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UE2:U2NPCControllerShared instance functions (U2XMP)

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Contents

;Other member categories for this class::constants, properties

Instance functions[edit]

AddedHumanThreat[edit]

function float AddedHumanThreat ()


AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: Controller.AdjustAim


AllowFriendlyBumpStateChanges[edit]

function bool AllowFriendlyBumpStateChanges ()


AssessThreat[edit]

function float AssessThreat (Pawn Other)


CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)


CanRespawn[edit]

function bool CanRespawn ()

Overrides: Controller.CanRespawn


CheckEnemyDistance[edit]

function CheckEnemyDistance (float EnemyDistance)


CheckMaxAttackRanges[edit]

function bool CheckMaxAttackRanges (float EnemyDistance, Actor TargetActor)


CheckNavigationFrom[edit]

function EMoveType CheckNavigationFrom (Actor TargetActor, Actor GoalActor, float GoalDistance)


CheckTargetInAttackRange[edit]

function bool CheckTargetInAttackRange (bool bTest)

Overrides: U2NPCController.CheckTargetInAttackRange


ClearHoldSpot[edit]

function ClearHoldSpot (out Actor HS)


ClearHoldSpots[edit]

function ClearHoldSpots ()


ClearMoveAttempts[edit]

function ClearMoveAttempts ()


CompareThreat[edit]

function float CompareThreat (Pawn P1, Pawn P2)


DialogAllowed[edit]

function bool DialogAllowed (Actor Other)


DialogInitiate[edit]

function DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor)

Overrides: Actor.DialogInitiate


DialogTerminate[edit]

function DialogTerminate ()

Overrides: Actor.DialogTerminate


EnemyAcquired[edit]

function EnemyAcquired ()


eventBumpAll[edit]

function eventBumpAll (Actor Other)


eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerScriptable.eventBumpEnemy


eventBumpFriend[edit]

function eventBumpFriend (Pawn Other)

Overrides: U2NPCControllerScriptable.eventBumpFriend


eventBumpOther[edit]

function eventBumpOther (Actor Other)

Overrides: U2NPCControllerScriptable.eventBumpOther


eventHearNoiseFriendly[edit]

function eventHearNoiseFriendly (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseFriendly


eventHearNoiseOther[edit]

function eventHearNoiseOther (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseOther


eventHearNoiseThreat[edit]

function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseThreat


eventInheritEnemy[edit]

function eventInheritEnemy (Pawn NewEnemy)

Overrides: U2NPCControllerScriptable.eventInheritEnemy


eventSeeAlertFriend[edit]

function eventSeeAlertFriend (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeAlertFriend


eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeEnemy


eventSeeFriend[edit]

function eventSeeFriend (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeFriend


eventSeeOther[edit]

function eventSeeOther (Actor Seen)

Overrides: U2NPCControllerScriptable.eventSeeOther


ExecuteDodge[edit]

function ExecuteDodge (bool bLeft, Object.Vector DodgeDestination)


FaceTarget[edit]

function bool FaceTarget (float F)


FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: Controller.FearThisSpot


FindBestPathToward[edit]

function bool FindBestPathToward (Actor TargetActor, bool bClearPaths)


FindLocalEnemy[edit]

function Pawn FindLocalEnemy (float MaxDistance)


FindNewStakeOutDir[edit]

function FindNewStakeOutDir (Actor TargetActor)


ForceNavigationError[edit]

function ForceNavigationError (bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ)

Overrides: U2NPCController.ForceNavigationError


FriendlyBumpSpecial[edit]

function bool FriendlyBumpSpecial ()


GetAttackRating[edit]

function float GetAttackRating (Pawn Other)

Overrides: Controller.GetAttackRating


GetBounceLifespan[edit]

function float GetBounceLifespan ()

Overrides: U2NPCController.GetBounceLifespan


GetDamageRadius[edit]

function float GetDamageRadius (class<ProjectileProjectileClass)


GetDirectionalPatrol[edit]

function bool GetDirectionalPatrol ()


GetFaceSpecialGoal[edit]

function bool GetFaceSpecialGoal ()

Overrides: U2NPCController.GetFaceSpecialGoal


GetFireOffset[edit]

function Object.Vector GetFireOffset (Object.Vector SourceLocation, Object.Vector TargetLocation)


GetFireRating[edit]

function float GetFireRating ()

Overrides: Controller.GetFireRating


GetHoldSpot[edit]

function HoldSpot GetHoldSpot (Actor LocationActor)


GetInstantProjectileAim[edit]

function bool GetInstantProjectileAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, Actor TargetActor, out Object.Vector TargetLocation, float TargetDistance, bool bLOSToTarget, out Object.Rotator ReturnedRotation)


