The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:AIController (UDK)
Object >> Actor >> Controller >> AIController |
- Package:
- Engine
- Implemented interfaces:
- Interface_NavigationHandle
- Direct subclasses:
- GameAIController, UTBot
- This class in other games:
- UE2Runtime, U2, UT2003, UT2004, U2XMP, UT3
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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.
Properties[edit]
bAdjustFromWalls[edit]
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
bReverseScriptedRoute[edit]
Type: bool
if true, we're following the scripted route in reverse
ScriptedFocus[edit]
Type: Actor
view focus from last scripted action
ScriptedMoveTarget[edit]
Type: Actor
Move target from last scripted action
ScriptedRoute[edit]
Type: Route
Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route
ScriptedRouteIndex[edit]
Type: int
if ScriptedRoute is valid, the index of the current point we're moving to
Skill[edit]
Type: float
skill, scaled by game difficulty (add difficulty to this value)
Default values[edit]
Property | Value |
---|---|
bCanDoSpecial | True |
MinHitWall | -0.5 |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Controller.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
GetPlayerViewPoint[edit]
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
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Reset[edit]
Overrides: Controller.Reset
SetTeam[edit]
Other instance functions[edit]
CanFireWeapon[edit]
DisplayDebug[edit]
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.
GetOrderObject[edit]
GetOrders[edit]
NotifyWeaponFinishedFiring[edit]
NotifyWeaponFired[edit]
OnAIMoveToActor[edit]
Scripting hook to move this AI to a specific actor.
PriorityObjective[edit]
SetOrders[edit]
ShouldRefire[edit]
States[edit]
ScriptedMove[edit]
Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.
ScriptedMove.PoppedState[edit]
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.
ScriptedMove.PushedState[edit]
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
ScriptedRouteMove[edit]
ScriptedRouteMove.PoppedState[edit]
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.