My program doesn't have bugs. It just develops random features.
UE2:U2NPCControllerShared (U2XMP)
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Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared |
Contents
- Package:
- U2AI
- Direct subclasses:
- U2NPCControllerBase, U2NPCControllerBaseOld
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U2NPCControllerShared.uc Created By: Steve Polge, Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 1/29/03 4:24p $ $Revision: 150 $
Constants
See U2NPCControllerShared constants.
Properties
See U2NPCControllerShared properties.
Enums
EDestinationResult
- DR_Predicted
- using a predicted destination
- DR_Raw
- using a raw (direct) destination
- DR_Wait
- wait a bit...
EMoveType
- MT_Error
- pathing error
- MT_None
- no current destination (caller can decide whether this is an error or not?)
- MT_Wait
- can't currently get to destination -- try again in a bit
- MT_Near
- near or at destination (no need to move)
- MT_Success
- can move towards destination
Structs
TDistanceInfo
Functions
Static functions
GetNearbyPathNodes
static function GetNearbyPathNodes (Actor SourceActor, out TDistanceInfo DistanceList[MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ)
GetNearbyPathNodesRelativeTo
static function GetNearbyPathNodesRelativeTo (Actor SourceActor, Actor RelativeActor, out TDistanceInfo DistanceList[MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ)
Exec functions
Unuse
exec function Unuse ()
Overrides: Controller.Unuse
Events
DialogBegin
event DialogBegin (Actor Other)
Overrides: Actor.DialogBegin
HearNoise
NotifyBump
NotifyPhysicsVolumeChange
event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
Overrides: Controller.NotifyPhysicsVolumeChange
PreBeginPlay
event PreBeginPlay ()
Overrides: AIController.PreBeginPlay
Timer
event final Timer ()