GetLastSeenAimLocation[edit]

function bool GetLastSeenAimLocation (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, Actor TargetActor, float TargetDistance, out Object.Vector TargetLocation)


GetLookedAtCos[edit]

function float GetLookedAtCos (Actor SeeingActor)


GetMissVector[edit]

function Object.Vector GetMissVector (Actor TargetActor, int PitchError)


GetMoveSpeed[edit]

function float GetMoveSpeed (optional Object.Vector TargetLocation)


GetMoveTargetFollow[edit]

function EMoveType GetMoveTargetFollow (Actor GoalActor, out Actor Path, float GoalDistance)


GetPathTo[edit]

function EMoveType GetPathTo (Actor TargetActor, out Actor Path, optional float GoalDistance)


GetPathToActor[edit]

function Controller.EPathResult GetPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect)


GetSlowProjectileAim[edit]

function bool GetSlowProjectileAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, Actor TargetActor, out Object.Vector TargetLocation, float TargetDistance, bool bTrySplash, bool bLOSToTarget, out Object.Rotator ReturnedRotation)


GetSpecialGoal[edit]

function Actor GetSpecialGoal ()

Overrides: U2NPCController.GetSpecialGoal


GetSpecialGoalDistance[edit]

function float GetSpecialGoalDistance ()

Overrides: U2NPCController.GetSpecialGoalDistance


GetSplashLocation[edit]

function bool GetSplashLocation (class<ProjectileProjectileClass, Object.Vector ProjStart, Actor TargetActor, float TargetDistance, out Object.Vector TargetLocation)


GetTargetLocation[edit]

function Object.Vector GetTargetLocation (Actor TargetActor, bool bLOSToTarget, bool bTossed, Object.Vector LastEnemySeenLocation, float TimeSinceLastSeen)


GetTimeOutTolerance[edit]

function float GetTimeOutTolerance (class<ProjectileProjectileClass)


GetTossedAim[edit]

function bool GetTossedAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, Actor TargetActor, out Object.Vector TargetLocation, float TargetDistance, bool bLOSToTarget, out Object.Rotator ReturnedRotation)


HandleBumpedByEnemy[edit]

function HandleBumpedByEnemy ()


HandleDestinationReached[edit]

function HandleDestinationReached ()


HandleEnemyNoise[edit]

function HandleEnemyNoise (Actor NoiseMaker)


HandleFriendlyBumps[edit]

function bool HandleFriendlyBumps ()


HandleIncoming[edit]

function HandleIncoming (Actor IncomingActor, Object.Vector IncomingDirection, float IncomingSpeed)

Overrides: U2NPCController.HandleIncoming


HandleSetMoveTargetError[edit]

function EMoveType HandleSetMoveTargetError (Actor GoalActor, float GoalDistance)


IgnoreTargetRange[edit]

function bool IgnoreTargetRange ()


ImpalePawn[edit]

function ImpalePawn ()


IsCloseToDynamicGoal[edit]

function bool IsCloseToDynamicGoal (Actor Other, optional float DesiredDistance, optional bool bHasLineOfSightTo)


IsUsable[edit]

function bool IsUsable (Actor Other)

Overrides: Actor.IsUsable


LockAnimationController[edit]

function LockAnimationController (int LockLevel)


MaybeAcquireEnemy[edit]

function bool MaybeAcquireEnemy (Pawn NewEnemy)


MaybeAlertOthers[edit]

function MaybeAlertOthers (Pawn PotentialEnemy)


MaybeAvoidFriendlyBump[edit]

function MaybeAvoidFriendlyBump (Pawn Other)


MaybeInheritEnemy[edit]

function MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee)

Overrides: U2NPCController.MaybeInheritEnemy


MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCController.MaybeSetEnemy


MoveAgain[edit]

function bool MoveAgain ()


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector TargetLocation, float CosAngle)


NotifyMeleeDamagedEnemy[edit]

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


NotifyUnuse[edit]

function NotifyUnuse (Actor A)

Overrides: Actor.NotifyUnuse


OnUnuse[edit]

function OnUnuse (Actor Other)

Overrides: Actor.OnUnuse


OnUse[edit]

function OnUse (Actor Other)

Overrides: Actor.OnUse


Possess[edit]

function Possess (Pawn P)

Overrides: U2NPCControllerScriptable.Possess


RandomizeStakeOutDir[edit]

function bool RandomizeStakeOutDir ()


ReactToAlertFriend[edit]

function ReactToAlertFriend (Pawn P)


ReactToFriend[edit]

function ReactToFriend (Pawn P)


RecoverFromMinZError[edit]

function bool RecoverFromMinZError ()


RecoverFromNavigationError[edit]

function EMoveType RecoverFromNavigationError (Actor GoalActor, float GoalDistance, bool bConsiderMoveTarget)


RecoverFromStuckError[edit]

function bool RecoverFromStuckError ()


ReduceThreat[edit]

function bool ReduceThreat ()


RelativeStrength[edit]

function float RelativeStrength (Pawn Other)


RestoreAlertness[edit]

function RestoreAlertness ()


RestoreStance[edit]

function bool RestoreStance ()


SelectInventorySpotDestination[edit]

function NavigationPoint SelectInventorySpotDestination ()


SelectStance[edit]

function bool SelectStance (bool bAvoidProne)


SetAlertness[edit]

function SetAlertness (float NewAlertness)


SetDirectionalPatrol[edit]

function SetDirectionalPatrol (bool bNewVal)

Overrides: U2NPCControllerScriptable.SetDirectionalPatrol


SetFall[edit]

function SetFall ()

Overrides: Controller.SetFall


SetFrozen[edit]

function SetFrozen (bool bVal)

Overrides: Controller.SetFrozen


SetMoveTarget[edit]

function EMoveType SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding)


SetPeripheralVision[edit]

function SetPeripheralVision ()


SetScriptedFocus[edit]

simulated function SetScriptedFocus (Actor A)

Overrides: U2NPCControllerScriptable.SetScriptedFocus


SetScriptedIdleAnims[edit]

function SetScriptedIdleAnims (bool bNewVal)

Overrides: U2NPCControllerScriptable.SetScriptedIdleAnims


SetSharedTimer[edit]

function final SetSharedTimer (float DelaySeconds, bool bLoop)


SetSpecialGoal[edit]

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

Overrides: U2NPCController.SetSpecialGoal


SetTestMoveTarget[edit]

function bool SetTestMoveTarget (Actor TargetActor, optional float MoveSpeed, optional Actor.ETacticalMoveType TMT)

Overrides: U2NPCController.SetTestMoveTarget


SharedTimerEvent[edit]

function SharedTimerEvent ()


ShotFiredNotification[edit]

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: Controller.ShotFiredNotification


ShouldBounceProjectile[edit]

function bool ShouldBounceProjectile ()

Overrides: U2NPCController.ShouldBounceProjectile


ShouldClearSpecialColliders[edit]

function bool ShouldClearSpecialColliders ()


ShouldTryToLead[edit]

function bool ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash)


Shutdown[edit]

function Shutdown (bool bVal)

Overrides: U2NPCControllerScriptable.Shutdown


SplashDamageAttack[edit]

function bool SplashDamageAttack ()


StopFiringAtEnemy[edit]

function bool StopFiringAtEnemy (Actor TargetActor, bool bTossed)


StrafeFromDamage[edit]

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)


TeleportedPawn[edit]

function TeleportedPawn (Object.Vector OldLocation, Actor TargetActor)


TeleportPawn[edit]

function bool TeleportPawn (Actor TargetActor)


TestAimLocation[edit]

function bool TestAimLocation (Object.Vector ProjStart, float ProjSpeed, Actor TargetActor, Object.Vector AimLocation, float MaxMissTargetDistance, bool bCanHitOtherActors)


TestMissLocation[edit]

function bool TestMissLocation (Object.Vector ProjStart, float ProjSpeed, Actor TargetActor, Object.Vector AimLocation, float MinAvoidSelfDistance)


TryToDodge[edit]

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)


TryToHit[edit]

function bool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance)


UnderLift[edit]

function UnderLift (Mover M)

Overrides: AIController.UnderLift


UnImpalePawn[edit]

function UnImpalePawn ()


UnlockAnimationController[edit]

function UnlockAnimationController (optional bool bClear)


UnuseActor[edit]

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerScriptable.UnuseActor


UpdateAcceleration[edit]

function UpdateAcceleration (Actor TargetActor, float AccelerationChangeLimit, float MeleeAccelRate, float MeleeSpeed)


UpdateStance[edit]

function bool UpdateStance (byte TargetStance, optional float EnemyDistance)


UseActor[edit]

function UseActor (Actor A)

Overrides: U2NPCControllerScriptable.UseActor


VerifyJumpDodgeVector[edit]

function bool VerifyJumpDodgeVector (Object.Vector DuckDir, out Object.Vector DodgeDestination)


VerifyMobility[edit]

function VerifyMobility (float EnemyDistance)


VerifyRollDodgeVector[edit]

function bool VerifyRollDodgeVector (Object.Vector DuckDir, out Object.Vector DodgeDestination)


ViewObstructed[edit]

function bool ViewObstructed (float CheckWallDistance)


WanderAfterFriendlyBumpExtra[edit]

function bool WanderAfterFriendlyBumpExtra ()