Gah - a solution with more questions. – EntropicLqd

UE2:U2NPCControllerBase states (U2XMP)

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Contents

;Other member categories for this class::instance functions

States

@CantMoveState

@CantMoveState.BeginState

event BeginState ()

Overrides: LicenseeController.@CantMoveState.BeginState


@CantMoveState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@CantMoveState.IsFrozen

function bool IsFrozen ()

Overrides: Controller.IsFrozen (global)


@CantMoveState.IsMobile

function bool IsMobile ()

Overrides: Controller.IsMobile (global)


@CantMoveState.UnFreeze

function UnFreeze ()

Overrides: LicenseeController.UnFreeze (global)


@DeadState

Inherits from: Controller.@DeadState

Ignores: BeginFalling, EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible, eventTakeDamage, eventTookDamage, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SetTestMoveTarget, ShotFiredNotification

@DeadState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@DeadState.PlayRandomSound

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@FindAirState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@FindAirState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@FindAirState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FindAirState.NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


@FindAirState.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


@FindAirState.PickDestination

function PickDestination ()


@FindAirState.PlayRandomSound

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@FrozenState

Extends: @CantMoveState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@HandleInvalidLandingState

Extends: @MoveToGoalBaseState

Ignores: BeginFalling, DamageAttitudeTo, EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, ShotFiredNotification

@HandleInvalidLandingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@HandleInvalidLandingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@HandleInvalidLandingState.CanDodge

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@HandleInvalidLandingState.EnemyAcquired

function EnemyAcquired ()

Overrides: U2NPCControllerShared.EnemyAcquired (global)


@HandleInvalidLandingState.GetStepDownDestination

function Actor GetStepDownDestination (bool bForward)


@HandleInvalidLandingState.HandledInvalidLanding

function HandledInvalidLanding ()


@HandleInvalidLandingState.HandlePanic

function HandlePanic ()

Overrides: HandlePanic (global)


@HandleInvalidLandingState.NotifyInvalidLanding

function NotifyInvalidLanding (Actor.CheckResult Hit)

Overrides: NotifyInvalidLanding (global)


@HandleInvalidLandingState.NotifyValidLanding

function NotifyValidLanding (Actor.CheckResult Hit)

Overrides: Controller.NotifyValidLanding (global)


@HandleInvalidLandingState.PickDestination

function bool PickDestination ()


@LandedHardState

Inherits from: LicenseeController.@LandedHardState

Ignores: BeginFalling, EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, ShotFiredNotification

@LandedHardState.BeginState

event BeginState ()

Overrides: LicenseeController.@LandedHardState.BeginState


@LandedHardState.LandedHardDone

function LandedHardDone ()

Overrides: LicenseeController.@LandedHardState.LandedHardDone


@LandedHardState.PlayRandomSound

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@MoveToGoalBaseState

@MoveToGoalBaseState.StartFalling

function StartFalling ()

Overrides: Controller.StartFalling (global)


@ScriptedDialogState

Extends: @ScriptedState

@ScriptedDialogState.BeginState

event BeginState ()

Overrides: @ScriptedState.BeginState


@ScriptedDialogState.DialogEnd

event DialogEnd ()

Overrides: Actor.DialogEnd (global)


@ScriptedDialogState.EndState

event EndState ()

Overrides: @ScriptedState.EndState


@ScriptedDialogState.AvoidFriendlyBump

function bool AvoidFriendlyBump (Pawn Other)

Overrides: @ScriptedState.AvoidFriendlyBump


@ScriptedDialogState.DialogPause

function DialogPause ()

Overrides: Actor.DialogPause (global)


@ScriptedDialogState.DialogSetEndingFocus

function DialogSetEndingFocus (Actor FocusActor)

Overrides: Actor.DialogSetEndingFocus (global)


@ScriptedDialogState.DialogSetFocus

function DialogSetFocus (Actor FocusActor)

Overrides: Actor.DialogSetFocus (global)


@ScriptedDialogState.DialogUnPause

function DialogUnPause ()

Overrides: U2NPCControllerScriptable.DialogUnPause (global)


@ScriptedDialogState.eventTakeDamage

function eventTakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTakeDamage (global)


@ScriptedDialogState.IsDialogPaused

function bool IsDialogPaused ()

Overrides: U2NPCControllerScriptable.IsDialogPaused (global)


@ScriptedDialogState.PlayRandomSound

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@ScriptedDialogState.PreparedForDialog

function bool PreparedForDialog ()

Overrides: Actor.PreparedForDialog (global)


@ScriptedState

Extends: @MoveToGoalBaseState

@ScriptedState.ActorRangeTransition

event final ActorRangeTransition (bool bInRange)


@ScriptedState.AnimEnd

event final AnimEnd (int Channel)


@ScriptedState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@ScriptedState.EndState

event EndState ()

Overrides: Object.EndState (global)


@ScriptedState.FinishedRotation

event final FinishedRotation ()


@ScriptedState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@ScriptedState.SeeAlertFriend

event final SeeAlertFriend (Pawn Seen)


@ScriptedState.SeeFriend

event final SeeFriend (Pawn Seen)


@ScriptedState.AllowFriendlyBumpStateChanges

function bool AllowFriendlyBumpStateChanges ()

Overrides: U2NPCControllerShared.AllowFriendlyBumpStateChanges (global)


@ScriptedState.AvoidFriendlyBump

function bool AvoidFriendlyBump (Pawn Other)


