Mostly Harmless

UE2:U2NPCControllerShared instance functions (U2XMP)

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Contents

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

Instance functions

AddedHumanThreat

function float AddedHumanThreat ()


AdjustAim

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

Overrides: Controller.AdjustAim


AllowFriendlyBumpStateChanges

function bool AllowFriendlyBumpStateChanges ()


AssessThreat

function float AssessThreat (Pawn Other)


CanDodge

function bool CanDodge (optional bool bIgnoreFalling)


CanRespawn

function bool CanRespawn ()

Overrides: Controller.CanRespawn


CheckEnemyDistance

function CheckEnemyDistance (float EnemyDistance)


CheckMaxAttackRanges

function bool CheckMaxAttackRanges (float EnemyDistance, Actor TargetActor)


CheckNavigationFrom

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


CheckTargetInAttackRange

function bool CheckTargetInAttackRange (bool bTest)

Overrides: U2NPCController.CheckTargetInAttackRange


ClearHoldSpot

function ClearHoldSpot (out Actor HS)


ClearHoldSpots

function ClearHoldSpots ()


ClearMoveAttempts

function ClearMoveAttempts ()


CompareThreat

function float CompareThreat (Pawn P1, Pawn P2)


DialogAllowed

function bool DialogAllowed (Actor Other)


DialogInitiate

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

Overrides: Actor.DialogInitiate


DialogTerminate

function DialogTerminate ()

Overrides: Actor.DialogTerminate


EnemyAcquired

function EnemyAcquired ()


eventBumpAll

function eventBumpAll (Actor Other)


eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerScriptable.eventBumpEnemy


eventBumpFriend

function eventBumpFriend (Pawn Other)

Overrides: U2NPCControllerScriptable.eventBumpFriend


eventBumpOther

function eventBumpOther (Actor Other)

Overrides: U2NPCControllerScriptable.eventBumpOther


eventHearNoiseFriendly

function eventHearNoiseFriendly (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseFriendly


eventHearNoiseOther

function eventHearNoiseOther (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseOther


eventHearNoiseThreat

function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerScriptable.eventHearNoiseThreat


eventInheritEnemy

function eventInheritEnemy (Pawn NewEnemy)

Overrides: U2NPCControllerScriptable.eventInheritEnemy


eventSeeAlertFriend

function eventSeeAlertFriend (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeAlertFriend


eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeEnemy


eventSeeFriend

function eventSeeFriend (Pawn Seen)

Overrides: U2NPCControllerScriptable.eventSeeFriend


eventSeeOther

function eventSeeOther (Actor Seen)

Overrides: U2NPCControllerScriptable.eventSeeOther


ExecuteDodge

function ExecuteDodge (bool bLeft, Object.Vector DodgeDestination)


FaceTarget

function bool FaceTarget (float F)


FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: Controller.FearThisSpot


FindBestPathToward

function bool FindBestPathToward (Actor TargetActor, bool bClearPaths)


FindLocalEnemy

function Pawn FindLocalEnemy (float MaxDistance)


FindNewStakeOutDir

function FindNewStakeOutDir (Actor TargetActor)


ForceNavigationError

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

Overrides: U2NPCController.ForceNavigationError


FriendlyBumpSpecial

function bool FriendlyBumpSpecial ()


GetAttackRating

function float GetAttackRating (Pawn Other)

Overrides: Controller.GetAttackRating


GetBounceLifespan

function float GetBounceLifespan ()

Overrides: U2NPCController.GetBounceLifespan


GetDamageRadius

function float GetDamageRadius (class<ProjectileProjectileClass)


GetDirectionalPatrol

function bool GetDirectionalPatrol ()


GetFaceSpecialGoal

function bool GetFaceSpecialGoal ()

Overrides: U2NPCController.GetFaceSpecialGoal


GetFireOffset

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


GetFireRating

function float GetFireRating ()

Overrides: Controller.GetFireRating


GetHoldSpot

function HoldSpot GetHoldSpot (Actor LocationActor)


GetInstantProjectileAim

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

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


GetLookedAtCos

function float GetLookedAtCos (Actor SeeingActor)


GetMissVector

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


GetMoveSpeed

function float GetMoveSpeed (optional Object.Vector TargetLocation)


GetMoveTargetFollow

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


GetPathTo

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


GetPathToActor

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


GetSlowProjectileAim

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

function Actor GetSpecialGoal ()

Overrides: U2NPCController.GetSpecialGoal


GetSpecialGoalDistance

function float GetSpecialGoalDistance ()

Overrides: U2NPCController.GetSpecialGoalDistance


GetSplashLocation

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


GetTargetLocation

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


GetTimeOutTolerance

function float GetTimeOutTolerance (class<ProjectileProjectileClass)


GetTossedAim

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

function HandleBumpedByEnemy ()


HandleDestinationReached

function HandleDestinationReached ()


HandleEnemyNoise

function HandleEnemyNoise (Actor NoiseMaker)


HandleFriendlyBumps

function bool HandleFriendlyBumps ()


HandleIncoming

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

Overrides: U2NPCController.HandleIncoming


HandleSetMoveTargetError

function EMoveType HandleSetMoveTargetError (Actor GoalActor, float GoalDistance)


IgnoreTargetRange

function bool IgnoreTargetRange ()


ImpalePawn

function ImpalePawn ()


IsCloseToDynamicGoal

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


IsUsable

function bool IsUsable (Actor Other)

Overrides: Actor.IsUsable


LockAnimationController

function LockAnimationController (int LockLevel)


MaybeAcquireEnemy

function bool MaybeAcquireEnemy (Pawn NewEnemy)


MaybeAlertOthers

function MaybeAlertOthers (Pawn PotentialEnemy)


MaybeAvoidFriendlyBump

function MaybeAvoidFriendlyBump (Pawn Other)


MaybeInheritEnemy

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

Overrides: U2NPCController.MaybeInheritEnemy


MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCController.MaybeSetEnemy


MoveAgain

function bool MoveAgain ()


NeedToTurn

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


NotifyMeleeDamagedEnemy

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


NotifyUnuse

function NotifyUnuse (Actor A)

Overrides: Actor.NotifyUnuse


OnUnuse

function OnUnuse (Actor Other)

Overrides: Actor.OnUnuse


OnUse

function OnUse (Actor Other)

Overrides: Actor.OnUse


Possess

function Possess (Pawn P)

Overrides: U2NPCControllerScriptable.Possess


RandomizeStakeOutDir

function bool RandomizeStakeOutDir ()


ReactToAlertFriend

function ReactToAlertFriend (Pawn P)


ReactToFriend

function ReactToFriend (Pawn P)


RecoverFromMinZError

function bool RecoverFromMinZError ()


RecoverFromNavigationError

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


RecoverFromStuckError

function bool RecoverFromStuckError ()


ReduceThreat

function bool ReduceThreat ()


RelativeStrength

function float RelativeStrength (Pawn Other)


RestoreAlertness

function RestoreAlertness ()


RestoreStance

function bool RestoreStance ()


SelectInventorySpotDestination

function NavigationPoint SelectInventorySpotDestination ()


SelectStance

function bool SelectStance (bool bAvoidProne)


SetAlertness

function SetAlertness (float NewAlertness)


SetDirectionalPatrol

function SetDirectionalPatrol (bool bNewVal)

Overrides: U2NPCControllerScriptable.SetDirectionalPatrol


SetFall

function SetFall ()

Overrides: Controller.SetFall


SetFrozen

function SetFrozen (bool bVal)

Overrides: Controller.SetFrozen


SetMoveTarget

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


SetPeripheralVision

function SetPeripheralVision ()


SetScriptedFocus

simulated function SetScriptedFocus (Actor A)

Overrides: U2NPCControllerScriptable.SetScriptedFocus


SetScriptedIdleAnims

function SetScriptedIdleAnims (bool bNewVal)

Overrides: U2NPCControllerScriptable.SetScriptedIdleAnims


SetSharedTimer

function final SetSharedTimer (float DelaySeconds, bool bLoop)


SetSpecialGoal

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

Overrides: U2NPCController.SetSpecialGoal


SetTestMoveTarget

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

Overrides: U2NPCController.SetTestMoveTarget


SharedTimerEvent

function SharedTimerEvent ()


ShotFiredNotification

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

Overrides: Controller.ShotFiredNotification


ShouldBounceProjectile

function bool ShouldBounceProjectile ()

Overrides: U2NPCController.ShouldBounceProjectile


ShouldClearSpecialColliders

function bool ShouldClearSpecialColliders ()


ShouldTryToLead

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


Shutdown

function Shutdown (bool bVal)

Overrides: U2NPCControllerScriptable.Shutdown


SplashDamageAttack

function bool SplashDamageAttack ()


StopFiringAtEnemy

function bool StopFiringAtEnemy (Actor TargetActor, bool bTossed)


StrafeFromDamage

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


TeleportedPawn

function TeleportedPawn (Object.Vector OldLocation, Actor TargetActor)


TeleportPawn

function bool TeleportPawn (Actor TargetActor)


TestAimLocation

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


TestMissLocation

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


TryToDodge

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)


TryToHit

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


UnderLift

function UnderLift (Mover M)

Overrides: AIController.UnderLift


UnImpalePawn

function UnImpalePawn ()


UnlockAnimationController

function UnlockAnimationController (optional bool bClear)


UnuseActor

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerScriptable.UnuseActor


UpdateAcceleration

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


UpdateStance

function bool UpdateStance (byte TargetStance, optional float EnemyDistance)


UseActor

function UseActor (Actor A)

Overrides: U2NPCControllerScriptable.UseActor


VerifyJumpDodgeVector

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


VerifyMobility

function VerifyMobility (float EnemyDistance)


VerifyRollDodgeVector

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


ViewObstructed

function bool ViewObstructed (float CheckWallDistance)


WanderAfterFriendlyBumpExtra

function bool WanderAfterFriendlyBumpExtra ()