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UE3:AIController (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> AIController |
- Package:
- Engine
- Implemented interfaces:
- Interface_NavigationHandle
- Direct subclasses:
- GameAIController, UTBot
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
AIController, the base class of AI.
Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers implement the artificial intelligence for the pawns they control.
[edit] Properties
[edit] bAdjustFromWalls
Type: bool
auto-adjust around corners, with no hitwall notification for controller or pawn if wall is hit during a MoveTo() or MoveToward() latent execution.
Default value: True
[edit] bReverseScriptedRoute
Type: bool
if true, we're following the scripted route in reverse
[edit] ScriptedFocus
Type: Actor
view focus from last scripted action
[edit] ScriptedMoveTarget
Type: Actor
Move target from last scripted action
[edit] ScriptedRoute
Type: Route
Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route
[edit] ScriptedRouteIndex
Type: int
if ScriptedRoute is valid, the index of the current point we're moving to
[edit] Skill
Type: float
skill, scaled by game difficulty (add difficulty to this value)
[edit] Default values
| Property | Value |
|---|---|
| bCanDoSpecial | True |
| MinHitWall | -0.5 |
[edit] Subobjects
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: Controller.Sprite
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Functions
[edit] Events
[edit] GetPlayerViewPoint
Overrides: Controller.GetPlayerViewPoint
(Description copied from Controller.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint
Output: out_rotation, view rotation of player
[edit] NotifyPathChanged
Specified by: Interface_NavigationHandle.NotifyPathChanged
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] Reset
Overrides: Controller.Reset
[edit] SetTeam
[edit] Other instance functions
[edit] CanFireWeapon
[edit] DisplayDebug
Overrides: Controller.DisplayDebug
list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
[edit] GetOrderObject
[edit] GetOrders
[edit] NotifyWeaponFinishedFiring
[edit] NotifyWeaponFired
[edit] OnAIMoveToActor
Scripting hook to move this AI to a specific actor.
[edit] PriorityObjective
[edit] SetOrders
[edit] ShouldRefire
[edit] States
[edit] ScriptedMove
Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.
[edit] ScriptedMove.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
[edit] ScriptedMove.PushedState
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
[edit] ScriptedRouteMove
[edit] ScriptedRouteMove.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