@ScriptedState.EnableProbeEvent

function EnableProbeEvent (name EventName, bool bVal)

Overrides: U2NPCController.EnableProbeEvent (global)


@ScriptedState.EnemyAcquired

function EnemyAcquired ()

Overrides: U2NPCControllerShared.EnemyAcquired (global)


@ScriptedState.eventAutoBegin

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerScriptable.eventAutoBegin (global)


@ScriptedState.GetMoveSpeed

function float GetMoveSpeed (optional Object.Vector TargetLocation)

Overrides: U2NPCControllerShared.GetMoveSpeed (global)


@ScriptedState.GetStateInfoString

function string GetStateInfoString ()

Overrides: Controller.GetStateInfoString (global)


@ScriptedState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: GetTacticalMoveType (global)


@ScriptedState.HandleDestinationReached

function HandleDestinationReached ()

Overrides: U2NPCControllerShared.HandleDestinationReached (global)


@ScriptedState.HandleFinishedRotation

function HandleFinishedRotation ()


@ScriptedState.MaybeAvoidFriendlyBump

function MaybeAvoidFriendlyBump (Pawn Other)

Overrides: U2NPCControllerShared.MaybeAvoidFriendlyBump (global)


@ScriptedState.NotifyUnuse

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@ScriptedState.SetDestination

function bool SetDestination (Object.Vector Direction, float Distance)


@ScriptedState.SetSpecialGoal

function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew)

Overrides: U2NPCControllerShared.SetSpecialGoal (global)


@ScriptedState.TurnToActor

function TurnToActor (Actor A, optional bool bLock)

Overrides: U2NPCControllerScriptable.TurnToActor (global)


@ScriptedState.UnuseActor

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@ScriptedState.UseActor

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@TestMoveState

Extends: @MoveToGoalBaseState

Ignores: EnemyNotVisible

@UsingState

@UsingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@UsingState.NotifyUnuse

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@UsingState.UnuseActor

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@UsingState.UseActor

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@WanderingPanicState

Extends: @WanderingState

Ignores: BeginFalling, EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible, HearNoise, NotifyBump, NotifyHitWall, NotifyLanded, @WanderingState.SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@WanderingPanicState.BeginState

event BeginState ()

Overrides: @WanderingState.BeginState


@WanderingPanicState.EndState

event EndState ()

Overrides: @WanderingState.EndState


@WanderingPanicState.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


@WanderingPanicState.AllowHitSounds

function bool AllowHitSounds ()

Overrides: Controller.AllowHitSounds (global)


@WanderingPanicState.CanDodge

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@WanderingPanicState.CanFire

function bool CanFire (bool bTest)

Overrides: U2NPCController.CanFire (global)


@WanderingPanicState.CanKillIfStuck

function bool CanKillIfStuck ()

Overrides: @WanderingState.CanKillIfStuck


@WanderingPanicState.CanTeleportIfStuck

function bool CanTeleportIfStuck ()

Overrides: @WanderingState.CanTeleportIfStuck


@WanderingPanicState.HandlePanic

function HandlePanic ()

Overrides: HandlePanic (global)


@WanderingState

Ignores: EnemyNotVisible

@WanderingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@WanderingState.NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: U2NPCControllerShared.NotifyPhysicsVolumeChange (global)


@WanderingState.SeeAlertFriend

event final SeeAlertFriend (Pawn Seen)


@WanderingState.CanKillIfStuck

function bool CanKillIfStuck ()


@WanderingState.CanTeleportIfStuck

function bool CanTeleportIfStuck ()


@WanderingState.ClampVerticalComponent

function Object.Vector ClampVerticalComponent (Object.Vector V)


@WanderingState.DeferTo

function bool DeferTo (Controller Other)

Overrides: DeferTo (global)


@WanderingState.GetDestinationVector

function bool GetDestinationVector (Object.Vector Direction, float DesiredDistance, bool bRecovering, out Object.Vector DestinationLocation)


@WanderingState.GetExtraWanderDistance

function float GetExtraWanderDistance ()


@WanderingState.GetFlyingMoveSpeed

function float GetFlyingMoveSpeed ()


@WanderingState.GetModifiedMoveSpeed

function float GetModifiedMoveSpeed ()


@WanderingState.GetSwimmingMoveSpeed

function float GetSwimmingMoveSpeed ()


@WanderingState.GetWalkingMoveSpeed

function float GetWalkingMoveSpeed ()


@WanderingState.GetWanderDirection

function Object.Vector GetWanderDirection (int FallbackType)


@WanderingState.GetWanderDirectionFlying

function Object.Vector GetWanderDirectionFlying (int FallbackType)


@WanderingState.GetWanderDirectionSwimming

function Object.Vector GetWanderDirectionSwimming (int FallbackType)


@WanderingState.GetWanderDirectionWalking

function Object.Vector GetWanderDirectionWalking (int FallbackType)


@WanderingState.GetWanderDistanceModifier

function float GetWanderDistanceModifier ()


@WanderingState.PickDestination

function bool PickDestination ()


@WanderingState.SetWanderMoveSpeed

function SetWanderMoveSpeed ()


@WanderingState.ShouldWanderPause

function bool ShouldWanderPause ()


@WanderingState.WanderDidMoveSpecialHandling

function WanderDidMoveSpecialHandling ()


@WanderingState.WanderPauseSpecialAnimation

function bool WanderPauseSpecialAnimation ()


@WanderingState.WanderPauseSpecialHandling

function WanderPauseSpecialHandling ()