()
| AActor * FAIMoveRequest::GetGoalActor |
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const |
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◆ GetGoalLocation()
| FVector FAIMoveRequest::GetGoalLocation |
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const |
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◆ GetMinimumCostLimit()
| float FAIMoveRequest::GetMinimumCostLimit |
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const |
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◆ GetNavigationFilter()
◆ GetUserData()
◆ GetUserFlags()
| int32 FAIMoveRequest::GetUserFlags |
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const |
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◆ IsApplyingCostLimitFromHeuristic()
| bool FAIMoveRequest::IsApplyingCostLimitFromHeuristic |
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const |
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◆ IsMoveToActorRequest()
| bool FAIMoveRequest::IsMoveToActorRequest |
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const |
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◆ IsNavigableEndLocationRequired()
| bool FAIMoveRequest::IsNavigableEndLocationRequired |
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const |
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◆ IsProjectingGoal()
| bool FAIMoveRequest::IsProjectingGoal |
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const |
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◆ IsReachTestIncludingAgentRadius()
| bool FAIMoveRequest::IsReachTestIncludingAgentRadius |
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const |
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◆ IsReachTestIncludingGoalRadius()
| bool FAIMoveRequest::IsReachTestIncludingGoalRadius |
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const |
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◆ IsUsingPartialPaths()
| bool FAIMoveRequest::IsUsingPartialPaths |
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const |
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◆ IsUsingPathfinding()
| bool FAIMoveRequest::IsUsingPathfinding |
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const |
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◆ IsValid()
| bool FAIMoveRequest::IsValid |
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const |
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the request should be either set up to move to a location, of go to a valid actor
◆ SetAcceptanceRadius()
◆ SetAllowPartialPath()
◆ SetApplyCostLimitFromHeuristic()
Defines if the underlying pathfind query should limit its exploration based on the navigation cost
- Parameters
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| bApply | if set - the pathfind query cost will be limited based on the heuristic between the start and end location |
| InCostLimitFactor | this multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate) |
| InMinimumCostLimit | minimum cost limit clamping value (in cost units) used to allow large deviation in short paths |
◆ SetCanStrafe()
◆ SetGoalActor()
| void FAIMoveRequest::SetGoalActor |
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const AActor * |
InGoalActor | ) |
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◆ SetGoalLocation()
| void FAIMoveRequest::SetGoalLocation |
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const FVector & |
InGoalLocation | ) |
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◆ SetNavigationFilter()
◆ SetProjectGoalLocation()
◆ SetReachTestIncludesAgentRadius()
◆ SetReachTestIncludesGoalRadius()
◆ SetRequireNavigableEndLocation()
◆ SetStartFromPreviousPath()
| FAIMoveRequest & FAIMoveRequest::SetStartFromPreviousPath |
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const bool |
bInStartFromPreviousPath | ) |
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◆ SetUsePathfinding()
◆ SetUserData()
◆ SetUserFlags()
◆ ShouldStartFromPreviousPath()
| const bool FAIMoveRequest::ShouldStartFromPreviousPath |
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const |
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◆ ToString()
| FString FAIMoveRequest::ToString |
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const |
◆ UpdateGoalLocation()
| bool FAIMoveRequest::UpdateGoalLocation |
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const FVector & |
NewLocation | ) |
const |
◆ AcceptanceRadius
| float FAIMoveRequest::AcceptanceRadius |
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protected |
pathfollowing: required distance to goal to complete move
◆ bAllowPartialPath
| uint32 FAIMoveRequest::bAllowPartialPath |
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pathfinding: allow using incomplete path going toward goal but not reaching it
◆ bApplyCostLimitFromHeuristic
| uint32 FAIMoveRequest::bApplyCostLimitFromHeuristic |
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pathfinding: if set - the pathfind query cost will be limited based on the heuristic between the start and end location (c.f. CostLimitFactor and MinimumCostLimit).
◆ bCanStrafe
| uint32 FAIMoveRequest::bCanStrafe |
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pathfollowing: keep focal point at move goal
◆ bInitialized
| uint32 FAIMoveRequest::bInitialized |
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◆ bMoveToActor
| uint32 FAIMoveRequest::bMoveToActor |
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◆ bProjectGoalOnNavigation
| uint32 FAIMoveRequest::bProjectGoalOnNavigation |
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pathfinding: goal location will be projected on navigation data before use
◆ bReachTestIncludesAgentRadius
| uint32 FAIMoveRequest::bReachTestIncludesAgentRadius |
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protected |
pathfollowing: acceptance radius needs to be increased by agent radius (stop on overlap vs exact point)
◆ bReachTestIncludesGoalRadius
| uint32 FAIMoveRequest::bReachTestIncludesGoalRadius |
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pathfollowing: acceptance radius needs to be increased by goal actor radius
◆ bRequireNavigableEndLocation
| uint32 FAIMoveRequest::bRequireNavigableEndLocation |
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pathfinding: if set - require the end location to be linked to the navigation data
◆ bStartFromPreviousPath
| uint32 FAIMoveRequest::bStartFromPreviousPath |
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pathfinding: the request will start from the end of the previous path (if any), and the generated path will be merged with the remaining points of the previous path
◆ bUsePathfinding
| uint32 FAIMoveRequest::bUsePathfinding |
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pathfinding: if set - regular pathfinding will be used, if not - direct path between two points
◆ CostLimitFactor
| float FAIMoveRequest::CostLimitFactor |
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protected |
pathfinding: this multiplier is used to compute a max node cost allowed to the open list (cost limit = CostLimitFactor*InitialHeuristicEstimate)
◆ FilterClass
pathfinding: navigation filter to use
◆ GoalActor
◆ GoalLocation
| FVector FAIMoveRequest::GoalLocation |
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mutableprotected |
◆ MinimumCostLimit
| float FAIMoveRequest::MinimumCostLimit |
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protected |
pathfinding: minimum cost limit clamping value (in cost units) used to allow large deviation in short paths
◆ UserData
custom user data: structure
◆ UserFlags
| int32 FAIMoveRequest::UserFlags |
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protected |
The documentation for this struct was generated from the following files: