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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
structure used to define which subsystem requested locking of a specific AI resource (like movement, logic, etc.)
| FAIResourceLock::FAIResourceLock | ( | ) |
| void FAIResourceLock::ClearLock | ( | EAIRequestPriority::Type | LockPriority | ) |
| void FAIResourceLock::ForceClearAllLocks | ( | ) |
force-clears all locks
| FString FAIResourceLock::GetLockPriorityName | ( | ) | const |
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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
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| void FAIResourceLock::SetLock | ( | EAIRequestPriority::Type | LockPriority | ) |
set whether we should use resource lock count. clears all existing locks.