UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAIResourceLock Struct Reference

#include <AITypes.h>

Public Types

typedef uint16 FLockFlags
 

Public Member Functions

AIMODULE_API FAIResourceLock ()
 
AIMODULE_API void SetLock (EAIRequestPriority::Type LockPriority)
 
AIMODULE_API void ClearLock (EAIRequestPriority::Type LockPriority)
 
AIMODULE_API void SetUseResourceLockCount (bool inUseResourceLockCount)
 
AIMODULE_API void ForceClearAllLocks ()
 
bool IsLocked () const
 
bool IsLockedBy (EAIRequestPriority::Type LockPriority) const
 
bool IsAvailableFor (EAIRequestPriority::Type LockPriority) const
 
AIMODULE_API FString GetLockPriorityName () const
 
void operator+= (const FAIResourceLock &Other)
 
bool operator== (const FAIResourceLock &Other) const
 

Detailed Description

structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)

Member Typedef Documentation

◆ FLockFlags

Note
feel free to change the type if you need to support more then 16 lock sources

Constructor & Destructor Documentation

◆ FAIResourceLock()

FAIResourceLock::FAIResourceLock ( )

Member Function Documentation

◆ ClearLock()

void FAIResourceLock::ClearLock ( EAIRequestPriority::Type  LockPriority)

◆ ForceClearAllLocks()

void FAIResourceLock::ForceClearAllLocks ( )

force-clears all locks

◆ GetLockPriorityName()

FString FAIResourceLock::GetLockPriorityName ( ) const

◆ IsAvailableFor()

bool FAIResourceLock::IsAvailableFor ( EAIRequestPriority::Type  LockPriority) const
inline

Answers the question if given priority is allowed to use this resource. @Note that if resource is locked with priority LockPriority this function will return false as well

◆ IsLocked()

bool FAIResourceLock::IsLocked ( ) const
inline

◆ IsLockedBy()

bool FAIResourceLock::IsLockedBy ( EAIRequestPriority::Type  LockPriority) const
inline

◆ operator+=()

void FAIResourceLock::operator+= ( const FAIResourceLock Other)
inline

◆ operator==()

bool FAIResourceLock::operator== ( const FAIResourceLock Other) const
inline

◆ SetLock()

void FAIResourceLock::SetLock ( EAIRequestPriority::Type  LockPriority)

◆ SetUseResourceLockCount()

void FAIResourceLock::SetUseResourceLockCount ( bool  inUseResourceLockCount)

set whether we should use resource lock count. clears all existing locks.


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